- 2000m 6 gate madness 45% · 18th of 26 · 14 rounds
- 1200m 6 gate madness 70% · 6th of 25 · 10 rounds
- 1000m 6 gate madness 62% · 11th of 25 · 14 rounds
- 2200m 1v1 55% · 13th of 25 · 13 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 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Irukandji | Top 20% won 10/20 | — | ★Top 1% top 3 7/10 | Top 23% | — | Bottom 19% | Top 16% top 3 12/14 | — | — | Bottom 27% won 0/5 |
| Resurrected Priestess | Middle | — | Top 7% top 3 7/10 | Bottom 35% won 1/2 | — | — | Middle top 3 5/14 | Middle | — | Top 9% won 0/5 |
| Resurrected Roo | Top 23% | — | Top 35% top 3 3/10 | Top 7% | — | Bottom 23% | Top 20% top 3 6/14 | Top 9% | — | Bottom 24% won 1/5 |
| Haunted Arrow | — | Top 2% won 8/13 | — | — | Top 34% top 3 5/8 | Bottom 30% | — | — | ★Top 3% top 3 8/10 | — |
| Fused Steel | Bottom 6% | ★Top 2% | Bottom 29% | Top 14% | Bottom 29% | Top 4% won 4/8 | Bottom 8% | Top 25% top 3 3/5 | Top 5% | Top 33% won 1/5 |
| Thieving X Returns | Top 20% | Top 18% | — | — | Top 33% top 3 8/14 | Top 13% | Top 22% | Middle | Top 18% top 3 4/10 | — |
| Grand Theft Fusion | — | Top 38% | — | — | Middle top 3 2/14 | Middle | — | — | Top 38% top 3 4/10 | — |
| Defiant Serpent | Bottom 33% | Top 30% | Bottom 22% | Top 27% | ★Top 14% | Top 10% | Bottom 35% | Top 7% top 3 2/5 | Top 31% | Top 34% |
| Llama Storm | Middle | Top 27% | Middle | Top 22% | Middle | Middle | Middle | Top 3% top 3 3/3 | Top 25% | Bottom 28% |
| Usher Blaze | Top 19% | Top 5% | Middle | Middle | Bottom 28% | Top 9% won 3/6 | Top 20% | Top 2% | Top 4% | Top 32% |
| Fused Blaze | Bottom 36% | Top 9% | Top 13% | Middle | Bottom 19% | Top 6% | Bottom 36% | Top 11% top 3 1/2 | Top 9% | Top 30% won 0/2 |
| Uptown Prowler | ★Top 4% | — | Top 9% | Top 6% won 2/2 | — | Middle | ★Top 3% | ★Top 1% | — | Middle won 0/2 |
| Lethal Arrow | — | Top 34% | — | — | Top 21% top 3 3/6 | — | — | — | Top 34% | — |
| Blazing Aura | Bottom 38% | Middle | Top 26% | Middle | Top 18% | Top 26% | Bottom 37% | Top 2% | Middle | Top 30% |
| Defiant Blaze | Top 26% | Top 4% | Top 33% | Top 25% | Middle | ★Top 1% | Top 26% | Top 10% | Top 7% | Top 19% |
| Randy Steel | Bottom 28% | — | Top 38% | ★Top 3% | — | — | Bottom 30% | Bottom 20% | — | Top 4% won 1/3 |
| Randy | Middle | — | Top 5% | Middle | — | — | Middle | — | — | ★Top 4% won 0/3 |
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).