Compare with
Losing the most points
- 1200m 6 gate madness 17% · 40th of 40 · 6 rounds
- 2200m 1v1 33% · 36th of 40 · 6 rounds
Winning the most points
- 1000m 1v1 71% · 2nd of 40 · 7 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 | 71% 7r · 2nd · 3.9/map | — | 37% 5r · 33rd · 2.8/map | — | 78% 5r · 2nd · 2.6/map | — | 33% 6r · 36th · 3.4/map |
| 6 gate madness | 50% 4r · 23rd · 2.5/map | 17% 6r · 40th · 3.3/map | — | 25% 4r · 39th · 2.1/map | 58% 5r · 11th · 2.8/map | 25% 4r · 35th · 2.0/map | |
| 12 gate WTA | 50% 2r · 1.0/map | 50% 2r · 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 1000m 1v1
← all coresHellBound Legends
- Dragbeats 75% · 4 races · 3 won · 4 top 3
- Donglebeats 100% · 1 race · 1 won · 1 top 3
- Sin to Winbeats 100% · 1 race · 1 won · 1 top 3
- Jetwave Warriorbeats 0% · 1 race · 0 won · 1 top 3
Anchor, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.
11000m 1v1100%71%
21000m 6 gate madness100%50%
31200m 12 gate WTA100%50%
41400m 1v1100%37%
51200m 6 gate madness100%17%
61800m 1v1100%78%
71600m 6 gate madness100%25%
81800m 12 gate WTA100%50%
92200m 1v1100%33%
102000m 6 gate madness100%58%
112200m 6 gate madness100%25%
121000m 1v1100%71%
131000m 6 gate madness100%50%
141400m 1v1100%37%
151200m 6 gate madness100%17%
161800m 1v1100%78%
171600m 6 gate madness100%25%
182200m 1v1100%33%
191000m 1v1100%71%
201200m 6 gate madness99%17%
212000m 6 gate madness99%58%
222200m 6 gate madness97%25%
232200m 1v192%33%
241000m 1v187%71%
251400m 1v179%37%
262000m 6 gate madness74%58%
271800m 1v163%78%
281000m 6 gate madness51%50%
292200m 1v141%33%
301200m 6 gate madness25%17%
311600m 6 gate madness12%25%
321200m 1v112%—
332000m 6 gate madness7%58%
341400m 6 gate madness7%—
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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).