- 2200m 6 gate madness 33% · 23rd of 31 · 12 rounds
- 2200m 1v1 45% · 19th of 32 · 22 rounds
- 1200m 6 gate madness 47% · 18th of 33 · 21 rounds
- 1000m 1v1 63% · 4th of 33 · 24 rounds
- 1000m 6 gate madness 69% · 3rd of 32 · 17 rounds
- 1600m 6 gate madness 67% · 9th of 32 · 13 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 | 63% 24r · 4th · 3.8/map | 100% 1r · 0.2/map | 48% 18r · 18th · 2.7/map | — | 49% 17r · 18th · 2.6/map | — | 45% 22r · 19th · 3.2/map |
| 6 gate madness | 69% 17r · 3rd · 2.5/map | 47% 21r · 18th · 3.3/map | — | 67% 13r · 9th · 2.2/map | 56% 18r · 14th · 2.7/map | 33% 12r · 23rd · 1.9/map | |
| 12 gate WTA | 50% 6r · 15th · 1.0/map | 67% 6r · 9th · 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 in 2000m 1v1
← all coresNo races in this segment.
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).