- 1000m 1v1 43% · 24th of 33 · 27 rounds
- 1200m 6 gate madness 42% · 24th of 33 · 24 rounds
- 2000m 6 gate madness 46% · 19th of 32 · 21 rounds
- 2200m 1v1 69% · 3rd of 32 · 25 rounds
- 2200m 6 gate madness 78% · 4th of 31 · 14 rounds
- 1600m 6 gate madness 64% · 11th of 32 · 16 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the leagueEach 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 in 1600m 1v1
← all coresNo races in this segment.
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).