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 in 1200m 6 gate madness
← all cores- Justicebeats 67% · 3 races · 1 won · 2 top 3
- Golden Speedsterbeats 67% · 3 races · 2 won · 2 top 3
- Rapid Arrowbeats 40% · 3 races · 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.
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).