No weak spots with enough rounds yet.
- 1600m 1v1 100% · 2nd of 29 · 6 rounds
- 2000m 12 gate madness 67% · 5th of 29 · 6 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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 · Measure
The races that come up most on Measure, 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 | 2000m12 gate madnessavg 25% · 2.0/map | 1600m1v1avg 50% · 2.0/map | 1800m6 gate madnessavg 50% · 1.4/map | 2200m24 gate madnessavg 13% · 1.2/map | 2200m6 gate WTAavg 17% · 1.1/map | 1800m4 gate WTAavg 25% · 1.1/map | 1000m1v1avg 50% · 1.0/map | 1400m12 gate madnessavg 25% · 1.0/map | 2000m4 gate WTAavg 25% · 1.0/map | 2200m6 gate madnessavg 50% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Parinirvana | 28% | 52% won 6/6 | 52% top 3 1/3 | 11% top 3 0/3 | 15% | 28% | 50% | 27% top 3 1/3 | 27% | 45% |
| Getting Hammered | 28% top 3 1/6 | 47% | 49% top 3 1/3 | 13% top 3 1/3 | 17% | 26% won 0/2 | 49% | 25% | 28% | 49% |
| Hammered Beast | 27% top 3 2/6 | ★54% | 54% top 3 3/3 | 12% top 3 0/3 | 16% | 28% won 2/2 | 50% | 26% top 3 0/3 | 26% | 50% |
| Silva Surfer | 31% top 3 1/6 | 52% | ★56% | 15% top 3 1/3 | 19% won 1/3 | ★31% | — | — | 30% won 1/3 | 53% |
| Crazy Desire | — | 48% | — | 14% | 17% | — | 52% won 2/3 | 26% | — | 43% |
| Ghost Strike | 25% | 50% | 51% | 16% top 3 0/3 | 20% | 27% | 49% | 22% top 3 0/3 | 24% | 53% |
| Monaro | 27% top 3 3/6 | 47% | 46% | 15% top 3 0/3 | 19% | 23% | — | — | 26% won 0/3 | 50% |
| Tokens | ★32% top 3 2/6 | 48% | 54% | ★21% top 3 1/3 | ★24% won 0/3 | 30% | — | — | ★31% | ★57% top 3 1/3 |
| Nothing Missing | — | 51% | 49% | 11% top 3 1/3 | 15% | 25% | 49% | 27% top 3 2/3 | — | 44% |
| Crazy Triumph | — | 48% | — | — | — | — | 52% | 30% | — | — |
| Cuz Tokens | 27% top 3 1/6 | — | 51% | 15% top 3 1/3 | 20% | 27% | — | — | 26% | 54% top 3 2/3 |
| The Kill Code | — | — | — | — | — | — | 52% | 29% | — | — |
| Daisy Tokens | 31% | — | 54% | 16% top 3 1/3 | 20% won 1/3 | 28% | — | — | 30% | 55% top 3 2/3 |
| TASER | — | 48% | 48% | 7.2% top 3 0/3 | 11% | 22% | 50% | 23% top 3 1/3 | — | 42% |
| Privileged Larry | 28% | 54% | 54% | 13% top 3 0/3 | 17% | 29% | — | — | 27% | 48% |
| Nakatomi Plaza | — | 52% | 52% | — | — | 27% | — | 29% top 3 1/3 | — | — |
| Virtual Housewife | — | — | — | — | — | — | 52% | 24% | — | — |
| Missing in Action | — | 48% | — | — | — | — | 51% | 26% | — | — |
| Virtual Insanity | — | — | — | — | — | — | 50% | 24% | — | — |
| Tamahagane | — | — | — | — | — | — | ★53% | ★33% | — | — |
| Doechii | — | — | — | — | — | — | 52% | — | — | — |
| GARDEN WARRIOR | 19% | — | — | — | — | — | 47% | 23% | 19% | — |
| 28 GRAMS | — | — | — | — | — | — | 52% | — | — | — |
| Starling Fang | 28% | 52% | 52% | 11% | 16% | 25% | — | — | 27% | 49% |
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.
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).