No weak spots with enough rounds yet.
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| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 1v1 | โ | โ | โ | โ | |||
| 6 gate madness | โ | โ | โ | โ | โ | ||
| 12 gate madness | โ | โ | โ | โ | |||
| 24 gate madness | โ | โ | โ | โ | โ | ||
| 4 gate WTA | โ | โ | โ | โ | โ | ||
| 6 gate WTA | โ | โ | โ | โ | 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 (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% โ a lucky 4 from 4 won't top the list.
Cores
Click a heat-map cell to see who ran that segmentNo 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.
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 Preseason 00, with each round weighted by how often maps reach it (most maps end by round 27โ30).