- 1200m 6 gate madness 31% · 21st of 25 · 12 rounds
- 2200m 6 gate madness 20% · 23rd of 25 · 10 rounds
- 2200m 1v1 39% · 19th of 25 · 13 rounds
- 1000m 6 gate madness 78% · 1st of 25 · 13 rounds
- 1800m 1v1 63% · 5th of 25 · 14 rounds
- 2000m 6 gate madness 58% · 7th of 26 · 14 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.
Cores in 1400m 6 gate madness
← all cores- Thrill of the hunttop 3 3 of 5 (avg 50%) · league rank Top 3% (56%)
- Get some stink on ittop 3 3 of 5 (avg 50%) · league rank Top 12% (54%)
- Flying Gerbiltop 3 3 of 5 (avg 50%) · league rank Top 30% (52%)
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).