Team report · Lower league

Ruthless Roofer

Power 47.7 · #19 of 26 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1200m 6 gate madness 38% · 20th of 25 · 8 rounds
  • 1800m 1v1 38% · 21st of 25 · 8 rounds
  • 2000m 6 gate madness 46% · 15th of 26 · 6 rounds
Winning the most points
  • 1000m 6 gate madness 63% · 10th of 25 · 8 rounds
  • 1000m 1v1 54% · 11th of 26 · 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.

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Lucky 7331.0× avg
Mr. Mister241.4× avg
Canary in a Coal Mine240.8× avg
Eagle Man160.4× avg
Nomad Gods151.0× avg
She Don't Wanna Man151.2× avg
God Eater141.1× avg
Switcheroo 101.0× avg
Rain Rain100.7× avg
boatload80.9× avg
A Horse With No Name80.9× avg
Meteorite50.4× avg
Terrible Comet51.2× avg
Boat Shoes50.4× avg
Pyro God43.0× avg
Oxytocin40.0× avg
Money a Do It43.0× 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%54%
21000m 6 gate madness100%63%
31200m 12 gate WTA100%50%
41400m 1v1100%0%
51200m 6 gate madness100%38%
61800m 1v1100%38%
71600m 6 gate madness100%25%
81800m 12 gate WTA100%50%
92200m 1v1100%21%
102000m 6 gate madness100%46%
112200m 6 gate madness100%62%
121000m 1v1100%54%
131000m 6 gate madness100%63%
141400m 1v1100%0%
151200m 6 gate madness100%38%
161800m 1v1100%38%
171600m 6 gate madness100%25%
182200m 1v1100%21%
191000m 1v196%54%
201200m 6 gate madness95%38%
212000m 6 gate madness87%46%
222200m 6 gate madness85%62%
232200m 1v185%21%
241000m 1v184%54%
251400m 1v176%0%
262000m 6 gate madness71%46%
271800m 1v162%38%
281000m 6 gate madness49%63%
292200m 1v136%21%
301200m 6 gate madness22%38%
311600m 6 gate madness16%25%
321200m 1v116%50%
332000m 6 gate madness7%46%
341400m 6 gate madness7%50%
351200m 6 gate madness5%38%
362200m 1v15%21%

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).