No weak spots with enough rounds yet.
- 2200m 6 gate madness 89% · 2nd of 31 · 9 rounds
- 1000m 1v1 62% · 7th of 33 · 18 rounds
- 1800m 1v1 69% · 5th of 32 · 13 rounds
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 | 62% 18r · 7th · 3.8/map | — | 67% 13r · 4th · 2.7/map | — | 69% 13r · 5th · 2.6/map | — | 55% 14r · 12th · 3.2/map |
| 6 gate madness | 50% 12r · 18th · 2.5/map | 53% 15r · 12th · 3.3/map | — | 70% 10r · 7th · 2.2/map | 67% 12r · 6th · 2.7/map | 89% 9r · 2nd · 1.9/map | |
| 12 gate WTA | 20% 5r · 25th · 1.0/map | 20% 5r · 27th · 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 (Anchor). Grey = fewer than 3 rounds. Blank = that segment isn't on Anchor. 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 in 2000m 1v1
← all coresNo races in this segment.
Anchor, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.
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).