No weak spots with enough rounds yet.
- 1600m 1v1 100% · 2nd of 29 · 6 rounds
- 2000m 12 gate madness 67% · 5th of 29 · 6 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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 2200m 6 gate madness
← all cores- Tokenstop 3 1 of 3 (avg 50%) · from its times 57%
- Daisy Tokenstop 3 2 of 3 (avg 50%) · from its times 55%
- Cuz Tokenstop 3 2 of 3 (avg 50%) · from its times 54%
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).