- 2000m 6 gate madness 14% · 31st of 32 · 7 rounds
- 1000m 6 gate madness 11% · 32nd of 32 · 6 rounds
- 2200m 1v1 44% · 20th of 32 · 8 rounds
- 1000m 1v1 74% · 1st of 33 · 8 rounds
- 1800m 1v1 89% · 2nd of 32 · 6 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 | 74% 8r · 1st · 3.8/map | 0% 1r · 0.2/map | 50% 6r · 17th · 2.7/map | — | 89% 6r · 2nd · 2.6/map | — | 44% 8r · 20th · 3.2/map |
| 6 gate madness | 11% 6r · 32nd · 2.5/map | 48% 7r · 17th · 3.3/map | 100% 1r · 0.1/map | 29% 5r · 26th · 2.2/map | 14% 7r · 31st · 2.7/map | 52% 4r · 18th · 1.9/map | |
| 12 gate WTA | 50% 2r · 1.0/map | 100% 2r · 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).