Rounds won by segment
Each box: win % · rounds played · league rank · times it comes up per map · green above the 50% average, red below| Race ↓ · distance → | 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m |
|---|---|---|---|---|---|---|---|
| 24 gate madness | 50% 4r · 5th · 1.0/map | 100% 2r · 0.7/map | 38% 8r · 14th · 2.0/map | 0% 2r · 0.6/map | 56% 7r · 9th · 3.2/map | 52% 19r · 11th · 5.1/map | |
| 22 gate WTA | 50% 8r · 10th · 3.1/map | 27% 11r · 21st · 1.9/map | 50% 2r · 1.7/map | 50% 12r · 11th · 2.0/map | 75% 4r · 1st · 0.1/map | 50% 8r · 9th · 3.3/map | 25% 4r · 15th · 1.0/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 (Miracles). Grey = fewer than 3 rounds. Blank = that segment isn't on Miracles. 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 1600m 24 gate madness
✕ close- Mountain Skiestop 3 1 of 1 (avg 13%)
- Teal Billtop 3 0 of 1 (avg 13%)
- Swinging Wondertop 3 0 of 1 (avg 13%)
- Electric Chigiritop 3 0 of 1 (avg 13%)
- Chigiri 16top 3 0 of 1 (avg 13%)
- Marshmallow Haventop 3 0 of 1 (avg 13%)
- Lagoon Tealtop 3 0 of 1 (avg 13%)
- Traversetop 3 0 of 1 (avg 13%)
- Swinging Sunlighttop 3 0 of 1 (avg 13%)
- Happy Trailtop 3 0 of 1 (avg 13%)
- Aerialtop 3 0 of 1 (avg 13%)
- Tractor Trailtop 3 0 of 1 (avg 13%) · league rank Bottom 1% (6.4%)
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).