- 1400m 1v1 35% · 35th of 40 · 29 rounds
- 1800m 1v1 42% · 32nd of 40 · 26 rounds
- 1200m 6 gate madness 44% · 29th of 40 · 35 rounds
- 1600m 6 gate madness 70% · 4th of 40 · 24 rounds
- 2000m 6 gate madness 63% · 6th of 40 · 30 rounds
- 2200m 1v1 59% · 9th of 40 · 34 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% · 3.9/map | 2200m1v1avg 50% · 3.4/map | 1200m6 gate madnessavg 50% · 3.3/map | 2000m6 gate madnessavg 50% · 2.8/map | 1400m1v1avg 50% · 2.8/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.1/map | 2200m6 gate madnessavg 50% · 2.0/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Crazy Desire | Top 32% won 22/39 | ★Top 24% top 3 22/35 | Top 30% top 3 11/23 | ★Top 4% won 1/10 | ||||||
| Getting Hammered | Middle top 3 16/30 | Bottom 22% won 11/26 | Bottom 17% top 3 14/24 | |||||||
| Crazy Triumph | Middle top 3 16/35 | Top 37% top 3 13/23 | Top 27% won 0/10 | |||||||
| Hammered Beast | Middle top 3 17/30 | ★Top 18% top 3 14/24 | ||||||||
| Tokens | ★Top 35% won 21/34 | ★Top 23% top 3 12/20 | ||||||||
| Silva Surfer | ★Top 29% top 3 19/30 | Middle top 3 7/20 | ||||||||
| Missing in Action | Middle top 3 12/35 | Top 28% won 3/10 | ||||||||
| Parinirvana | Middle top 3 13/24 | |||||||||
| The Kill Code | ★Top 26% | ★Top 24% top 3 8/23 | Middle won 0/10 | |||||||
| Nakatomi Plaza | ★Top 24% won 10/29 | |||||||||
| Daisy Tokens | Middle top 3 12/20 | |||||||||
| Virtual Insanity | Top 24% won 0/10 | |||||||||
| Doechii | Top 36% won 0/10 | |||||||||
| 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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).