Team report · Lower league

Textbook SZN

Power 49.5 · #16 of 26 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 6 gate madness 24% · 22nd of 25 · 9 rounds
  • 1000m 1v1 38% · 22nd of 26 · 16 rounds
  • 2000m 6 gate madness 45% · 19th of 26 · 11 rounds
Winning the most points
  • 1200m 6 gate madness 51% · 12th of 25 · 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 (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
Smithsonian461.1× avg
Rubberhead351.0× avg
Amaterasu240.8× avg
Harmony Cruising230.7× avg
Ox Zephyr Daisy191.3× avg
Strike First170.6× avg
Zephyr Daisy170.8× avg
Housewife131.0× avg
ThunderBow V18111.3× avg
Stellar Quail 91.1× avg
Romantic Eight80.9× avg
Time Flies81.0× avg
Football Voyage 60.9× avg
A twinkle in The Sky40.0× avg
Eight Drumbeat40.0× avg
Romantic Drumbeat 40.0× avg
Embers Coppola26.0× 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%38%
21000m 6 gate madness100%24%
31200m 12 gate WTA100%50%
41400m 1v1100%33%
51200m 6 gate madness100%51%
61800m 1v1100%47%
71600m 6 gate madness100%28%
81800m 12 gate WTA100%75%
92200m 1v1100%48%
102000m 6 gate madness100%45%
112200m 6 gate madness100%50%
121000m 1v1100%38%
131000m 6 gate madness100%24%
141400m 1v1100%33%
151200m 6 gate madness100%51%
161800m 1v1100%47%
171600m 6 gate madness100%28%
182200m 1v1100%48%
191000m 1v196%38%
201200m 6 gate madness95%51%
212000m 6 gate madness87%45%
222200m 6 gate madness85%50%
232200m 1v185%48%
241000m 1v184%38%
251400m 1v176%33%
262000m 6 gate madness71%45%
271800m 1v162%47%
281000m 6 gate madness49%24%
292200m 1v136%48%
301200m 6 gate madness22%51%
311600m 6 gate madness16%28%
321200m 1v116%76%
332000m 6 gate madness7%45%
341400m 6 gate madness7%25%
351200m 6 gate madness5%51%
362200m 1v15%48%

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).