Rounds won by segment
Each box: win % · rounds played · league rank · times it comes up per map · green above the 50% average, red below| Race ↓ · distance → | 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. Grey cells are races this team has rarely played: some segments sit once on a map or only in late rounds most matches never reach (the “/map” figure), and early in a season even common ones have few rounds. The Summary only uses segments with 6+ rounds, with win rates steadied toward 50% — a lucky 4 from 4 won't top the list. Click a cell to see which cores ran it.
Cores in 1200m 6 gate madness
✕ close- Phantom Panthertop 3 1 of 1 (avg 50%)
- Darling Cashtop 3 1 of 1 (avg 50%)
- Cyber Overdrivetop 3 7 of 12 (avg 50%) · league rank Top 29% (53%)
- Stormstridetop 3 1 of 2 (avg 50%)
- Frost Rockettop 3 5 of 9 (avg 50%) · league rank Middle (50%)
- Livid Jaguartop 3 2 of 9 (avg 50%) · league rank Bottom 23% (47%)
- Frozen Bladetop 3 2 of 9 (avg 50%) · league rank Bottom 20% (47%)
- Burning Obelisktop 3 2 of 9 (avg 50%) · league rank Bottom 17% (46%)
- Edge Panthertop 3 3 of 10 (avg 50%) · league rank Bottom 13% (45%)
- Cold Rushtop 3 0 of 1 (avg 50%)
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).