Rounds won by segment
Each box: win % · rounds played · league rank · times it comes up per map · green above the 50% average, red belowEach 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 1200m 24 gate madness
✕ close- Happy Maxtop 3 3 of 6 (avg 13%) · league rank Top 2% (18%)
- Mountain Skiestop 3 1 of 6 (avg 13%) · league rank Top 19% (15%)
- Hilltop Chigiritop 3 0 of 6 (avg 13%) · league rank Top 30% (13%)
- Electric Chigiritop 3 1 of 6 (avg 13%) · league rank Top 34% (13%)
- Mellow Suntop 3 0 of 6 (avg 13%) · league rank Bottom 30% (9.0%)
- Tactical Mumpkintop 3 0 of 6 (avg 13%) · league rank Bottom 25% (8.4%)
- Million Dollar Drop 16top 3 1 of 6 (avg 13%) · league rank Bottom 25% (8.4%)
- Traverse Oxbridge 21 22 23top 3 1 of 6 (avg 13%) · league rank Bottom 21% (8.1%)
- Isolatetop 3 0 of 6 (avg 13%) · league rank Bottom 18% (7.7%)
- Night Calltop 3 1 of 6 (avg 13%) · league rank Bottom 17% (7.5%)
- Vivacious Sunbreaker 16top 3 0 of 6 (avg 13%) · league rank Bottom 15% (7.4%)
- Power Barstop 3 0 of 6 (avg 13%) · league rank Bottom 15% (7.3%)
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).