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 | 62% 30r · 8th · 3.8/map | 100% 2r · 0.2/map | 38% 21r · 25th · 2.7/map | — | 45% 20r · 22nd · 2.6/map | — | 57% 25r · 9th · 3.2/map |
| 6 gate madness | 52% 19r · 15th · 2.5/map | 49% 27r · 15th · 3.3/map | 0% 1r · 0.1/map | 50% 18r · 15th · 2.2/map | 60% 21r · 10th · 2.7/map | 44% 16r · 20th · 1.9/map | |
| 12 gate WTA | 63% 8r · 12th · 1.0/map | 63% 8r · 11th · 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 1600m 6 gate madness
✕ close- Heads Will Rolltop 3 0 of 3 (avg 50%) · league rank Top 4% (57%)
- Walter Whitetop 3 8 of 18 (avg 50%) · league rank Top 13% (55%)
- Save the Clock Towertop 3 14 of 18 (avg 50%) · league rank Top 17% (55%)
- Be Goodtop 3 3 of 13 (avg 50%) · league rank Middle (52%)
- Maureen Ponderosatop 3 1 of 2 (avg 50%) · league rank Bottom 26% (49%)
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).