DNA Racing Pro League
Season 01 · weeks 0–10 · live
Standings
3 points for a win, 1 for a draw. Click a header to sort.
| # | Team | Group | Played | Matches (w-l-d) | Maps (w-l) | Race pts (w-l) | Diff | Pts |
|---|---|---|---|---|---|---|---|---|
| 1 | KING SHELDIKAR vault: ♦️ Sheldikar Racing ♦️ | alpha | 10* | 8-0-0 | 16-5 | 311-238 | +73 | 24 |
| 2 | ⚡️High Voltage Vault⚡️ | alpha | 10* | 7-1-0 | 15-3 | 276-200 | +76 | 21 |
| 3 | 🎲Team Fingerprint.com🎲 vault: 🎲Medscudi Motorsports🎲 | beta | 10* | 7-1-0 | 14-5 | 285-247 | +38 | 21 |
| 4 | Supreme Moto NYC vault: Supreme Display Of Talent | beta | 10* | 6-2-0 | 13-6 | 266-227 | +39 | 18 |
| 5 | 🐑BLACK SHEEP🐑 | beta | 10* | 5-3-0 | 13-7 | 282-255 | +27 | 15 |
| 6 | TMBPOTD vault: Hale Sucks Racing | alpha | 10* | 4-4-0 | 10-11 | 294-264 | +30 | 12 |
| 7 | Bullet Racing | beta | 10* | 3-5-0 | 8-11 | 262-222 | +40 | 9 |
| 8 | Chocobo Farm | beta | 10* | 3-5-0 | 8-11 | 261-249 | +12 | 9 |
| 9 | 🏁Elkins Racing🏁 | alpha | 10* | 2-6-0 | 7-12 | 246-261 | -15 | 6 |
| 10 | GTA | alpha | 10* | 2-6-0 | 6-12 | 198-260 | -62 | 6 |
| 11 | HellBound Legends vault: Hellbound Racing Relegation | alpha | 10* | 1-7-0 | 4-15 | 195-297 | -102 | 3 |
| 12 | Scooter Gang vault: 🛵 Scooter Gang 🛵 Relegation | beta | 10* | 0-8-0 | 0-16 | 101-257 | -156 | 0 |
* a match is still running: its maps and race points already count, its league points land when it finishes. 12 of 12 teams have one open. Team names open the vault page.
Teams
1 short of the 12-core minimum.
2 burned cores removed (25512, 25920) — roster 11 < 12 minimum
No cores set. This team cannot field a race until it has at least 12.
No cores set. This team cannot field a race until it has at least 12.
No cores set. This team cannot field a race until it has at least 12.
No cores set. This team cannot field a race until it has at least 12.
No cores set. This team cannot field a race until it has at least 12.
Only roster size (12–25) is checked here. The roster builder checks every rule.
How scoring works
Which side gets it depends on the race's scoring rule — see below. The point goes to a team, never to a core.
A map is a fixed script of 42 races run in order. It stops as soon as one side reaches 16 race points with a two-point lead, so race 16 is the earliest it can end and the later races only run if it stays close.
Two maps are picked and the third is drawn. The third map is only played when the first two are split 1-1.
Awarded on the match, not on maps or races, and only once the match finishes.
1576 maps have been decided so far. Shortest ran 16 races, longest 42, median 27. A 16-race map is a 16-0 sweep.
The side that owns the core crossing the line first takes the race point. Everything behind first place is irrelevant to the score.
The average core in a field of g gates wins 1/g of the time — 50% in a 1v1, 4.2% in a 24-gate. A win rate only means something next to its field size.
The side holding two of the top three takes the race point. Winning the race is not enough: a core can cross first and still lose the point for its team if the other side takes second and third.
The average core makes the podium 3/gof the time, so a madness podium rate is three times a WTA win rate before any skill is involved. Across the league, a core's win rate and the rate at which its side takes the point differ by about 40 percentage points and correlate at only r = 0.31. They are two different measurements; do not read one as the other.
The veto
how the three maps get chosenIn the same action home also denies one of the remaining maps.
Away chooses from what home left. The denied map is the one thing it cannot take.
From everything still unpicked. Only played if the match is 1-1.
The map home denies is taken out of the away team's pick and out of nothing else. Whenever map 3 is genuinely drawn, the denied map is one of the maps in the pool being drawn from, so it can come straight back as the map that decides a 1-1 match.
Of the 687 matches with a denial so far, 44 went to a random draw for map 3, and that draw landed on the denied map 24 times (54.5%). The other 643 never drew: one unpicked map was left, the system took it directly, and the denied map was not among the candidates. Most recent: the Aug 29, 3:00 AM match denied miracles and then drew it as map 3.
A side that misses its pick deadline gets one picked for it.
Maps
Each map is a fixed script of 42 races.
20 of 42 races are decided by podium majority, the other 22 by the outright winner.
Every race here is decided by the outright winner.
21 of 42 races are decided by podium majority, the other 21 by the outright winner.
21 of 42 races are decided by podium majority, the other 21 by the outright winner.
A map ends as soon as a side reaches 16points with a two-point lead. Distance is cb × 100 m.
Matches
Week 10
17 matchesWeek 9
19 matches · 1 liveWeek 8
19 matches · 18 finishedWeek 7
18 matches · 18 finishedWeek 6
18 matches · 18 finishedWeek 5
18 matches · 18 finishedWeek 4
18 matches · 18 finishedWeek 3
17 matches · 17 finishedWeek 2
20 matches · 20 finishedWeek 1
18 matches · 18 finishedWeek 0
1 match · 1 finishedWeeks fill in as the league schedules matches. Week numbers restart each season.