- 2000m 6 gate madness 11% · 40th of 40 · 33 rounds
- 2200m 1v1 19% · 40th of 40 · 39 rounds
- 2200m 6 gate madness 11% · 39th of 40 · 26 rounds
- 1400m 1v1 62% · 4th of 40 · 34 rounds
- 1200m 6 gate madness 54% · 18th of 40 · 39 rounds
- 1200m 12 gate WTA 62% · 11th of 38 · 13 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 | 45% 47r · 29th · 3.9/map | — | 62% 34r · 4th · 2.8/map | — | 49% 29r · 23rd · 2.6/map | — | 19% 39r · 40th · 3.4/map |
| 6 gate madness | 33% 28r · 34th · 2.5/map | 54% 39r · 18th · 3.3/map | — | 23% 26r · 40th · 2.1/map | 11% 33r · 40th · 2.8/map | 11% 26r · 39th · 2.0/map | |
| 12 gate WTA | 62% 13r · 11th · 1.0/map | 38% 13r · 28th · 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 1600m 1v1
← all coresNo races in this segment.
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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).