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 | 50% 10r · 18th · 2.0/map | 40% 5r · 20th · 1.4/map | 56% 9r · 11th · 2.0/map | — | 35% 8r · 25th · 1.8/map | ||
| 6 gate WTA | 50% 10r · 21st · 2.3/map | 38% 8r · 23rd · 1.7/map | 28% 14r · 30th · 3.0/map | ||||
| 16 gate WTA | 60% 5r · 12th · 1.1/map | 60% 10r · 9th · 2.0/map | 33% 3r · 24th · 0.9/map | 0% 1r · 0.6/map | 40% 10r · 19th · 2.0/map | ||
| 24 gate WTA | 40% 5r · 20th · 1.0/map | 40% 5r · 23rd · 1.0/map | 7% 15r · 32nd · 3.5/map | 33% 3r · 22nd · 0.8/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 1800m 16 gate WTA
✕ close- Prime Directivewon 0 of 1 (avg 6.3%) · league rank Middle (5.4%)
- Primary Injectionwon 0 of 1 (avg 6.3%) · league rank Bottom 27% (4.5%)
- Winning Roadsterwon 0 of 1 (avg 6.3%) · league rank Bottom 20% (4.0%)
- Distant Desertwon 0 of 1 (avg 6.3%) · league rank Bottom 19% (3.9%)
- Winning Corewon 0 of 1 (avg 6.3%) · league rank Bottom 18% (3.9%)
- Indigo Roadsterwon 0 of 1 (avg 6.3%) · league rank Bottom 17% (3.7%)
- Digital Davewon 0 of 1 (avg 6.3%) · league rank Bottom 15% (3.6%)
- Pepperoniwon 0 of 1 (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).