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 | 100% 2r · 1.0/map | 100% 2r · 0.7/map | 50% 4r · 11th · 2.0/map | 0% 2r · 0.6/map | 27% 4r · 17th · 3.2/map | 68% 11r · 2nd · 5.1/map | |
| 22 gate WTA | 43% 6r · 12th · 3.1/map | 67% 6r · 7th · 1.9/map | 0% 2r · 1.7/map | 50% 6r · 13th · 2.0/map | 100% 2r · 0.1/map | 50% 4r · 13th · 3.3/map | 44% 3r · 10th · 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 1600m 24 gate madness
✕ close- Defiant Serpenttop 3 1 of 2 (avg 13%)
- Irukandjitop 3 1 of 2 (avg 13%)
- Defiant Blazetop 3 0 of 2 (avg 13%)
- Grungy Xtop 3 0 of 2 (avg 13%)
- Blazing Auratop 3 0 of 2 (avg 13%)
- Llama Stormtop 3 0 of 2 (avg 13%)
- Harmonious Thefttop 3 0 of 2 (avg 13%)
- Fused Blazetop 3 0 of 2 (avg 13%)
- Resurrected Roo top 3 0 of 2 (avg 13%)
- Fused Steeltop 3 0 of 2 (avg 13%)
- Randytop 3 0 of 2 (avg 13%)
- Discarded Blazetop 3 0 of 2 (avg 13%)
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).