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 | 0% 1r · 1.0/map | 100% 1r · 0.5/map | 0% 1r · 2.0/map | — | |||
| 6 gate madness | 0% 1r · 1.0/map | — | 0% 1r · 0.9/map | 0% 1r · 1.5/map | 100% 1r · 1.0/map | ||
| 12 gate madness | — | 100% 1r · 1.0/map | 100% 1r · 0.3/map | 0% 1r · 2.0/map | |||
| 24 gate madness | 0% 1r · 1.0/map | 0% 1r · 0.9/map | — | 100% 1r · 1.0/map | 100% 1r · 1.3/map | ||
| 4 gate WTA | 100% 1r · 1.0/map | 100% 1r · 0.8/map | 100% 1r · 1.0/map | 100% 1r · 1.0/map | 0% 1r · 1.0/map | ||
| 6 gate WTA | 0% 1r · 1.0/map | 0% 1r · 0.7/map | 100% 1r · 1.0/map | 100% 1r · 1.0/map | 100% 1r · 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 (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 |
|---|---|---|---|---|
| Panzer Division | 19 | 63% | — | — |
| Perfect Cadence | 14 | 46% | — | — |
| DoubleDealing | 13 | 45% | — | — |
| Dongle | 12 | 27% | — | — |
| Everyone Wishes | 11 | 65% | — | — |
| Jetwave Warrior | 11 | 51% | — | — |
| Drag | 10 | 55% | — | — |
| Apollo II | 8 | 37% | — | — |
| Grid Warrior | 8 | 45% | — | — |
| Lucifer's Horcrux | 7 | 39% | — | — |
| Sin to Win | 6 | 38% | — | — |
| Immortal Outlaw | 5 | 64% | — | — |
| Evolving Spirit | 3 | 45% | — | — |
| Deal with the Devil | 3 | 48% | — | — |
| Finish line menace | 2 | 41% | — | — |
| Mad Maxie | 2 | 26% | — | — |
| Fighter Jet | 1 | 48% | — | — |
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 Season 01, with each round weighted by how often maps reach it (most maps end by round 27–30).