Team report · all teams

Flying Skulls

Power 56.4 · #12 of 34 · Power Rankings
Compare with
Losing the most points
  • 1000m 4 gate WTA 0% · 32nd of 32 · 8 rounds
  • 1000m 1v1 34% · 32nd of 33 · 12 rounds
  • 1400m 4 gate WTA 17% · 32nd of 32 · 8 rounds
Winning the most points
  • 2200m 24 gate madness 71% · 6th of 34 · 19 rounds
  • 1800m 24 gate madness 74% · 4th of 33 · 12 rounds
  • 1600m 6 gate madness 90% · 1st of 32 · 9 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 (across the maps played). Grey = fewer than 3 rounds. Blank = that segment isn't on any map. 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

Click a heat-map cell to see who ran that segment
CoreRacesBeats the field
Sailor Jerry20857%
Full Squish18150%
Heavy Vandal17855%
Jark15253%
Pepper12655%
Bastille10750%
Rapidash10647%
Chaotic Sky10649%
Frogdog10348%
Failure Expected & Received9557%
River Dawn9359%
Flash Of Chaos9252%
Trigger Point7050%
Behind Blue Eyes6360%
Brains4938%
Nine One Won4961%
Far Above4958%
Trendsetter4338%
Fake Prompt4243%
Midnight Voodoo2154%

Beats the field: the share of the other runners a core finishes ahead of (1st = 100%, last = 0%, an average runner = 50%), so 1v1s and 24-gate races compare fairly. Best / needs-work segments need 3+ races there.

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).