- 1000m 1v1 37% · 23rd of 26 · 11 rounds
- 2000m 6 gate madness 30% · 24th of 26 · 7 rounds
- 2200m 1v1 75% · 3rd of 25 · 7 rounds
- 1800m 1v1 64% · 4th of 25 · 8 rounds
- 1000m 6 gate madness 57% · 13th of 25 · 8 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
Anchor's most common races, 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 | 2200m1v1avg 50% · 3.3/map | 1200m6 gate madnessavg 50% · 3.2/map | 1400m1v1avg 50% · 2.8/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 | 52% won 4/11 | 43% | 53% top 3 1/7 | 50% | — | — | 53% top 3 5/8 | 48% | 43% | ★12% won 1/3 |
| Crazy Triumph | 52% | — | 52% top 3 5/7 | 52% | — | — | 52% top 3 3/8 | 47% | — | 10% won 1/3 |
| Starling Fang | — | 50% | — | — | 52% top 3 3/4 | 52% won 5/8 | — | 52% | 49% | — |
| The Kill Code | 52% | — | 51% | 52% | — | — | 53% top 3 4/8 | — | — | 8.6% won 0/3 |
| Empress of Fire | ★58% | — | ★56% top 3 5/5 | 49% | — | — | ★60% | — | — | 10% won 0/2 |
| Silva Surfer | — | 52% | — | — | 55% top 3 1/7 | ★55% | — | 53% | 53% | — |
| Parinirvana | 50% | 46% | 44% | 50% | 51% | 52% | 50% | 52% top 3 3/3 | 45% | 6.8% |
| Hammered Beast | 50% | 50% | 48% | 51% | 52% | 53% | 50% | ★54% top 3 2/3 | 50% | 7.7% |
| Tokens | — | 56% won 1/3 | — | — | 56% | 54% | — | 47% | 57% top 3 3/5 | — |
| Monaro | — | 50% | — | — | 50% top 3 3/7 | 47% | — | 47% | 50% | — |
| Bonus Tokens | — | ★57% won 4/4 | — | — | — | — | — | — | ★60% top 3 2/3 | — |
| Nothing Missing | 49% | 45% | 51% top 3 0/2 | 52% won 1/1 | — | 49% | 49% | 51% | 44% | 8.8% |
| Platypus Nails | 47% | 52% | 53% | ★53% | 51% | 52% | 46% | 52% | 53% | 10% |
| Getting Hammered | 49% | 49% | — | 49% | 52% top 3 0/3 | 49% | 49% | 47% | 49% | — |
| Daisy Tokens | — | 54% | — | — | 58% | 53% | — | — | 55% top 3 1/5 | — |
| Lazarus | 45% | — | 51% | 48% | — | — | 44% | 48% | — | 10% won 0/3 |
| Missing in Action | 51% | — | 52% | 50% | — | — | 51% | 47% | — | 10.0% won 1/3 |
| Uluru | — | — | — | — | ★58% | 54% | — | 52% top 3 1/3 | — | — |
| Nakatomi Plaza | — | — | 52% | 53% won 0/1 | — | 52% | — | 52% | — | 11% |
| Cuz Tokens | — | 53% | — | — | 51% | 51% | — | — | 54% top 3 0/2 | — |
| Grover Cookbook | — | 52% | — | — | 55% | 55% | — | 48% | 53% | — |
| Ghost Strike | 49% | 53% | 46% | 45% | 48% | 51% | 49% | 50% | 53% | 7.9% |
| Virtual Insanity | 50% | — | 52% | 48% | — | — | 50% | — | — | 10% won 0/1 |
| Privileged Larry | — | 49% | 42% | — | 52% | 53% | — | 54% | 48% | 6.7% |
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 Season 01, with each round weighted by how often maps reach it (most maps end by round 27–30).