No weak spots with enough rounds yet.
No strong spots with enough rounds yet.
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 1v1 | 100% 1r · 1.0/map | 0% 1r · 0.5/map | 100% 1r · 2.0/map | — | |||
| 6 gate madness | 100% 1r · 1.0/map | — | 0% 1r · 0.9/map | 0% 1r · 1.5/map | 0% 1r · 1.0/map | ||
| 12 gate madness | — | 0% 1r · 1.0/map | 100% 1r · 0.4/map | 100% 1r · 2.0/map | |||
| 24 gate madness | 0% 1r · 1.0/map | 100% 1r · 0.8/map | — | 0% 1r · 1.0/map | 0% 1r · 1.3/map | ||
| 4 gate WTA | 100% 1r · 1.0/map | 100% 1r · 0.7/map | 100% 1r · 1.0/map | 0% 1r · 1.1/map | 0% 1r · 1.0/map | ||
| 6 gate WTA | 100% 1r · 1.0/map | 100% 1r · 0.6/map | 0% 1r · 1.0/map | 0% 1r · 1.0/map | 0% 1r · 1.2/map |
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. 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| Core | Races | Earns the point | Best segment | Needs work |
|---|---|---|---|---|
| Swinging Wonder | 18 | 0.8× avg | — | — |
| Swinging Sunlight | 17 | 1.5× avg | — | — |
| Electric Chigiri | 16 | 1.7× avg | — | — |
| Traverse | 14 | 0.3× avg | — | — |
| Chigiri 16 | 12 | 2.0× avg | — | — |
| Mountain Skies | 12 | 1.2× avg | — | — |
| Lagoon Teal | 9 | 0.6× avg | — | — |
| Tractor Trail | 8 | 0.9× avg | — | — |
| Marshmallow Haven | 8 | 0.8× avg | — | — |
| Bold Trail | 7 | 0.0× avg | — | — |
| Happy Trail | 6 | 0.0× avg | — | — |
| Teal Bill | 4 | 0.0× avg | — | — |
| Aerial | 3 | 0.0× avg | — | — |
| Demi Juno | 1 | 0.0× 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.
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).