Team report ยท all teams

๐Ÿ๏ธ VR46 ๐Ÿ๏ธ

Compare with
Losing the most points

No weak spots with enough rounds yet.

Winning the most points

No strong spots with enough rounds yet.

Rounds won by segment

Win % ยท green above the 50% league average, red below ยท rank in the league
1000m1200m1400m1600m1800m2000m2200m
1v1โ€”โ€”โ€”โ€”โ€”โ€”โ€”
6 gate madnessโ€”โ€”โ€”โ€”โ€”โ€”
12 gate WTAโ€”โ€”

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% โ€” a lucky 4 from 4 won't top the list.

Cores

Click a heat-map cell to see who ran that segment

No core results here yet.

Beats the field: the share of the other runners a core finishes ahead of (1st = 100%, last = 0%, an average runner = 50%), so 1v1s and 24-gate races compare fairly. Best / needs-work segments need 3+ races there.

Anchor, round by round

The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.

11000m 1v1100%โ€”
21000m 6 gate madness100%โ€”
31200m 12 gate WTA100%โ€”
41400m 1v1100%โ€”
51200m 6 gate madness100%โ€”
61800m 1v1100%โ€”
71600m 6 gate madness100%โ€”
81800m 12 gate WTA100%โ€”
92200m 1v1100%โ€”
102000m 6 gate madness100%โ€”
112200m 6 gate madness100%โ€”
121000m 1v1100%โ€”
131000m 6 gate madness100%โ€”
141400m 1v1100%โ€”
151200m 6 gate madness100%โ€”
161800m 1v1100%โ€”
171600m 6 gate madness100%โ€”
182200m 1v1100%โ€”
191000m 1v1100%โ€”
201200m 6 gate madness100%โ€”
212000m 6 gate madness100%โ€”
222200m 6 gate madness100%โ€”
232200m 1v1100%โ€”
241000m 1v1100%โ€”
251400m 1v1100%โ€”
262000m 6 gate madness100%โ€”
271800m 1v1100%โ€”

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 27โ€“30).