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 league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 4 gate WTA | 0% 1r · 2.0/map | 0% 1r · 1.4/map | 0% 1r · 2.0/map | — | 0% 1r · 1.8/map | ||
| 6 gate WTA | 0% 1r · 2.3/map | 0% 1r · 1.7/map | 0% 2r · 3.0/map | ||||
| 16 gate WTA | 0% 1r · 1.1/map | 0% 1r · 2.0/map | — | — | 0% 2r · 2.0/map | ||
| 24 gate WTA | 0% 1r · 1.0/map | 0% 1r · 1.0/map | 0% 2r · 3.5/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 (Glory). Grey = fewer than 3 rounds. Blank = that segment isn't on Glory. 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 segment| Core | Races | Beats the field | Best segment | Needs work |
|---|---|---|---|---|
| Burning Apex | 7 | 34% | — | — |
| ww-d-01 | 6 | 15% | — | — |
| Youthful Racer | 6 | 47% | — | — |
| Wild Charger | 6 | 32% | — | — |
| BOT Kael Voidwalker | 5 | 50% | — | — |
| BOT Astra Ghoststep | 5 | 25% | — | — |
| BOT Juno Grimspire | 5 | 29% | — | — |
| BOT Cypher Frostfang | 5 | 33% | — | — |
| Racing | 5 | 55% | — | — |
| Lethal Bandit | 5 | 53% | — | — |
| BOT Blaze Stormborn | 4 | 37% | — | — |
| BOT Nova Shadowmourn | 4 | 9% | — | — |
| ww-cv2-010101 | 4 | 66% | — | — |
| BOT Blaze Duskblade | 4 | 28% | — | — |
| BOT Zara Ghoststep | 4 | 39% | — | — |
| BOT Juno Vortex | 4 | 10% | — | — |
| chall-02 | 3 | 38% | — | — |
| Sunset Symphony | 3 | 27% | — | — |
| BOT Nyx Crimson | 3 | 55% | — | — |
| Nimbus Trailblazer | 3 | 9% | — | — |
| spv03_01 | 3 | 35% | — | — |
| new pop #01 | 3 | 39% | — | — |
| ww-freak-01 | 2 | 10% | — | — |
| BOT Orion Emberwraith | 1 | 57% | — | — |
Beats 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.
Glory, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Glory.
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).