Team report · Pro league · beta

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Power 54.1 · #4 of 12 on Anchor · Power Rankings
Compare with
Losing the most points
  • 2000m 6 gate madness 37% · 8th of 11 · 12 rounds
  • 1200m 6 gate madness 39% · 8th of 11 · 9 rounds
Winning the most points
  • 2200m 1v1 84% · 2nd of 11 · 9 rounds
  • 1000m 1v1 55% · 5th of 12 · 16 rounds
  • 1000m 6 gate madness 58% · 5th of 11 · 11 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

Each core's chance of earning the point in that race against a typical league field, from its Pro League times (★ = best on the roster); underneath, its real record there this season. Read down a column to pick who runs it.

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Core1000m1v1avg 50% · 3.8/map1200m6 gate madnessavg 50% · 3.2/map2200m1v1avg 50% · 3.2/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map2000m6 gate madnessavg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.0/map2200m6 gate madnessavg 50% · 1.8/map1200m12 gate WTAavg 8.3% · 1.0/map
Maelstrom
—
—
54%
52%
55%
won 7/12
57%
top 3 6/12
—
53%
55%
—
Starstruck
53%
won 9/16
52%
—
50%
—
—
54%
top 3 8/11
45%
—
12%
won 0/4
Fisher Tiger
53%
51%
top 3 5/9
—
50%
49%
—
54%
top 3 4/11
53%
—
11%
won 0/4
Mahlow
54%
52%
top 3 4/9
—
49%
44%
—
55%
top 3 8/11
46%
—
10%
Veyron
49%
53%
top 3 3/9
—
53%
42%
—
49%
50%
—
★12%
won 0/4
Shadow Bit
—
—
★59%
won 7/9
—
54%
54%
—
—
★64%
top 3 2/8
—
Royal Turbine
49%
48%
47%
52%
won 3/4
51%
44%
49%
55%
top 3 1/4
46%
9.6%
Crypt Inferno
48%
48%
53%
48%
54%
53%
top 3 5/12
48%
54%
53%
8.5%
Half A Second
—
50%
53%
—
55%
54%
top 3 6/12
—
55%
53%
8.8%
Water 7
52%
48%
37%
47%
50%
—
53%
—
34%
8.7%
won 0/4
Sausage Boat
50%
53%
—
49%
43%
★58%
50%
—
—
11%
won 1/4
Isagi
50%
49%
51%
51%
51%
—
49%
54%
top 3 2/4
52%
7.7%
Jasplew
—
—
56%
—
53%
55%
—
51%
59%
top 3 5/8
—
In Due Time
—
—
55%
—
50%
55%
—
49%
57%
top 3 7/8
—
Hachi
51%
49%
—
48%
—
—
51%
43%
—
8.1%
won 0/4
Steel Destroyer
54%
38%
53%
★54%
53%
53%
55%
★56%
top 3 2/4
53%
4.8%
Jinbei
51%
52%
—
51%
39%
—
52%
44%
—
9.0%
Spectral Knight
46%
★53%
50%
51%
★55%
55%
45%
52%
50%
11%
Stretchy Pants
★56%
50%
—
52%
50%
—
★58%
51%
—
9.1%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Maelstrom321.1× avg
Starstruck311.2× avg
Fisher Tiger280.9× avg
Mahlow241.3× avg
Veyron210.8× avg
Shadow Bit171.1× avg
Royal Turbine161.0× avg
Crypt Inferno161.0× avg
Half A Second121.0× avg
Water 780.0× avg
Sausage Boat81.5× avg
Isagi80.8× avg
Jasplew81.3× avg
In Due Time81.8× avg
Hachi40.0× avg
Steel Destroyer41.0× avg
Jinbei40.0× avg
Spectral Knight41.0× avg
Stretchy Pants41.0× 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%55%
21000m 6 gate madness100%58%
31200m 12 gate WTA100%25%
41400m 1v1100%75%
51200m 6 gate madness100%39%
61800m 1v1100%56%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%50%
92200m 1v1100%84%
102000m 6 gate madness100%37%
112200m 6 gate madness100%61%
121000m 1v1100%55%
131000m 6 gate madness100%58%
141400m 1v1100%75%
151200m 6 gate madness100%39%
161800m 1v1100%56%
171600m 6 gate madness100%50%
182200m 1v1100%84%
191000m 1v195%55%
201200m 6 gate madness95%39%
212000m 6 gate madness89%37%
222200m 6 gate madness84%61%
232200m 1v184%84%
241000m 1v184%55%
251400m 1v179%75%
262000m 6 gate madness68%37%
271800m 1v163%56%
281000m 6 gate madness53%58%
292200m 1v137%84%
301200m 6 gate madness26%39%

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 Season 01, with each round weighted by how often maps reach it (most maps end by round 27–30).