Team report · Lower league

Bo Nix MVP

Power 54.4 · #11 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 6 gate madness 32% · 36th of 40 · 23 rounds
  • 1800m 12 gate WTA 22% · 34th of 38 · 9 rounds
  • 1200m 12 gate WTA 33% · 31st of 38 · 9 rounds
Winning the most points
  • 2200m 1v1 73% · 1st of 40 · 31 rounds
  • 1200m 6 gate madness 66% · 4th of 40 · 32 rounds
  • 2200m 6 gate madness 67% · 8th of 40 · 18 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% · 3.9/map2200m1v1avg 50% · 3.4/map1200m6 gate madnessavg 50% · 3.3/map2000m6 gate madnessavg 50% · 2.8/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.1/map2200m6 gate madnessavg 50% · 2.0/map1200m12 gate WTAavg 8.3% · 1.0/map
Might As Well Give It A Go
52%
won 14/27
44%
55%
top 3 11/18
52%
top 3 3/6
52%
won 6/9
46%
52%
top 3 10/18
50%
top 3 3/9
43%
★13%
won 1/9
Wanted Dead Or A Wild
47%
57%
won 5/8
49%
55%
top 3 11/20
49%
54%
won 14/24
47%
48%
top 3 5/10
58%
top 3 3/9
8.1%
FRKN Bananas
45%
won 2/7
★58%
won 14/18
43%
★61%
top 3 13/20
45%
53%
43%
49%
top 3 1/1
★62%
top 3 7/9
4.4%
Dr. Rock & the Riff Reactor
★53%
39%
52%
top 3 16/31
42%
47%
won 0/1
44%
★54%
top 3 3/9
44%
36%
8.0%
won 2/9
Captain Death
52%
41%
★56%
top 3 18/31
36%
top 3 1/1
52%
46%
53%
top 3 2/9
47%
37%
6.0%
won 0/9
Itero
47%
48%
49%
53%
51%
won 6/9
52%
46%
52%
top 3 12/21
48%
top 3 5/9
6.2%
won 0/9
Odins Vault
46%
56%
41%
55%
top 3 7/20
46%
won 2/6
52%
46%
47%
57%
top 3 6/9
5.5%
Roobet
50%
51%
51%
53%
★54%
55%
50%
★60%
top 3 12/19
52%
top 3 6/9
4.7%
Flight Mode
49%
40%
49%
40%
50%
42%
49%
top 3 7/18
44%
top 3 0/3
37%
7.1%
won 0/9
Supersized
50%
52%
45%
53%
50%
★55%
50%
56%
top 3 2/3
54%
top 3 3/9
4.4%
won 0/9
God Let Me Be Back
48%
53%
48%
53%
top 3 3/6
50%
51%
48%
45%
53%
7.3%
If This Suck I Blame MRNFT
46%
53%
47%
51%
top 3 5/6
45%
46%
45%
44%
54%
8.4%
If Sucks Blame TPJunkie
49%
38%
47%
top 3 5/13
33%
top 3 0/1
49%
43%
48%
42%
33%
4.6%
Five Horseman
52%
48%
51%
top 3 0/1
46%
52%
50%
53%
top 3 2/5
52%
48%
9.6%
Immortal Desire
49%
41%
won 1/1
48%
38%
47%
43%
49%
top 3 2/5
44%
38%
7.2%
Fighter Pit
49%
45%
54%
top 3 1/1
44%
52%
50%
49%
top 3 2/5
57%
43%
4.7%
If Suck Blame Myself
49%
45%
won 3/4
48%
47%
top 3 1/1
49%
52%
49%
51%
44%
7.0%
Zeus vs Hades – Gods of War
52%
38%
51%
top 3 0/1
34%
49%
43%
53%
44%
32%
4.7%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Might As Well Give It A Go981.1× avg
Wanted Dead Or A Wild801.1× avg
FRKN Bananas641.3× avg
Dr. Rock & the Riff Reactor501.0× avg
Captain Death501.0× avg
Itero481.1× avg
Odins Vault450.8× avg
Roobet391.2× avg
Flight Mode300.6× avg
Supersized210.7× avg
God Let Me Be Back181.0× avg
If This Suck I Blame MRNFT171.1× avg
If Sucks Blame TPJunkie140.7× avg
Five Horseman60.7× avg
Immortal Desire61.0× avg
Fighter Pit61.0× avg
If Suck Blame Myself51.6× avg
Zeus vs Hades – Gods of War10.0× 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%48%
21000m 6 gate madness100%32%
31200m 12 gate WTA100%33%
41400m 1v1100%60%
51200m 6 gate madness100%66%
61800m 1v1100%58%
71600m 6 gate madness100%61%
81800m 12 gate WTA100%22%
92200m 1v1100%73%
102000m 6 gate madness100%57%
112200m 6 gate madness100%67%
121000m 1v1100%48%
131000m 6 gate madness100%32%
141400m 1v1100%60%
151200m 6 gate madness100%66%
161800m 1v1100%58%
171600m 6 gate madness100%61%
182200m 1v1100%73%
191000m 1v1100%48%
201200m 6 gate madness99%66%
212000m 6 gate madness99%57%
222200m 6 gate madness97%67%
232200m 1v193%73%
241000m 1v187%48%
251400m 1v180%60%
262000m 6 gate madness74%57%
271800m 1v164%58%
281000m 6 gate madness51%32%
292200m 1v141%73%
301200m 6 gate madness25%66%
311600m 6 gate madness12%61%
321200m 1v112%50%
332000m 6 gate madness7%57%
341400m 6 gate madness7%50%

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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).