Team report · all teams

Bo Nix MVP

Power 46.6 · #24 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 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
Winning the most points
  • 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 league

Each 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 first

Each 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.

Bo Nix MVP
Core1000m1v1avg 50% · 3.8/map1200m6 gate madnessavg 50% · 3.3/map2200m1v1avg 50% · 3.2/map1400m1v1avg 50% · 2.7/map2000m6 gate madnessavg 50% · 2.7/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.2/map2200m6 gate madnessavg 50% · 1.9/map1200m12 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 segment
CoreRacesEarns the point
Might As Well Give It A Go271.0× avg
Wanted Dead Or A Wild251.2× avg
FRKN Bananas230.8× avg
Odins Vault211.2× avg
Captain Death190.8× avg
Dr. Rock & the Riff Reactor191.0× avg
God Let Me Be Back181.6× avg
If This Suck I Blame MRNFT181.0× avg
Itero170.9× avg
Flight Mode160.8× avg
Roobet161.3× avg
Five Horseman151.2× avg
Immortal Desire150.7× avg
Zeus vs Hades – Gods of War150.5× avg
Fighter Pit150.3× avg
If Sucks Blame TPJunkie151.1× avg
If Suck Blame Myself141.0× avg
Supersized141.1× avg

Earns 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.

11000m 1v1100%43%
21000m 6 gate madness100%56%
31200m 12 gate WTA100%20%
41400m 1v1100%52%
51200m 6 gate madness100%58%
61800m 1v1100%50%
71600m 6 gate madness100%71%
81800m 12 gate WTA100%80%
92200m 1v1100%23%
102000m 6 gate madness100%40%
112200m 6 gate madness100%12%
121000m 1v1100%43%
131000m 6 gate madness100%56%
141400m 1v1100%52%
151200m 6 gate madness100%58%
161800m 1v1100%50%
171600m 6 gate madness100%71%
182200m 1v199%23%
191000m 1v199%43%
201200m 6 gate madness99%58%
212000m 6 gate madness96%40%
222200m 6 gate madness91%12%
232200m 1v185%23%
241000m 1v180%43%
251400m 1v175%52%
262000m 6 gate madness67%40%
271800m 1v159%50%
281000m 6 gate madness54%56%
292200m 1v138%23%
301200m 6 gate madness28%58%
311600m 6 gate madness20%71%
321200m 1v120%0%
332000m 6 gate madness9%40%
341400m 6 gate madness9%100%

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).