Team report · Lower league

Elder Racing

Power 55.0 · #9 of 26 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 6 gate madness 32% · 21st of 25 · 15 rounds
  • 1000m 1v1 45% · 15th of 26 · 20 rounds
  • 1800m 1v1 49% · 12th of 25 · 15 rounds
Winning the most points
  • 1200m 6 gate madness 90% · 1st of 25 · 10 rounds
  • 2200m 6 gate madness 89% · 2nd of 25 · 10 rounds
  • 2200m 1v1 64% · 7th of 25 · 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.

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% · 3.8/map2200m1v1avg 50% · 3.3/map1200m6 gate madnessavg 50% · 3.2/map1400m1v1avg 50% · 2.8/map2000m6 gate madnessavg 50% · 2.7/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.2/map2200m6 gate madnessavg 50% · 1.9/map1200m12 gate WTAavg 8.3% · 1.0/map
Shock Gladiator
Middle
won 9/20
Top 38%
top 3 6/10
Top 23%
won 3/5
Middle
top 3 8/15
Middle
top 3 3/5
★Top 30%
won 0/5
Fire Berserker
Top 4%
top 3 10/15
★Top 17%
won 8/15
Top 30%
top 3 9/10
Top 34%
won 1/5
Slate Master
★Top 11%
won 8/13
★Top 3%
top 3 8/15
Bottom 39%
top 3 3/5
★Top 10%
top 3 7/10
Bottom 40%
won 0/5
Sonic Sprinter
★Top 9%
Top 6%
top 3 6/10
★Top 20%
Bottom 21%
Bottom 24%
★Top 7%
top 3 7/15
★Top 39%
top 3 3/5
Bottom 14%
Middle
won 0/5
Jade Furnace
Top 39%
top 3 7/15
Bottom 27%
Bottom 20%
Bottom 30%
top 3 4/10
Tango Road
★Top 3%
top 3 8/10
Top 26%
top 3 5/15
Bottom 37%
Bottom 16%
Velvet Whip
Bottom 26%
won 0/5
Ultra Prowler
Bottom 11%
Bottom 8%
Bottom 27%
won 0/5

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Shock Gladiator850.9× avg
Fire Berserker601.2× avg
Slate Master531.2× avg
Sonic Sprinter451.0× avg
Jade Furnace351.0× avg
Tango Road301.1× avg
Velvet Whip100.0× avg
Ultra Prowler50.0× 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%32%
31200m 12 gate WTA100%20%
41400m 1v1100%60%
51200m 6 gate madness100%90%
61800m 1v1100%49%
71600m 6 gate madness100%80%
81800m 12 gate WTA100%20%
92200m 1v1100%64%
102000m 6 gate madness100%62%
112200m 6 gate madness100%89%
121000m 1v1100%45%
131000m 6 gate madness100%32%
141400m 1v1100%60%
151200m 6 gate madness100%90%
161800m 1v1100%49%
171600m 6 gate madness100%80%
182200m 1v1100%64%
191000m 1v196%45%
201200m 6 gate madness95%90%
212000m 6 gate madness87%62%
222200m 6 gate madness85%89%
232200m 1v185%64%
241000m 1v184%45%
251400m 1v176%60%
262000m 6 gate madness71%62%
271800m 1v162%49%
281000m 6 gate madness49%32%
292200m 1v136%64%
301200m 6 gate madness22%90%
311600m 6 gate madness16%80%
321200m 1v116%40%
332000m 6 gate madness7%62%
341400m 6 gate madness7%20%
351200m 6 gate madness5%90%
362200m 1v15%64%

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).