No weak spots with enough rounds yet.
No strong spots with enough rounds yet.
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 | 50% 2r · 1.0/map | — | 50% 4r · 21st · 2.0/map | 0% 2r · 1.0/map | |||
| 6 gate madness | 0% 2r · 1.0/map | — | 100% 1r · 0.9/map | 0% 2r · 1.4/map | 50% 2r · 1.0/map | ||
| 12 gate madness | 100% 1r · 0.9/map | 50% 2r · 1.0/map | — | 50% 4r · 26th · 2.0/map | |||
| 24 gate madness | 50% 2r · 1.0/map | 100% 1r · 0.8/map | — | 50% 2r · 1.0/map | 50% 2r · 1.2/map | ||
| 4 gate WTA | 0% 2r · 1.0/map | 100% 1r · 0.7/map | 0% 2r · 1.0/map | 50% 2r · 1.1/map | 0% 2r · 1.0/map | ||
| 6 gate WTA | 50% 2r · 1.0/map | 100% 1r · 0.6/map | 50% 2r · 1.0/map | 50% 2r · 1.0/map | 100% 2r · 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. 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 |
|---|---|---|---|---|
| Immortal Outlaw | 18 | 40% | — | — |
| Dongle | 18 | 46% | — | — |
| Drag | 18 | 40% | — | — |
| Panzer Division | 17 | 50% | — | — |
| Everyone Wishes | 17 | 55% | — | — |
| Grid Warrior | 16 | 55% | — | — |
| Sin to Win | 16 | 46% | — | — |
| Jetwave Warrior | 16 | 56% | — | — |
| Perfect Cadence | 16 | 52% | — | — |
| Lucifer's Horcrux | 16 | 31% | — | — |
| Apollo II | 16 | 45% | — | — |
| HeeHaw | 9 | 33% | — | — |
| DoubleDealing | 2 | 71% | — | — |
| Evolving Spirit | 1 | 91% | — | — |
| Deal with the Devil | 1 | 20% | — | — |
| Finish line menace | 1 | 61% | — | — |
| Fighter Jet | 1 | 0% | — | — |
| Mad Maxie | 1 | 22% | — | — |
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.
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).