Team report · all teams

Flying Skulls

Power 66.5 · #2 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 1v1 46% · 21st of 33 · 9 rounds
  • 1200m 6 gate madness 50% · 14th of 33 · 8 rounds
Winning the most points
  • 1800m 1v1 100% · 1st of 32 · 6 rounds
  • 1600m 6 gate madness 100% · 1st of 32 · 6 rounds
  • 1400m 1v1 85% · 1st of 32 · 7 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 in 1200m 12 gate WTA

← all cores
Flying Skulls

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%46%
21000m 6 gate madness100%67%
31200m 12 gate WTA100%67%
41400m 1v1100%85%
51200m 6 gate madness100%50%
61800m 1v1100%100%
71600m 6 gate madness100%100%
81800m 12 gate WTA100%100%
92200m 1v1100%66%
102000m 6 gate madness100%80%
112200m 6 gate madness100%100%
121000m 1v1100%46%
131000m 6 gate madness100%67%
141400m 1v1100%85%
151200m 6 gate madness100%50%
161800m 1v1100%100%
171600m 6 gate madness100%100%
182200m 1v199%66%
191000m 1v199%46%
201200m 6 gate madness99%50%
212000m 6 gate madness96%80%
222200m 6 gate madness91%100%
232200m 1v185%66%
241000m 1v180%46%
251400m 1v175%85%
262000m 6 gate madness67%80%
271800m 1v159%100%
281000m 6 gate madness54%67%
292200m 1v138%66%
301200m 6 gate madness28%50%
311600m 6 gate madness20%100%
321200m 1v120%—
332000m 6 gate madness9%80%
341400m 6 gate madness9%—

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 00, with each round weighted by how often maps reach it (most maps end by round 27–30).