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T/J Racing

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Rounds won by segment

Each box: win % · rounds played · league rank · times it comes up per map · green above the 50% average, red below
Race ↓ · distance →1000m1200m1400m1600m1800m2000m2200m
1v1
66%
3r · 3rd · 1.1/map
—
0%
2r · 0.7/map
—
50%
2r · 0.6/map
—
100%
2r · 0.7/map
6 gate madness
100%
2r · 0.8/map
66%
3r · 5th · 0.8/map
—
50%
2r · 0.7/map
—
100%
2r · 0.6/map
100%
2r · 0.7/map
12 gate madness————
24 gate madness
100%
1r · 0.5/map
—
100%
2r · 0.5/map
—
50%
2r · 1.1/map
100%
4r · 1st · 1.6/map
4 gate WTA———————
6 gate WTA——————
12 gate WTA
100%
1r · 0.2/map
100%
1r · 0.2/map
16 gate WTA—————
22 gate WTA
100%
1r · 0.8/map
100%
1r · 0.5/map
100%
1r · 0.4/map
50%
2r · 0.5/map
—
100%
3r · 1st · 0.8/map
100%
1r · 0.2/map
24 gate WTA—————

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 (across the maps played). Grey = fewer than 3 rounds. Blank = that segment isn't on any map. Grey cells are races this team has rarely played: some segments sit once on a map or only in late rounds most matches never reach (the “/map” figure), and early in a season even common ones have few rounds. The Summary only uses segments with 6+ rounds, with win rates steadied toward 50% — a lucky 4 from 4 won't top the list. Click a cell to see which cores ran it.

Cores in 1000m 24 gate madness

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T/J Racing
  • Digital Dashtop 3 0 of 1 (avg 13%) · league rank Top 26% (14%)
  • Duck Duck Goosetop 3 1 of 1 (avg 13%) · league rank Top 31% (13%)
  • Golden Speedstertop 3 0 of 1 (avg 13%) · league rank Top 35% (13%)
  • Rapid Arrowtop 3 0 of 1 (avg 13%) · league rank Top 39% (12%)
  • Justicetop 3 0 of 1 (avg 13%) · league rank Middle (12%)
  • Duck top 3 1 of 1 (avg 13%) · league rank Middle (12%)
  • Cuatro Cuatrotop 3 0 of 1 (avg 13%) · league rank Middle (11%)
  • kwaktop 3 0 of 1 (avg 13%) · league rank Middle (11%)
  • Jumping in the Bushestop 3 0 of 1 (avg 13%) · league rank Middle (11%)
  • Quite Ironictop 3 0 of 1 (avg 13%) · league rank Middle (11%)
  • Risk or Fatetop 3 0 of 1 (avg 13%) · league rank Bottom 30% (8.9%)
  • Genuine Risktop 3 0 of 1 (avg 13%) · league rank Bottom 6% (6.6%)

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).