- 2200m 1v1 23% · 30th of 32 · 16 rounds
- 2200m 6 gate madness 12% · 29th of 31 · 9 rounds
- 1000m 1v1 43% · 25th of 33 · 19 rounds
- 1600m 6 gate madness 71% · 6th of 32 · 11 rounds
- 1200m 6 gate madness 58% · 8th of 33 · 17 rounds
- 1000m 6 gate madness 56% · 11th of 32 · 13 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the leagueEach cell: share of rounds won in that segment (rounds weighted by how often maps reach them), the number of rounds, and how often it comes up per map (Anchor). Grey = fewer than 3 rounds. Blank = that segment isn't on Anchor. Early in a season most cells have few rounds, so the boxes above only use segments with 6+ rounds and rank them with win rates steadied toward 50% — a lucky 4 from 4 won't top the list.
Roster fit · Anchor
The races that come up most on Anchor, most frequent firstEach core's chance of earning the point in that race against a typical league field, from its Pro League times (★ = best on the roster); underneath, its real record there this season. Read down a column to pick who runs it.
| Core | 1000m1v1avg 50% · 3.8/map | 1200m6 gate madnessavg 50% · 3.3/map | 2200m1v1avg 50% · 3.2/map | 1400m1v1avg 50% · 2.7/map | 2000m6 gate madnessavg 50% · 2.7/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.2/map | 2200m6 gate madnessavg 50% · 1.9/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Might As Well Give It A Go | 52% won 2/3 | 55% top 3 0/2 | 44% | 52% won 0/1 | 52% top 3 2/4 | 46% | 52% top 3 2/2 | 50% top 3 4/5 | 43% | ★13% won 0/5 |
| Wanted Dead Or A Wild | 47% won 1/4 | 49% top 3 3/4 | 57% won 1/4 | 49% | 55% top 3 3/3 | 54% won 2/3 | 47% | 48% top 3 1/1 | 58% top 3 0/1 | 8.1% |
| FRKN Bananas | 45% won 1/4 | 43% top 3 3/4 | ★58% won 0/2 | 45% | ★61% top 3 2/3 | 53% | 43% top 3 1/4 | 49% | ★62% top 3 1/1 | 4.4% |
| Odins Vault | 46% | 41% top 3 2/4 | 56% | 46% won 1/4 | 55% top 3 3/3 | 52% | 46% top 3 2/4 | 47% | 57% top 3 0/1 | 5.5% |
| Captain Death | 52% | ★56% top 3 5/9 | 41% | 52% | 36% top 3 0/4 | 46% | 53% top 3 1/1 | 47% | 37% top 3 1/4 | 6.0% won 0/1 |
| Dr. Rock & the Riff Reactor | ★53% won 3/4 | 52% top 3 3/9 | 39% | 47% | 42% top 3 2/4 | 44% | ★54% top 3 1/1 | 44% | 36% | 8.0% won 0/1 |
| God Let Me Be Back | 48% | 48% | 53% | 50% | 53% top 3 4/4 | 51% won 2/4 | 48% top 3 3/4 | 45% | 53% | 7.3% |
| If This Suck I Blame MRNFT | 46% | 47% | 53% | 45% | 51% top 3 1/4 | 46% | 45% | 44% top 3 3/4 | 54% | 8.4% won 0/4 |
| Itero | 47% | 49% | 48% | 51% won 0/1 | 53% | 52% | 46% top 3 1/4 | 52% top 3 5/7 | 48% top 3 1/4 | 6.2% won 0/1 |
| Flight Mode | 49% | 49% | 40% | 50% | 40% top 3 1/4 | 42% won 2/4 | 49% top 3 3/6 | 44% top 3 0/1 | 37% | 7.1% won 0/1 |
| Roobet | 50% | 51% | 51% | ★54% won 4/4 | 53% | 55% | 50% | ★60% top 3 5/6 | 52% top 3 1/4 | 4.7% |
| Five Horseman | 52% won 1/4 | 51% | 48% | 52% | 46% top 3 2/4 | 50% | 53% top 3 3/3 | 52% | 48% | 9.6% won 1/4 |
| Immortal Desire | 49% | 48% top 3 2/4 | 41% | 47% | 38% top 3 2/4 | 43% | 49% top 3 0/3 | 44% | 38% | 7.2% won 0/4 |
| Zeus vs Hades – Gods of War | 52% | 51% | 38% won 1/4 | 49% | 34% | 43% won 1/3 | 53% | 44% top 3 1/4 | 32% | 4.7% won 0/4 |
| Fighter Pit | 49% | 54% | 45% won 1/4 | 52% | 44% top 3 0/4 | 50% | 49% top 3 1/3 | 57% | 43% | 4.7% won 0/4 |
| If Sucks Blame TPJunkie | 49% | 47% top 3 6/11 | 38% | 49% | 33% | 43% | 48% | 42% | 33% top 3 2/4 | 4.6% |
| If Suck Blame Myself | 49% | 48% top 3 4/4 | 45% won 1/2 | 49% won 2/4 | 47% | 52% | 49% | 51% | 44% top 3 0/4 | 7.0% |
| Supersized | 50% | 45% | 52% | 50% | 53% | ★55% | 50% top 3 2/4 | 56% top 3 3/5 | 54% top 3 2/4 | 4.4% won 0/1 |
Cores
Click a heat-map cell to see who ran that segmentEarns the point: how often a core does what wins its team the round — wins the race (1v1, WTA) or finishes top 3 (madness) — against an average entrant (1 in 2 for a 1v1, 1 in 22 for a 22-gate WTA). In big fields only an outright fast time wins, so steady cores that “beat most of the field” can still rarely score there. Best / needs-work segments need 3+ races.
Anchor, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.
A round is one race of a map; whoever wins it gets the point. Win % here is the share of rounds won in each segment this Preseason 00, with each round weighted by how often maps reach it (most maps end by round 27–30).