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 | 100% 2r · 1.0/map | 0% 1r · 0.4/map | 100% 4r · 1st · 2.0/map | 0% 2r · 1.0/map | |||
| 6 gate madness | 100% 2r · 1.0/map | — | 50% 2r · 0.9/map | 57% 3r · 11th · 1.4/map | 0% 2r · 1.0/map | ||
| 12 gate madness | 0% 2r · 0.8/map | 100% 2r · 1.0/map | — | 25% 4r · 24th · 2.0/map | |||
| 24 gate madness | 100% 2r · 1.0/map | 100% 2r · 0.8/map | — | 50% 2r · 1.0/map | 100% 2r · 1.2/map | ||
| 4 gate WTA | 50% 2r · 1.0/map | 100% 1r · 0.7/map | 100% 2r · 1.0/map | 100% 2r · 1.1/map | 0% 2r · 1.0/map | ||
| 6 gate WTA | 50% 2r · 1.0/map | 100% 1r · 0.6/map | 100% 2r · 0.9/map | 50% 2r · 1.0/map | 0% 2r · 1.1/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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 coresNo races in this segment.
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).