- 1200m 6 gate madness 17% · 40th of 40 · 6 rounds
- 2200m 1v1 33% · 36th of 40 · 6 rounds
- 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
Click a heat-map cell to see who ran that segment| Core | Races | Beats the field | Best segment | Needs work |
|---|---|---|---|---|
| Panzer Division | 16 | 54% | 1800m 1v1 75% · 4 | 2200m 6 gate madness 20% · 3 |
| Jetwave Warrior | 15 | 42% | 1400m 1v1 67% · 3 | 1200m 6 gate madness 13% · 3 |
| Everyone Wishes | 14 | 58% | 2200m 1v1 67% · 3 | — |
| Drag | 12 | 47% | 1000m 1v1 75% · 4 | 1000m 6 gate madness 20% · 3 |
| Dongle | 11 | 49% | 1200m 6 gate madness 56% · 5 | — |
| Perfect Cadence | 11 | 33% | 2000m 6 gate madness 47% · 3 | 2200m 6 gate madness 27% · 3 |
| Immortal Outlaw | 9 | 54% | 1200m 6 gate madness 64% · 5 | — |
| Grid Warrior | 8 | 37% | — | — |
| Lucifer's Horcrux | 6 | 62% | — | — |
| Sin to Win | 4 | 57% | — | — |
| Apollo II | 4 | 45% | — | — |
| HeeHaw | 4 | 26% | — | — |
| DoubleDealing | 1 | 27% | — | — |
| Mad Maxie | 1 | 36% | — | — |
Beats the field: the share of the other runners a core finishes ahead of (1st = 100%, last = 0%, an average runner = 50%), so 1v1s and 24-gate races compare fairly. Best / needs-work segments need 3+ races there.
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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).