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 | 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. 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.
Of the 11 races with 3+ rounds, you're above average in 3, below in 5 and about average in 3.
- 1800m 1v1 78% vs 50%
- 2200m 6 gate madness 67% vs 50%
- 2000m 6 gate madness 60% vs 50%
- 1200m 6 gate madness 22% vs 50%
- 1000m 6 gate madness 22% vs 50%
- 1600m 6 gate madness 33% vs 50%
Ahead / behind = 5+ points apart. Biggest edges are weighted by how often the race comes up on Anchor, so a common race counts for more than a rare one.
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).