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 | 0% 1r · 1.0/map | 0% 1r · 0.4/map | 50% 2r · 2.0/map | 100% 1r · 1.0/map | |||
| 6 gate madness | 100% 1r · 1.0/map | — | 0% 1r · 0.9/map | 100% 1r · 1.4/map | 0% 1r · 1.0/map | ||
| 12 gate madness | 0% 1r · 0.8/map | 0% 1r · 1.0/map | — | 0% 2r · 2.0/map | |||
| 24 gate madness | 100% 1r · 1.0/map | 100% 1r · 0.8/map | — | 0% 1r · 1.0/map | 0% 1r · 1.2/map | ||
| 4 gate WTA | 0% 1r · 1.0/map | 0% 1r · 0.7/map | 100% 1r · 1.0/map | 100% 1r · 1.1/map | 0% 1r · 1.0/map | ||
| 6 gate WTA | 100% 1r · 1.0/map | 100% 1r · 0.6/map | 100% 1r · 0.9/map | 0% 1r · 1.0/map | 0% 1r · 1.1/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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 2000m 12 gate madness
✕ close- Couch Potatotop 3 1 of 2 (avg 25%) · league rank Top 13% (30%)
- Ascendtop 3 1 of 2 (avg 25%) · league rank Top 17% (29%)
- Ceciliatop 3 0 of 2 (avg 25%) · league rank Top 30% (28%)
- Carricktop 3 0 of 2 (avg 25%) · league rank Top 33% (28%)
- Hoofeytop 3 0 of 2 (avg 25%) · league rank Bottom 32% (21%)
- Twattop 3 0 of 2 (avg 25%) · league rank Bottom 8% (15%)
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).