Team report · Lower league

Textbook SZN

Power 41.0 · #39 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 1v1 13% · 40th of 40 · 8 rounds
  • 2000m 6 gate madness 18% · 39th of 40 · 6 rounds
Winning the most points
  • 1200m 6 gate madness 67% · 2nd of 40 · 6 rounds
  • 2200m 1v1 50% · 21st of 40 · 6 rounds
  • 1400m 1v1 50% · 22nd of 40 · 6 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

Where 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.

Textbook SZN
Core1000m1v1avg 50% · 3.9/map2200m1v1avg 50% · 3.4/map1200m6 gate madnessavg 50% · 3.3/map2000m6 gate madnessavg 50% · 2.8/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.1/map2200m6 gate madnessavg 50% · 2.0/map1200m12 gate WTAavg 8.3% · 1.0/map
Smithsonian
Top 4%
won 1/8
Bottom 25%
Top 4%
top 3 3/6
—
Middle
won 3/6
Top 33%
Top 4%
top 3 1/4
Bottom 29%
Bottom 24%
Top 16%
won 1/2
Strike First
Top 3%
Middle
Top 33%
top 3 4/6
Bottom 31%
Bottom 33%
Bottom 33%
Top 4%
top 3 3/4
Top 31%
top 3 2/4
Middle
★Top 7%
won 0/2
Rubberhead
Middle
Top 32%
Bottom 31%
★Top 15%
top 3 3/6
Middle
Top 10%
won 1/5
Middle
Top 10%
top 3 2/4
Top 33%
Top 29%
Housewife
Top 4%
Bottom 11%
Middle
top 3 3/6
Bottom 12%
Middle
Bottom 18%
Top 6%
top 3 4/4
Bottom 16%
Bottom 13%
Top 25%
won 0/2
Ox Zephyr Daisy
Bottom 8%
Top 15%
Middle
Middle
top 3 2/6
Bottom 8%
Middle
Bottom 10%
Top 18%
Top 15%
top 3 2/4
Middle
Zephyr Daisy
Bottom 3%
Top 3%
won 3/6
Middle
Top 40%
Bottom 6%
Middle
Bottom 2%
Bottom 31%
Top 4%
top 3 2/4
Middle
ThunderBow V18
Bottom 13%
Top 36%
Bottom 8%
Bottom 39%
Bottom 6%
Middle
Bottom 16%
Middle
top 3 2/4
Top 36%
Bottom 22%
won 0/2
Time Flies
Middle
Top 4%
Bottom 39%
Top 25%
Bottom 13%
Top 27%
Middle
Bottom 14%
Top 5%
top 3 1/4
Bottom 34%
Iron
Bottom 17%
★Top 2%
★Top 1%
Middle
top 3 2/6
Bottom 37%
★Top 6%
Bottom 20%
Bottom 39%
★Top 3%
Middle
Embers Coppola
★Top 1%
Top 32%
Top 35%
Middle
★Top 12%
Bottom 38%
★Top 1%
★Top 5%
Top 33%
Top 11%
won 0/2
A twinkle in The Sky
Middle
Bottom 8%
Bottom 29%
Bottom 38%
Bottom 8%
Bottom 9%
Middle
Bottom 28%
Bottom 11%
Middle
won 0/2

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Smithsonian260.7× avg
Strike First181.2× avg
Rubberhead170.8× avg
Housewife121.4× avg
Ox Zephyr Daisy120.8× avg
Zephyr Daisy101.0× avg
ThunderBow V1880.9× avg
Time Flies60.9× avg
Iron60.7× avg
Embers Coppola40.0× avg
A twinkle in The Sky20.0× 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%13%
21000m 6 gate madness100%75%
31200m 12 gate WTA100%50%
41400m 1v1100%50%
51200m 6 gate madness100%67%
61800m 1v1100%22%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%50%
92200m 1v1100%50%
102000m 6 gate madness100%18%
112200m 6 gate madness100%25%
121000m 1v1100%13%
131000m 6 gate madness100%75%
141400m 1v1100%50%
151200m 6 gate madness100%67%
161800m 1v1100%22%
171600m 6 gate madness100%50%
182200m 1v1100%50%
191000m 1v1100%13%
201200m 6 gate madness99%67%
212000m 6 gate madness99%18%
222200m 6 gate madness97%25%
232200m 1v193%50%
241000m 1v187%13%
251400m 1v180%50%
262000m 6 gate madness74%18%
271800m 1v164%22%
281000m 6 gate madness51%75%
292200m 1v141%50%
301200m 6 gate madness25%67%
311600m 6 gate madness12%50%
321200m 1v112%—
332000m 6 gate madness7%18%
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).