- 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
- 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 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.
| Core | 1000m1v1avg 50% · 3.8/map | 2200m1v1avg 50% · 3.3/map | 1200m6 gate madnessavg 50% · 3.2/map | 1400m1v1avg 50% · 2.8/map | 2000m6 gate madnessavg 50% · 2.7/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.2/map | 2200m6 gate madnessavg 50% · 1.9/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Lucky 7 | Top 28% won 7/13 | — | ★Top 12% top 3 4/8 | — | — | — | Top 24% top 3 4/8 | — | — | Bottom 11% |
| Mr. Mister | Top 12% | Middle | Top 14% top 3 5/8 | Top 19% | Middle | Top 24% | Top 14% top 3 5/8 | Bottom 38% | Middle | ★Top 4% won 0/4 |
| Canary in a Coal Mine | Bottom 26% | Top 17% | — | — | ★Top 8% | Top 5% won 3/8 | Bottom 24% | Top 7% top 3 2/4 | Top 14% | — |
| Eagle Man | Middle | Middle | Bottom 26% | Top 19% | Middle | Top 36% | Middle | Top 16% top 3 1/4 | Middle | Middle won 0/4 |
| Nomad Gods | — | Top 36% won 1/5 | — | — | Top 37% top 3 4/6 | Top 8% | — | Middle | Top 36% | — |
| She Don't Wanna Man | Bottom 21% | Top 24% | Middle | Bottom 11% | Top 37% top 3 3/6 | Bottom 25% | Bottom 21% | — | Top 25% top 3 4/5 | Top 19% |
| God Eater | — | Top 31% | — | — | Top 27% top 3 2/6 | Top 17% | — | Top 15% | Top 32% | — |
| Switcheroo | Middle | — | Middle top 3 0/4 | — | — | — | Middle top 3 4/4 | — | — | Bottom 20% won 0/2 |
| Rain Rain | ★Top 11% | — | Bottom 38% top 3 1/4 | Bottom 33% | Top 32% | Top 29% | ★Top 9% top 3 2/4 | Top 24% | — | Bottom 14% won 0/2 |
| boatload | Top 28% | Middle | Middle | Middle | Top 27% | Top 7% | Top 29% | ★Top 4% top 3 1/4 | Middle | Top 22% won 1/4 |
| A Horse With No Name | Middle | Top 32% | Top 16% | ★Top 16% | Top 38% | Top 27% | Middle | Top 10% | Top 32% | Top 27% won 0/4 |
| Meteorite | — | Middle | — | — | Top 18% | Bottom 12% | — | — | Middle top 3 1/5 | — |
| Terrible Comet | Bottom 30% | ★Top 8% | — | — | Top 13% | ★Top 2% | Bottom 29% | — | ★Top 9% top 3 3/5 | — |
| Boat Shoes | — | — | Top 29% | Top 33% won 0/1 | — | — | — | Top 25% | — | Middle |
| Pyro God | Middle | — | Top 28% | Middle | — | — | Middle | — | — | Top 16% won 1/4 |
| Oxytocin | — | Top 33% | — | — | Top 29% | Middle | — | — | Top 34% | — |
| Money a Do It | Bottom 16% | Top 32% | Middle | Bottom 22% | Top 16% | Top 15% | Bottom 17% | Top 35% | Top 32% | Middle |
Cores
Click a heat-map cell to see who ran that segmentEarns 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.
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).