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- 1600m 6 gate madness 45% · 26th of 40 · 21 rounds
- 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| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 1v1 | 62% 37r · 5th · 3.9/map | 0% 1r · 0.1/map | 54% 24r · 16th · 2.8/map | — | 53% 24r · 15th · 2.6/map | — | 65% 30r · 4th · 3.4/map |
| 6 gate madness | 50% 22r · 24th · 2.5/map | 56% 31r · 13th · 3.3/map | — | 45% 21r · 26th · 2.1/map | 64% 24r · 5th · 2.8/map | 85% 20r · 2nd · 2.0/map | |
| 12 gate WTA | 50% 10r · 18th · 1.0/map | 80% 10r · 4th · 1.0/map |
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 firstWhere 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.
| Core | 1000m1v1avg 50% · 3.9/map | 2200m1v1avg 50% · 3.4/map | 1200m6 gate madnessavg 50% · 3.3/map | 2000m6 gate madnessavg 50% · 2.8/map | 1400m1v1avg 50% · 2.8/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.1/map | 2200m6 gate madnessavg 50% · 2.0/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Starstruck | Top 11% won 23/37 | — | Top 29% top 3 16/31 | — | Middle | — | Top 13% top 3 8/22 | Bottom 17% | — | Top 3% won 0/10 |
| In Due Time | — | Top 12% won 19/30 | — | Top 15% top 3 9/24 | — | Middle | — | Middle | Top 13% top 3 14/20 | — |
| Mahlow | Top 4% | — | Top 30% top 3 19/31 | — | Bottom 39% | Bottom 17% | Top 5% top 3 11/22 | Bottom 23% | — | Top 11% won 0/10 |
| Fisher Tiger | Top 9% | — | Top 37% top 3 15/31 | — | Middle | Middle | Top 11% top 3 12/22 | Top 25% | — | Top 9% won 3/10 |
| Maelstrom | — | Top 19% | — | Top 7% top 3 17/24 | Top 18% | Top 5% won 13/24 | — | Top 21% | Top 20% | — |
| Royal Turbine | Middle | Middle | Middle | Bottom 31% | Top 17% won 13/24 | Top 33% | Middle | ★Top 8% top 3 10/21 | Middle | Top 19% |
| Poison Weapon | — | ★Top 1% | — | ★Top 4% top 3 15/24 | — | Top 20% | — | — | ★Top 1% top 3 12/20 | — |
| Isagi | Middle | Top 34% | Middle | — | Top 30% | Middle | Middle | Top 18% top 3 6/21 | Top 34% | Middle |
| Stretchy Pants | ★Top 2% | — | Middle | — | Top 20% | Middle | ★Top 2% | Top 35% top 3 10/21 | — | Top 24% |
| Jasplew | — | Top 7% | — | Top 15% | — | Top 16% | — | Top 39% | Top 6% top 3 11/20 | — |
| Veyron | Middle | — | Top 21% | — | ★Top 14% | Bottom 8% | Middle | Middle | — | ★Top 2% won 1/10 |
| Water 7 | Top 19% | Bottom 4% | Middle | — | Bottom 25% | Middle | Top 21% | — | Bottom 7% | Top 28% won 1/10 |
| Jinbei | Top 29% | — | Top 27% | — | Top 34% | Bottom 3% | Top 30% | Bottom 16% | — | Top 25% won 0/10 |
| Spectral Knight | Bottom 23% | Middle | ★Top 17% | Top 15% | Top 29% | Top 4% | Bottom 23% | Top 30% | Middle | Top 8% |
| Crypt Inferno | Bottom 36% | Top 28% | Middle | Top 27% | Bottom 37% | Top 7% | Bottom 37% | Top 13% | Top 30% | Top 32% |
| Half A Second | — | Top 27% | Middle | Top 18% | — | Top 6% | — | Top 12% | Top 29% | Top 27% |
| Milk, Again | — | Top 18% | — | Top 32% | — | ★Top 2% | — | Middle | Top 18% | — |
Cores
Click a heat-map cell to see who ran that segmentEarns 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.
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).