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.

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% · 3.8/map2200m1v1avg 50% · 3.3/map1200m6 gate madnessavg 50% · 3.2/map1400m1v1avg 50% · 2.8/map2000m6 gate madnessavg 50% · 2.7/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.2/map2200m6 gate madnessavg 50% · 1.9/map1200m12 gate WTAavg 8.3% · 1.0/map
Smithsonian
Top 4%
won 6/16
Bottom 25%
★Top 4%
top 3 6/9
Middle
won 1/3
—
Top 33%
Top 4%
top 3 5/9
Bottom 29%
Bottom 24%
Top 16%
won 1/4
Rubberhead
Middle
Top 32%
Bottom 31%
Middle
★Top 15%
top 3 6/11
Top 10%
won 5/11
Middle
Top 10%
top 3 2/5
Top 33%
Top 29%
Amaterasu
Bottom 13%
—
Top 8%
top 3 7/9
Top 37%
—
—
Bottom 14%
top 3 1/9
Top 12%
—
★Top 2%
won 0/2
Harmony Cruising
Bottom 17%
Top 29%
Middle
Bottom 40%
Top 28%
top 3 5/11
Top 38%
Bottom 17%
Top 9%
Top 30%
Middle
Ox Zephyr Daisy
Bottom 8%
Top 15%
Middle
Bottom 8%
Middle
top 3 7/11
Middle
Bottom 10%
Top 18%
Top 15%
top 3 5/8
Middle
Strike First
Top 3%
Middle
Top 33%
top 3 2/9
Bottom 33%
Bottom 31%
Bottom 33%
Top 4%
Top 31%
Middle
Top 7%
won 0/4
Zephyr Daisy
Bottom 3%
★Top 3%
won 4/9
Middle
Bottom 6%
Top 40%
Middle
Bottom 2%
Bottom 31%
★Top 4%
top 3 3/8
Middle
Housewife
Top 4%
Bottom 11%
Middle
Middle
Bottom 12%
Bottom 18%
Top 6%
top 3 5/9
Bottom 16%
Bottom 13%
Top 25%
won 0/4
ThunderBow V18
Bottom 13%
Top 36%
Bottom 8%
Bottom 6%
Bottom 39%
Middle
Bottom 16%
Middle
top 3 2/5
Top 36%
Bottom 22%
won 0/2
Stellar Quail
Bottom 10%
Bottom 40%
Top 34%
—
Middle
★Top 5%
Bottom 10%
Bottom 36%
top 3 3/5
Middle
Top 22%
Romantic Eight
—
Middle
Bottom 25%
—
Bottom 26%
Bottom 31%
—
Top 27%
Middle
Top 36%
Time Flies
Middle
Top 4%
Bottom 39%
Bottom 13%
Top 25%
Top 27%
Middle
Bottom 14%
Top 5%
top 3 4/8
Bottom 34%
Football Voyage
—
—
Top 10%
Top 30%
—
—
—
Bottom 32%
—
Middle
won 0/2
A twinkle in The Sky
Middle
Bottom 8%
Bottom 29%
Bottom 8%
Bottom 38%
Bottom 9%
Middle
Bottom 28%
Bottom 11%
Middle
won 0/4
Eight Drumbeat
—
Bottom 22%
Top 18%
—
Middle
Top 9%
—
Middle
Bottom 25%
Top 32%
Romantic Drumbeat
Top 28%
Middle
Top 25%
Bottom 23%
Top 30%
Top 28%
Top 28%
Top 17%
Middle
Bottom 28%
Embers Coppola
★Top 1%
Top 32%
Top 35%
★Top 12%
Middle
Bottom 38%
★Top 1%
★Top 5%
Top 33%
Top 11%
won 1/2

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).