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 | 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 1600m 6 gate madness
✕ close- Duck Duck Goosetop 3 0 of 2 (avg 50%) · league rank Top 35% (53%)
- Duck top 3 2 of 2 (avg 50%) · league rank Middle (51%)
- Digital Dashtop 3 1 of 2 (avg 50%) · league rank Middle (51%)
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).