Team report · Lower league

Lightning Fast Racing

Power 57.8 · #5 of 26 on Anchor · Power Rankings
Compare with
Losing the most points
  • 2000m 6 gate madness 45% · 18th of 26 · 14 rounds
Winning the most points
  • 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 league

Each 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 first

Where 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.

Lightning Fast Racing
Core1000m1v1avg 50% · 3.8/map2200m1v1avg 50% · 3.3/map1200m6 gate madnessavg 50% · 3.2/map1400m1v1avg 50% · 2.8/map2000m6 gate madnessavg 50% · 2.7/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.2/map2200m6 gate madnessavg 50% · 1.9/map1200m12 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 segment
CoreRacesEarns the point
Irukandji561.3× avg
Resurrected Priestess390.8× avg
Resurrected Roo 320.9× avg
Haunted Arrow311.4× avg
Fused Steel281.2× avg
Thieving X Returns271.0× avg
Grand Theft Fusion260.5× avg
Defiant Serpent150.7× avg
Llama Storm111.2× avg
Usher Blaze101.0× avg
Fused Blaze90.6× avg
Uptown Prowler81.3× avg
Lethal Arrow61.0× avg
Blazing Aura61.7× avg
Defiant Blaze50.0× avg
Randy Steel34.0× avg
Randy30.0× avg

Earns 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.

11000m 1v1100%50%
21000m 6 gate madness100%62%
31200m 12 gate WTA100%60%
41400m 1v1100%75%
51200m 6 gate madness100%70%
61800m 1v1100%53%
71600m 6 gate madness100%80%
81800m 12 gate WTA100%20%
92200m 1v1100%55%
102000m 6 gate madness100%45%
112200m 6 gate madness100%51%
121000m 1v1100%50%
131000m 6 gate madness100%62%
141400m 1v1100%75%
151200m 6 gate madness100%70%
161800m 1v1100%53%
171600m 6 gate madness100%80%
182200m 1v1100%55%
191000m 1v196%50%
201200m 6 gate madness95%70%
212000m 6 gate madness87%45%
222200m 6 gate madness85%51%
232200m 1v185%55%
241000m 1v184%50%
251400m 1v176%75%
262000m 6 gate madness71%45%
271800m 1v162%53%
281000m 6 gate madness49%62%
292200m 1v136%55%
301200m 6 gate madness22%70%
311600m 6 gate madness16%80%
321200m 1v116%0%
332000m 6 gate madness7%45%
341400m 6 gate madness7%100%
351200m 6 gate madness5%70%
362200m 1v15%55%

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).