Team report · Lower league

Elder Racing

Power 45.5 · #29 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1600m 6 gate madness 35% · 34th of 40 · 29 rounds
  • 2200m 6 gate madness 35% · 31st of 40 · 26 rounds
  • 1800m 1v1 40% · 35th of 40 · 37 rounds
Winning the most points
  • 1200m 6 gate madness 59% · 9th of 40 · 47 rounds
  • 2200m 1v1 57% · 13th of 40 · 48 rounds
  • 1400m 1v1 52% · 20th 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.

Elder Racing
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
Sonic Sprinter
★Top 9%
Top 6%
top 3 29/47
Bottom 21%
top 3 18/39
★Top 20%
won 20/38
Bottom 24%
won 15/37
★Top 7%
top 3 20/35
★Top 39%
top 3 12/29
Bottom 14%
top 3 3/26
Middle
won 1/13
Equal
★Top 3%
won 27/48
★Top 11%
top 3 20/39
★Top 1%
top 3 20/26
Bottom 1%
won 0/13
Stormy Falcon
Top 27%
won 23/51
Middle
Top 24%
top 3 16/35
Middle
top 3 12/29
Bottom 38%
won 0/13
Tango Road
★Top 3%
top 3 27/47
Top 26%
top 3 15/35
Bottom 37%
Bottom 16%
won 2/13
Jade Furnace
Top 39%
top 3 20/39
Bottom 27%
Bottom 20%
Bottom 30%
top 3 11/26
Franchise Tycoon
Top 12%
top 3 21/47
Bottom 4%
won 0/13
Glowing Sunset
Bottom 38%
Middle
top 3 14/29
Velvet Whip
Bottom 26%
won 1/13
Silent Arrow
Bottom 22%
Bottom 11%
Bottom 9%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Sonic Sprinter2810.9× avg
Equal1391.1× avg
Stormy Falcon1290.9× avg
Tango Road1091.0× avg
Jade Furnace781.0× avg
Franchise Tycoon600.9× avg
Glowing Sunset421.0× avg
Velvet Whip130.9× avg
Silent Arrow130.0× 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%45%
21000m 6 gate madness100%51%
31200m 12 gate WTA100%31%
41400m 1v1100%52%
51200m 6 gate madness100%59%
61800m 1v1100%40%
71600m 6 gate madness100%35%
81800m 12 gate WTA100%31%
92200m 1v1100%57%
102000m 6 gate madness100%46%
112200m 6 gate madness100%35%
121000m 1v1100%45%
131000m 6 gate madness100%51%
141400m 1v1100%52%
151200m 6 gate madness100%59%
161800m 1v1100%40%
171600m 6 gate madness100%35%
182200m 1v1100%57%
191000m 1v1100%45%
201200m 6 gate madness99%59%
212000m 6 gate madness99%46%
222200m 6 gate madness97%35%
232200m 1v193%57%
241000m 1v187%45%
251400m 1v180%52%
262000m 6 gate madness74%46%
271800m 1v164%40%
281000m 6 gate madness51%51%
292200m 1v141%57%
301200m 6 gate madness25%59%
311600m 6 gate madness12%35%
321200m 1v112%67%
332000m 6 gate madness7%46%
341400m 6 gate madness7%100%

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).