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 |
|---|---|---|---|---|---|---|---|
| 1v1 | 52% 39r · 15th · 3.9/map | 0% 1r · 0.1/map | 62% 28r · 5th · 2.8/map | — | 49% 25r · 24th · 2.6/map | — | 44% 31r · 30th · 3.4/map |
| 6 gate madness | 60% 23r · 10th · 2.5/map | 46% 31r · 23rd · 3.3/map | — | 45% 21r · 25th · 2.1/map | 34% 26r · 35th · 2.8/map | 70% 20r · 7th · 2.0/map | |
| 12 gate WTA | 20% 10r · 37th · 1.0/map | 10% 10r · 37th · 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. 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 2200m 6 gate madness
✕ close- Digital Davetop 3 15 of 20 (avg 50%) · league rank Top 6% (61%)
- Indigo Roadstertop 3 15 of 20 (avg 50%) · league rank Top 21% (58%)
- Winning Coretop 3 7 of 20 (avg 50%) · league rank Bottom 13% (43%)
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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).