- 2200m 6 gate madness 0% · 30th of 31 · 8 rounds
- 1000m 1v1 37% · 29th of 33 · 14 rounds
- 1600m 6 gate madness 24% · 28th of 32 · 9 rounds
- 1000m 6 gate madness 59% · 9th of 32 · 9 rounds
- 1400m 1v1 53% · 14th of 32 · 10 rounds
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 | 37% 14r · 29th · 3.8/map | 0% 1r · 0.2/map | 53% 10r · 14th · 2.7/map | — | 35% 9r · 28th · 2.6/map | — | 41% 13r · 23rd · 3.2/map |
| 6 gate madness | 59% 9r · 9th · 2.5/map | 49% 13r · 16th · 3.3/map | — | 24% 9r · 28th · 2.2/map | 42% 9r · 22nd · 2.7/map | 0% 8r · 30th · 1.9/map | |
| 12 gate WTA | 50% 4r · 18th · 1.0/map | 25% 4r · 23rd · 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 segmentEarns 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).