- 1200m 6 gate madness 22% · 32nd of 33 · 10 rounds
- 1000m 6 gate madness 22% · 31st of 32 · 8 rounds
- 1600m 6 gate madness 33% · 23rd of 32 · 6 rounds
- 1800m 1v1 78% · 3rd of 32 · 8 rounds
- 2200m 6 gate madness 67% · 7th of 31 · 6 rounds
- 2000m 6 gate madness 60% · 11th of 32 · 8 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 1v1 | 49% 12r · 18th · 3.8/map | — | 55% 9r · 12th · 2.7/map | — | 78% 8r · 3rd · 2.6/map | — | 54% 10r · 13th · 3.2/map |
| 6 gate madness | 22% 8r · 31st · 2.5/map | 22% 10r · 32nd · 3.3/map | — | 33% 6r · 23rd · 2.2/map | 60% 8r · 11th · 2.7/map | 67% 6r · 7th · 1.9/map | |
| 12 gate WTA | 33% 3r · 22nd · 1.0/map | 33% 3r · 21st · 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. 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 segmentEarns the point: how often a core does what wins its team the round — wins the race (1v1, WTA) or finishes top 3 (madness) — against an average entrant (1 in 2 for a 1v1, 1 in 22 for a 22-gate WTA). In big fields only an outright fast time wins, so steady cores that “beat most of the field” can still rarely score there. Best / needs-work segments need 3+ races.
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).