Team report · Lower league

Flying Skulls

Power 46.7 · #27 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1400m 1v1 33% · 37th of 40 · 21 rounds
  • 2000m 6 gate madness 37% · 33rd of 40 · 22 rounds
  • 1000m 1v1 42% · 32nd of 40 · 28 rounds
Winning the most points
  • 1600m 6 gate madness 78% · 2nd of 40 · 16 rounds
  • 1200m 6 gate madness 61% · 6th of 40 · 26 rounds
  • 1800m 1v1 61% · 8th of 40 · 21 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.

Flying Skulls
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
Sailor Jerry
Middle
won 4/12
Bottom 35%
Bottom 38%
top 3 5/7
★Top 22%
won 7/21
Middle
top 3 8/21
Top 11%
top 3 8/16
Bottom 37%
top 3 3/4
Bottom 15%
won 0/7
Jark
Top 23%
top 3 16/26
★Top 13%
top 3 14/21
Bottom 36%
top 3 1/2
Top 34%
won 1/7
Frogdog
★Top 11%
top 3 15/26
Middle
top 3 9/18
★Top 9%
won 0/7
Heavy Vandal
Bottom 37%
won 8/16
Middle
top 3 3/12
Middle
★Top 1%
top 3 5/8
River Dawn
Bottom 39%
won 12/27
Middle
Middle
top 3 4/12
Bottom 14%
Full Squish
Middle
top 3 8/12
Top 22%
won 7/12
Bottom 13%
Bottom 32%
top 3 5/8
Fake Prompt
Top 19%
top 3 13/26
Top 23%
Top 20%
won 1/7
Pepper
★Top 11%
won 6/9
Middle
top 3 4/8
Bottom 32%
won 1/7
Failure Expected & Received
★Top 22%
top 3 13/22
★Top 25%
Behind Blue Eyes
Bottom 12%
top 3 0/3
Top 26%
top 3 4/8
Middle
won 0/6
Globe Trotter
Middle
Bottom 5%
top 3 1/7
Tater
Bottom 36%
top 3 7/8
Troten Away
Bottom 30%
Top 35%
Bottom 38%
top 3 3/6
Chaotic Sky
Bottom 29%
top 3 4/6
French Onion
Middle
top 3 2/3
Bottom 31%
Bastille
Bottom 38%
Middle
top 3 0/3
Mia Go
Bottom 30%
top 3 0/2

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Sailor Jerry960.9× avg
Jark571.3× avg
Frogdog541.0× avg
Heavy Vandal420.9× avg
River Dawn390.8× avg
Full Squish361.3× avg
Fake Prompt331.0× avg
Pepper301.1× avg
Failure Expected & Received221.2× avg
Behind Blue Eyes200.6× avg
Globe Trotter110.3× avg
Tater111.9× avg
Troten Away90.9× avg
Chaotic Sky71.6× avg
Rapidash40.0× avg
French Onion41.3× avg
Bastille30.0× avg
Vogue Panda20.0× avg
Mia Go20.0× avg
Haunting10.0× 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%42%
21000m 6 gate madness100%51%
31200m 12 gate WTA100%43%
41400m 1v1100%33%
51200m 6 gate madness100%61%
61800m 1v1100%61%
71600m 6 gate madness100%78%
81800m 12 gate WTA100%43%
92200m 1v1100%42%
102000m 6 gate madness100%37%
112200m 6 gate madness100%43%
121000m 1v1100%42%
131000m 6 gate madness100%51%
141400m 1v1100%33%
151200m 6 gate madness100%61%
161800m 1v1100%61%
171600m 6 gate madness100%78%
182200m 1v1100%42%
191000m 1v1100%42%
201200m 6 gate madness99%61%
212000m 6 gate madness99%37%
222200m 6 gate madness97%43%
232200m 1v193%42%
241000m 1v187%42%
251400m 1v180%33%
262000m 6 gate madness74%37%
271800m 1v164%61%
281000m 6 gate madness51%51%
292200m 1v141%42%
301200m 6 gate madness25%61%
311600m 6 gate madness12%78%
321200m 1v112%0%
332000m 6 gate madness7%37%
341400m 6 gate madness7%0%

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).