No weak spots with enough rounds yet.
No strong spots with enough rounds yet.
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 24 gate madness
← all cores- Haunted Arrowbeats 100% · 1 race · 1 won · 1 top 3
- Thieving X Returnsbeats 91% · 1 race · 0 won · 1 top 3
- Lethal Arrowbeats 83% · 1 race · 0 won · 0 top 3
- Harmonious Buttbeats 78% · 1 race · 0 won · 0 top 3
- Llama Stormbeats 74% · 1 race · 0 won · 0 top 3
- Harmonious Theftbeats 70% · 1 race · 0 won · 0 top 3
- Grand Theft Fusionbeats 57% · 1 race · 0 won · 0 top 3
- Blazing Aurabeats 39% · 1 race · 0 won · 0 top 3
- Defiant Blazebeats 30% · 1 race · 0 won · 0 top 3
- Defiant Serpentbeats 13% · 1 race · 0 won · 0 top 3
- Fused Steelbeats 9% · 1 race · 0 won · 0 top 3
- Grungy Xbeats 4% · 1 race · 0 won · 0 top 3
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 Season 01, with each round weighted by how often maps reach it (most maps end by round 27–30).