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 | 54% 20r · 8th · 3.8/map | 61% 6r · 7th · 0.2/map | 25% 4r · 18th · 2.8/map | 80% 5r · 2nd · 0.0/map | 63% 14r · 4th · 2.6/map | 60% 5r · 8th · 0.0/map | 39% 13r · 19th · 3.3/map |
| 6 gate madness | 78% 13r · 1st · 2.5/map | 31% 12r · 21st · 3.2/map | 40% 5r · 16th · 0.1/map | 61% 6r · 7th · 2.2/map | 58% 14r · 7th · 2.7/map | 20% 10r · 23rd · 1.9/map | |
| 12 gate WTA | 60% 5r · 8th · 1.0/map | 40% 5r · 17th · 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.
Of the 15 races with 3+ rounds, you're above average in 8, below in 6 and about average in 1.
- 1000m 6 gate madness 78% vs 50%
- 1800m 1v1 63% vs 50%
- 1600m 6 gate madness 61% vs 50%
- 1400m 1v1 25% vs 50%
- 1200m 6 gate madness 31% vs 50%
- 2200m 6 gate madness 20% vs 50%
Ahead / behind = 5+ points apart. Biggest edges are weighted by how often the race comes up on Anchor, so a common race counts for more than a rare one.
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).