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 |
|---|---|---|---|---|---|---|---|
| 1v1 | 48% 56r · 23rd · 3.9/map | — | 56% 42r · 14th · 2.8/map | — | 40% 38r · 33rd · 2.6/map | — | 61% 50r · 6th · 3.4/map |
| 6 gate madness | 59% 38r · 11th · 2.5/map | 55% 45r · 17th · 3.3/map | — | 64% 28r · 6th · 2.1/map | 54% 40r · 19th · 2.8/map | 61% 28r · 10th · 2.0/map | |
| 12 gate WTA | 43% 14r · 22nd · 1.0/map | 43% 14r · 23rd · 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. 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 6 gate madness
✕ close- Thrill of the hunttop 3 18 of 28 (avg 50%) · league rank Top 6% (56%)
- Bootleg Station Wagontop 3 18 of 28 (avg 50%) · league rank Top 32% (53%)
- Mr Rogerstop 3 14 of 28 (avg 50%) · league rank Top 36% (53%)
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).