- 1000m 6 gate madness 13% · 40th of 40 · 13 rounds
- 1800m 1v1 34% · 38th of 40 · 14 rounds
- 1600m 6 gate madness 30% · 36th of 40 · 10 rounds
- 1000m 1v1 71% · 1st of 40 · 20 rounds
- 2000m 6 gate madness 76% · 1st of 40 · 15 rounds
- 2200m 1v1 57% · 12th of 40 · 17 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 1v1 | 71% 20r · 1st · 3.9/map | — | 47% 15r · 24th · 2.8/map | — | 34% 14r · 38th · 2.6/map | — | 57% 17r · 12th · 3.4/map |
| 6 gate madness | 13% 13r · 40th · 2.5/map | 39% 16r · 34th · 3.3/map | — | 30% 10r · 36th · 2.1/map | 76% 15r · 1st · 2.8/map | 40% 10r · 26th · 2.0/map | |
| 12 gate WTA | 40% 5r · 29th · 1.0/map | 60% 5r · 11th · 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 (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
Click a heat-map cell to see who ran that segmentBeats the field: the share of the other runners a core finishes ahead of (1st = 100%, last = 0%, an average runner = 50%), so 1v1s and 24-gate races compare fairly. Best / needs-work segments need 3+ races there.
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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).