Team report · Lower league

House o' rugs

Power 55.2 · #9 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1800m 1v1 40% · 33rd of 40 · 38 rounds
  • 1000m 1v1 48% · 23rd of 40 · 56 rounds
  • 1200m 12 gate WTA 43% · 22nd of 38 · 14 rounds
Winning the most points
  • 2200m 1v1 61% · 6th of 40 · 50 rounds
  • 1600m 6 gate madness 64% · 6th of 40 · 28 rounds
  • 1000m 6 gate madness 59% · 11th of 40 · 38 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.

House o' rugs
Core1000m1v1avg 50% · 3.9/map2200m1v1avg 50% · 3.4/map1200m6 gate madnessavg 50% · 3.3/map2000m6 gate madnessavg 50% · 2.8/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.1/map2200m6 gate madnessavg 50% · 2.0/map1200m12 gate WTAavg 8.3% · 1.0/map
Gnaester
★Top 10%
won 27/56
—
Top 10%
top 3 27/45
—
Top 12%
—
★Top 12%
top 3 26/38
Middle
—
★Top 4%
won 1/14
Thrill of the hunt
Top 29%
Bottom 38%
Top 9%
top 3 26/45
Top 24%
Top 6%
won 24/42
Middle
Top 28%
top 3 3/14
★Top 5%
top 3 18/28
Bottom 38%
Middle
won 0/14
Jasper's Brat
—
★Top 3%
won 32/50
Bottom 9%
Top 11%
top 3 26/40
—
Top 39%
—
Middle
★Top 2%
top 3 14/28
Bottom 12%
won 0/14
Thick thighs save lives
Top 23%
Bottom 35%
Top 12%
top 3 21/45
—
★Top 2%
Top 35%
Top 18%
top 3 22/38
Top 10%
Bottom 30%
Bottom 7%
Boo! Khakis
—
Top 10%
—
Top 23%
top 3 18/40
—
Middle
—
Middle
Top 12%
top 3 17/28
—
Slava Ukraini!
—
Top 8%
—
★Top 8%
top 3 20/40
—
Middle
—
Bottom 15%
Top 4%
top 3 16/28
—
Beaver Pelt
—
Middle
★Top 7%
Middle
Top 27%
Top 22%
won 16/38
—
Top 22%
Middle
Top 25%
won 2/14
Mr Rogers
Middle
Top 33%
Middle
Top 20%
Middle
Top 21%
Middle
Top 25%
top 3 14/28
Top 33%
Top 22%
won 1/14
Bootleg Station Wagon
Middle
Bottom 35%
Top 38%
Bottom 37%
Top 24%
Middle
Middle
Top 22%
top 3 18/28
Bottom 36%
Top 33%
April O'Neil
Bottom 7%
Top 22%
Bottom 28%
Top 13%
Top 36%
★Top 15%
Bottom 7%
Middle
Top 23%
Middle
won 2/14
Gozer the Gozerian
Top 38%
—
Middle
—
Top 40%
—
Top 38%
top 3 11/24
Top 36%
—
Middle
Uptown Girl
—
Top 27%
—
Top 23%
—
Top 23%
—
Top 37%
Top 28%
—
Colonel Sanders
Bottom 25%
Bottom 34%
Middle
Bottom 37%
Bottom 29%
Top 30%
Bottom 28%
Top 37%
Bottom 36%
Top 17%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Gnaester1531.1× avg
Thrill of the hunt1431.1× avg
Jasper's Brat1321.2× avg
Thick thighs save lives831.0× avg
Boo! Khakis681.0× avg
Slava Ukraini!681.1× avg
Beaver Pelt660.8× avg
Mr Rogers560.9× avg
Bootleg Station Wagon421.2× avg
April O'Neil282.1× avg
Gozer the Gozerian240.9× avg
Uptown Girl140.9× avg
Colonel Sanders141.7× 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%48%
21000m 6 gate madness100%59%
31200m 12 gate WTA100%43%
41400m 1v1100%56%
51200m 6 gate madness100%55%
61800m 1v1100%40%
71600m 6 gate madness100%64%
81800m 12 gate WTA100%43%
92200m 1v1100%61%
102000m 6 gate madness100%54%
112200m 6 gate madness100%61%
121000m 1v1100%48%
131000m 6 gate madness100%59%
141400m 1v1100%56%
151200m 6 gate madness100%55%
161800m 1v1100%40%
171600m 6 gate madness100%64%
182200m 1v1100%61%
191000m 1v1100%48%
201200m 6 gate madness99%55%
212000m 6 gate madness99%54%
222200m 6 gate madness97%61%
232200m 1v193%61%
241000m 1v187%48%
251400m 1v180%56%
262000m 6 gate madness74%54%
271800m 1v164%40%
281000m 6 gate madness51%59%
292200m 1v141%61%
301200m 6 gate madness25%55%
311600m 6 gate madness12%64%
321200m 1v112%—
332000m 6 gate madness7%54%
341400m 6 gate madness7%—

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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).