- 1000m 1v1 43% · 24th of 33 · 27 rounds
- 1200m 6 gate madness 42% · 24th of 33 · 24 rounds
- 2000m 6 gate madness 46% · 19th of 32 · 21 rounds
- 2200m 1v1 69% · 3rd of 32 · 25 rounds
- 2200m 6 gate madness 78% · 4th of 31 · 14 rounds
- 1600m 6 gate madness 64% · 11th of 32 · 16 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 firstWhere each core ranks among every Pro League core in that race, from its league times (★ = best on the roster); underneath, its real record there this season. Green = higher in the league, red = lower, Middle = 40–60%. 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Crazy Desire | Top 32% won 12/27 | ★Top 24% top 3 13/24 | Top 30% top 3 10/19 | ★Top 4% won 0/7 | ||||||
| Getting Hammered | Middle top 3 11/21 | Bottom 22% won 11/19 | Bottom 17% top 3 10/16 | |||||||
| Crazy Triumph | Middle top 3 9/24 | Top 37% top 3 9/19 | Top 27% won 1/7 | |||||||
| Tokens | ★Top 35% won 17/25 | ★Top 23% top 3 7/14 | ||||||||
| Hammered Beast | Middle top 3 10/21 | ★Top 18% top 3 10/16 | ||||||||
| Silva Surfer | ★Top 29% top 3 10/21 | Middle top 3 6/14 | ||||||||
| Missing in Action | Middle top 3 12/24 | Top 28% won 1/7 | ||||||||
| The Kill Code | ★Top 26% | ★Top 24% top 3 9/19 | Middle won 2/7 | |||||||
| Parinirvana | Middle top 3 6/16 | |||||||||
| Nakatomi Plaza | ★Top 24% won 11/20 | |||||||||
| Daisy Tokens | Middle top 3 11/14 | |||||||||
| Virtual Insanity | Top 24% won 0/7 | |||||||||
| Doechii | Top 36% won 1/7 | |||||||||
| Ghost Strike | Bottom 30% |
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).