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 | 67% 3r · 2nd · 3.8/map | — | 0% 2r · 2.7/map | — | 50% 2r · 2.6/map | — | 100% 2r · 3.2/map |
| 6 gate madness | 100% 2r · 2.5/map | 67% 3r · 5th · 3.3/map | — | 50% 2r · 2.2/map | 100% 2r · 2.7/map | 100% 2r · 1.9/map | |
| 12 gate WTA | 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 (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 | Earns the point | Best segment | Needs work |
|---|---|---|---|---|
| Justice | 11 | 1.2× avg | 1000m 1v1 wins 67% (avg 50%) · 3 | — |
| Golden Speedster | 6 | 1.5× avg | 1200m 6 gate madness top 3 67% (avg 50%) · 3 | — |
| Rapid Arrow | 6 | 0.8× avg | 1200m 6 gate madness top 3 33% (avg 50%) · 3 | — |
| Duck | 5 | 1.4× avg | — | — |
| Risk or Fate | 5 | 2.4× avg | — | — |
| Digital Dash | 4 | 0.9× avg | — | — |
| Duck Duck Goose | 4 | 0.0× avg | — | — |
| Ironic Fate | 4 | 0.5× avg | — | — |
| Dandy Daisy | 3 | 1.8× avg | — | — |
| kwak | 2 | 0.0× avg | — | — |
| Diamondz Dancing | 2 | 2.0× avg | — | — |
| Dreams Money Can Buy | 2 | 2.0× avg | — | — |
Earns the point: how often a core does what wins its team the round — wins the race (1v1, WTA) or finishes top 3 (madness) — against an average entrant (1 in 2 for a 1v1, 1 in 22 for a 22-gate WTA). In big fields only an outright fast time wins, so steady cores that “beat most of the field” can still rarely score there. Best / needs-work segments need 3+ races.
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 00, with each round weighted by how often maps reach it (most maps end by round 27–30).