Team report · Lower league
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Rounds won by segment

Each box: win % · rounds played · league rank · times it comes up per map · green above the 50% average, red below

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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. Grey cells are races this team has rarely played: some segments sit once on a map or only in late rounds most matches never reach (the “/map” figure), and early in a season even common ones have few rounds. The Summary only uses segments with 6+ rounds, with win rates steadied toward 50% — a lucky 4 from 4 won't top the list. Click a cell to see which cores ran it.

Cores in 2000m 12 gate madness

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CaptRod
  • Projecttop 3 6 of 12 (avg 25%) · league rank Top 5% (32%)
  • Quick Cheap Hooterstop 3 3 of 12 (avg 25%) · league rank Top 25% (29%)
  • Quick Steal Everythingtop 3 2 of 12 (avg 25%) · league rank Top 30% (28%)
  • Project Owltop 3 6 of 12 (avg 25%) · league rank Middle (27%)
  • Quick Blood Bolttop 3 5 of 12 (avg 25%) · league rank Middle (27%)
  • Toxic Rumbletop 3 2 of 12 (avg 25%) · league rank Middle (25%)
  • Bike Beamingtop 3 6 of 12 (avg 25%) · league rank Middle (25%)
  • Inigo Montoyatop 3 2 of 12 (avg 25%) · league rank Bottom 38% (23%)
  • Nimbus Roadstertop 3 3 of 12 (avg 25%) · league rank Bottom 37% (23%)
  • Frutopiatop 3 1 of 12 (avg 25%) · league rank Bottom 28% (20%)
  • Steal a Cartop 3 2 of 12 (avg 25%) · league rank Bottom 20% (19%)
  • Hard Woodtop 3 0 of 12 (avg 25%) · league rank Bottom 8% (15%)

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).