Team report · Pro league · beta

🎲Team Fingerprint.com🎲

Power 57.6 · #3 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1600m 6 gate madness 45% · 26th of 40 · 21 rounds
Winning the most points
  • 2200m 6 gate madness 85% · 2nd of 40 · 20 rounds
  • 1000m 1v1 62% · 5th of 40 · 37 rounds
  • 2200m 1v1 65% · 4th of 40 · 30 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

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Starstruck1001.0× avg
In Due Time741.1× avg
Mahlow631.1× avg
Fisher Tiger631.1× avg
Maelstrom581.2× avg
Royal Turbine551.1× avg
Poison Weapon441.2× avg
Isagi210.6× avg
Stretchy Pants211.0× avg
Jasplew201.1× avg
Veyron110.7× avg
Water 7101.2× avg
Jinbei100.0× avg
Spectral Knight100.0× avg
Crypt Inferno104.8× avg
Half A Second101.2× avg
Milk, Again100.0× 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%62%
21000m 6 gate madness100%50%
31200m 12 gate WTA100%50%
41400m 1v1100%54%
51200m 6 gate madness100%56%
61800m 1v1100%53%
71600m 6 gate madness100%45%
81800m 12 gate WTA100%80%
92200m 1v1100%65%
102000m 6 gate madness100%64%
112200m 6 gate madness100%85%
121000m 1v1100%62%
131000m 6 gate madness100%50%
141400m 1v1100%54%
151200m 6 gate madness100%56%
161800m 1v1100%53%
171600m 6 gate madness100%45%
182200m 1v1100%65%
191000m 1v1100%62%
201200m 6 gate madness99%56%
212000m 6 gate madness99%64%
222200m 6 gate madness97%85%
232200m 1v192%65%
241000m 1v187%62%
251400m 1v179%54%
262000m 6 gate madness74%64%
271800m 1v163%53%
281000m 6 gate madness51%50%
292200m 1v141%65%
301200m 6 gate madness25%56%
311600m 6 gate madness12%45%
321200m 1v112%0%
332000m 6 gate madness7%64%
341400m 6 gate madness7%—

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).