Team report · Lower league

Flying Skulls

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Cores

TableWho they fieldCore vs coreBest matchups1v1 head-to-head

Each core's best 3 races and up to 3 where it's below average (3+ races there). Pick a team in Compare with to unlock best matchups and 1v1 head-to-heads.

CoreRacesEarns the point
Pepper1651.3× avg
Sailor Jerry1520.9× avg
Tater1491.1× avg
Failure Expected & Received1400.2× avg
Jark1281.4× avg
Behind Blue Eyes1231.1× avg
Bastille1231.1× avg
Frogdog1202.0× avg
River Dawn1171.0× avg
silvery1151.6× avg
Fake Prompt1031.8× avg
Globe Trotter1000.1× avg
French Onion951.5× avg
Midnight Voodoo850.0× avg
Chaotic Sky751.6× avg
Flash Of Chaos700.6× avg
Outta Money701.4× avg
Vogue Panda650.5× avg
Bullet with Butterfly Wings630.0× avg
Troten Away600.5× avg
Mia Go571.1× avg
Salford Soldier530.3× avg
Gauntlet500.2× avg
Heavy Vandal450.0× avg
Haunting430.0× avg
Rapidash410.7× avg
Full Squish411.9× avg
Sunny Ray370.9× avg
Trigger Point230.8× avg
Far Above190.4× avg
Trendsetter142.2× avg
Nine One Won121.0× avg
Anti-Gravity101.1× 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.

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).