- 1400m 1v1 38% · 25th of 32 · 21 rounds
- 1800m 1v1 45% · 22nd of 32 · 20 rounds
- 2200m 6 gate madness 44% · 20th of 31 · 16 rounds
- 1000m 1v1 62% · 8th of 33 · 30 rounds
- 2000m 6 gate madness 60% · 10th of 32 · 21 rounds
- 2200m 1v1 57% · 9th of 32 · 25 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the leagueEach 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
Click a heat-map cell to see who ran that segmentBeats 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.
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).