- 1200m 6 gate madness 33% · 37th of 40 · 21 rounds
- 1000m 1v1 37% · 37th of 40 · 27 rounds
- 1000m 6 gate madness 32% · 35th of 40 · 17 rounds
- 1800m 12 gate WTA 57% · 13th of 38 · 7 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% 27r · 37th · 3.9/map | — | 43% 19r · 27th · 2.8/map | — | 42% 17r · 31st · 2.6/map | — | 45% 24r · 28th · 3.4/map |
| 6 gate madness | 32% 17r · 35th · 2.5/map | 33% 21r · 37th · 3.3/map | — | 50% 14r · 21st · 2.1/map | 44% 18r · 28th · 2.8/map | 29% 14r · 34th · 2.0/map | |
| 12 gate WTA | 29% 7r · 36th · 1.0/map | 57% 7r · 13th · 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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).