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 |
|---|---|---|---|---|---|---|---|
| 4 gate WTA | 58% 13r · 11th · 2.0/map | 50% 8r · 16th · 1.4/map | 33% 13r · 30th · 2.0/map | — | 50% 10r · 19th · 1.8/map | ||
| 6 gate WTA | 40% 15r · 24th · 2.3/map | 63% 10r · 9th · 1.7/map | 17% 18r · 31st · 3.0/map | ||||
| 16 gate WTA | 51% 7r · 17th · 1.1/map | 58% 13r · 11th · 2.0/map | 60% 5r · 7th · 0.9/map | 67% 3r · 7th · 0.6/map | 17% 13r · 32nd · 2.0/map | ||
| 24 gate WTA | 17% 7r · 28th · 1.0/map | 17% 6r · 30th · 1.0/map | 41% 22r · 25th · 3.5/map | 40% 5r · 19th · 0.8/map | 0% 1r · 0.1/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 (Glory). Grey = fewer than 3 rounds. Blank = that segment isn't on Glory. 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 16 gate WTA
✕ close- The Ugly Onewon 1 of 5 (avg 6.3%) · league rank Top 30% (7.2%)
- Stuck Pigwon 1 of 5 (avg 6.3%) · league rank Top 38% (6.7%)
- Scrolling Upwon 0 of 5 (avg 6.3%) · league rank Bottom 38% (5.3%)
- Inquisitive Tacowon 1 of 5 (avg 6.3%) · league rank Bottom 33% (5.1%)
- Do Itwon 0 of 5 (avg 6.3%) · league rank Bottom 30% (4.8%)
- Metallic Bergkampwon 0 of 5 (avg 6.3%) · league rank Bottom 19% (4.0%)
- Chimichangawon 0 of 5 (avg 6.3%) · league rank Bottom 8% (3.4%)
- Chug-A-Lugwon 0 of 5 (avg 6.3%) · league rank Bottom 1% (3.1%)
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 00, with each round weighted by how often maps reach it (most maps end by round 27–30).