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 |
|---|---|---|---|---|---|---|---|
| 24 gate madness | 20% 10r · 34th · 1.0/map | 33% 6r · 26th · 0.6/map | 25% 20r · 34th · 2.0/map | 60% 5r · 11th · 0.5/map | 38% 32r · 31st · 3.2/map | 42% 52r · 28th · 5.1/map | |
| 22 gate WTA | 37% 30r · 33rd · 3.1/map | 55% 20r · 14th · 2.0/map | 23% 16r · 36th · 1.6/map | 30% 20r · 35th · 2.0/map | 100% 1r · 0.1/map | 47% 31r · 23rd · 3.2/map | 40% 10r · 29th · 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 (Miracles). Grey = fewer than 3 rounds. Blank = that segment isn't on Miracles. 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 1800m 24 gate madness
✕ close- Hyperstriketop 3 1 of 3 (avg 13%) · league rank Top 3% (18%)
- Radiant Blitztop 3 2 of 6 (avg 13%) · league rank Top 7% (17%)
- Grace to Glorytop 3 2 of 3 (avg 13%) · league rank Top 8% (17%)
- Cryo Havoctop 3 1 of 9 (avg 13%) · league rank Top 12% (16%)
- Better Luck Next Timetop 3 2 of 6 (avg 13%) · league rank Top 16% (15%)
- Legacy Runnertop 3 0 of 3 (avg 13%) · league rank Top 20% (15%)
- Creepertop 3 3 of 13 (avg 13%) · league rank Top 23% (14%)
- Cold Rushtop 3 3 of 16 (avg 13%) · league rank Top 25% (14%)
- Divine Riottop 3 2 of 10 (avg 13%) · league rank Top 25% (14%)
- Forge Serpenttop 3 0 of 3 (avg 13%) · league rank Top 26% (14%)
- Titan Magetop 3 1 of 9 (avg 13%) · league rank Top 27% (14%)
- Edge Panthertop 3 4 of 20 (avg 13%) · league rank Top 31% (13%)
- Hex Crushertop 3 1 of 10 (avg 13%) · league rank Top 33% (13%)
- Mistfalltop 3 0 of 3 (avg 13%) · league rank Top 33% (13%)
- Lightning Galetop 3 2 of 9 (avg 13%) · league rank Top 34% (13%)
- Darling Cashtop 3 1 of 16 (avg 13%) · league rank Top 35% (13%)
- Violet Jaguartop 3 3 of 19 (avg 13%) · league rank Top 36% (12%)
- Cyber Overdrivetop 3 2 of 7 (avg 13%) · league rank Top 40% (12%)
- Drift Miragetop 3 0 of 7 (avg 13%) · league rank Middle (12%)
- Nyxaratop 3 0 of 9 (avg 13%) · league rank Middle (10%)
- Peak Crowntop 3 3 of 17 (avg 13%) · league rank Middle (10.0%)
- Ryuutop 3 0 of 6 (avg 13%) · league rank Middle (9.9%)
- Blueline Rebeltop 3 0 of 10 (avg 13%) · league rank Bottom 39% (9.6%)
- Livid Jaguartop 3 1 of 6 (avg 13%) · league rank Bottom 36% (9.2%)
- Nervy Runnertop 3 0 of 7 (avg 13%) · league rank Bottom 36% (9.2%)
- Brazen Mantistop 3 1 of 6 (avg 13%) · league rank Bottom 36% (9.2%)
- Whispering Raintop 3 2 of 12 (avg 13%) · league rank Bottom 35% (9.1%)
- Iron Dynamotop 3 2 of 23 (avg 13%) · league rank Bottom 35% (9.0%)
- Quick Creamtop 3 0 of 6 (avg 13%) · league rank Bottom 32% (8.8%)
- Phantom Panthertop 3 1 of 10 (avg 13%) · league rank Bottom 30% (8.6%)
- Petal Stormtop 3 0 of 6 (avg 13%) · league rank Bottom 28% (8.4%)
- First Lighttop 3 0 of 7 (avg 13%) · league rank Bottom 28% (8.4%)
- Grand Nectartop 3 0 of 6 (avg 13%) · league rank Bottom 28% (8.4%)
- Brutal Bullettop 3 1 of 16 (avg 13%) · league rank Bottom 27% (8.3%)
- Frozen Bladetop 3 1 of 13 (avg 13%) · league rank Bottom 26% (8.2%)
- Frost Rockettop 3 0 of 7 (avg 13%) · league rank Bottom 25% (8.0%)
- Vivid Rebeltop 3 0 of 10 (avg 13%) · league rank Bottom 19% (7.6%)
- Final Flashtop 3 0 of 7 (avg 13%) · league rank Bottom 13% (7.0%)
- Twilight Havoctop 3 0 of 22 (avg 13%) · league rank Bottom 10% (6.8%)
- Tidal Striketop 3 0 of 6 (avg 13%) · league rank Bottom 5% (6.5%)
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).