Team report · all teams

House o' rugs

Power 59.8 · #3 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 2000m 6 gate madness 44% · 21st of 32 · 13 rounds
  • 1400m 1v1 48% · 19th of 32 · 14 rounds
Winning the most points
  • 1200m 6 gate madness 73% · 3rd of 33 · 17 rounds
  • 1600m 6 gate madness 79% · 2nd of 32 · 12 rounds
  • 1000m 1v1 63% · 5th of 33 · 20 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.

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Gnaester551.1× avg
Thrill of the hunt541.2× avg
Jasper's Brat451.1× avg
Thick thighs save lives311.2× avg
Mr Rogers231.2× avg
Boo! Khakis230.9× avg
Slava Ukraini!231.0× avg
Beaver Pelt221.0× avg
Bootleg Station Wagon170.6× avg
April O'Neil100.0× avg
Gozer the Gozerian71.4× avg
Uptown Girl52.4× avg
Colonel Sanders50.0× 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%63%
21000m 6 gate madness100%50%
31200m 12 gate WTA100%60%
41400m 1v1100%48%
51200m 6 gate madness100%73%
61800m 1v1100%59%
71600m 6 gate madness100%79%
81800m 12 gate WTA100%20%
92200m 1v1100%53%
102000m 6 gate madness100%44%
112200m 6 gate madness100%70%
121000m 1v1100%63%
131000m 6 gate madness100%50%
141400m 1v1100%48%
151200m 6 gate madness100%73%
161800m 1v1100%59%
171600m 6 gate madness100%79%
182200m 1v199%53%
191000m 1v199%63%
201200m 6 gate madness99%73%
212000m 6 gate madness96%44%
222200m 6 gate madness91%70%
232200m 1v185%53%
241000m 1v180%63%
251400m 1v175%48%
262000m 6 gate madness67%44%
271800m 1v159%59%
281000m 6 gate madness54%50%
292200m 1v138%53%
301200m 6 gate madness28%73%
311600m 6 gate madness20%79%
321200m 1v120%0%
332000m 6 gate madness9%44%
341400m 6 gate madness9%0%

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).