- 1800m 24 gate madness 17% · 21st of 22 · 6 rounds
- 1200m 4 gate WTA 33% · 17th of 22 · 6 rounds
- 1800m 6 gate WTA 33% · 14th of 21 · 6 rounds
- 1800m 4 gate WTA 79% · 4th of 22 · 8 rounds
- 1600m 1v1 67% · 9th of 22 · 6 rounds
- 1400m 12 gate madness 83% · 3rd of 22 · 6 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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 · Measure
The races that come up most on Measure, 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 | 2000m12 gate madnessavg 25% · 2.0/map | 1600m1v1avg 50% · 2.0/map | 1800m6 gate madnessavg 50% · 1.5/map | 2200m24 gate madnessavg 13% · 1.3/map | 2200m6 gate WTAavg 17% · 1.2/map | 1800m4 gate WTAavg 25% · 1.1/map | 2000m4 gate WTAavg 25% · 1.0/map | 1000m1v1avg 50% · 1.0/map | 2200m6 gate madnessavg 50% · 1.0/map | 1800m24 gate madnessavg 13% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Shock Gladiator | Middle top 3 1/6 | Middle won 4/6 | Bottom 16% top 3 3/7 | Bottom 15% top 3 0/2 | Middle won 3/6 | Middle top 3 0/6 | ||||
| Fire Berserker | Top 1% top 3 3/6 | ★Top 9% top 3 4/7 | Top 3% top 3 0/2 | Top 9% won 2/8 | ★Top 27% won 1/8 | ★Top 1% won 2/6 | Top 30% top 3 2/6 | Top 25% top 3 1/6 | ||
| Slate Master | ★Top 1% top 3 3/6 | ★Top 1% top 3 2/2 | ★Top 2% won 1/8 | Top 2% won 3/6 | ★Top 10% top 3 5/6 | ★Top 1% top 3 3/6 | ||||
| Jade Furnace | Top 15% top 3 2/6 | Bottom 13% | Bottom 39% top 3 4/7 | Top 25% top 3 0/2 | Bottom 39% won 1/8 | Middle won 4/8 | Top 29% | Bottom 30% top 3 2/6 | Top 17% top 3 1/6 | |
| Sonic Sprinter | Bottom 32% top 3 0/6 | Middle | Bottom 35% | Bottom 33% top 3 0/2 | Bottom 12% | Bottom 37% | ★Top 9% | Bottom 14% | Middle top 3 1/6 | |
| Velvet Whip | Bottom 10% | Bottom 19% top 3 0/2 | Bottom 25% top 3 1/6 | |||||||
| Silent Arrow | Bottom 21% top 3 0/6 | Bottom 14% top 3 0/2 | Bottom 6% | Bottom 18% | Bottom 14% | Bottom 11% | Bottom 22% top 3 0/6 | |||
| Tango Road | Bottom 27% | Bottom 6% top 3 0/2 | Bottom 11% top 3 0/6 | |||||||
| Ultra Prowler | Bottom 31% top 3 0/2 | Bottom 8% | Bottom 33% top 3 0/6 | |||||||
| Delta Forge | Bottom 2% top 3 0/2 | Bottom 1% top 3 0/6 | ||||||||
| Franchise Tycoon | Bottom 1% | Bottom 1% top 3 0/2 | Bottom 1% | |||||||
| Static Striker | Bottom 1% top 3 0/2 | Bottom 1% | ||||||||
| Zed Champs paid for me | Bottom 9% | Bottom 20% top 3 0/6 | ||||||||
| Danshan made me | Bottom 1% | Bottom 11% top 3 0/6 |
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.
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).