Compare with
Losing the most points
- 1600m 6 gate madness 35% · 34th of 40 · 29 rounds
- 2200m 6 gate madness 35% · 31st of 40 · 26 rounds
- 1800m 1v1 40% · 35th of 40 · 37 rounds
Winning the most points
- 1200m 6 gate madness 59% · 9th of 40 · 47 rounds
- 2200m 1v1 57% · 13th of 40 · 48 rounds
- 1400m 1v1 52% · 20th of 40 · 38 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the leagueEach 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 in 1000m 1v1
← all coresElder Racing
- Stormy Falconbeats 45% · 51 races · 23 won · 51 top 3
Anchor, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.
11000m 1v1100%45%
21000m 6 gate madness100%51%
31200m 12 gate WTA100%31%
41400m 1v1100%52%
51200m 6 gate madness100%59%
61800m 1v1100%40%
71600m 6 gate madness100%35%
81800m 12 gate WTA100%31%
92200m 1v1100%57%
102000m 6 gate madness100%46%
112200m 6 gate madness100%35%
121000m 1v1100%45%
131000m 6 gate madness100%51%
141400m 1v1100%52%
151200m 6 gate madness100%59%
161800m 1v1100%40%
171600m 6 gate madness100%35%
182200m 1v1100%57%
191000m 1v1100%45%
201200m 6 gate madness99%59%
212000m 6 gate madness99%46%
222200m 6 gate madness97%35%
232200m 1v193%57%
241000m 1v187%45%
251400m 1v180%52%
262000m 6 gate madness74%46%
271800m 1v164%40%
281000m 6 gate madness51%51%
292200m 1v141%57%
301200m 6 gate madness25%59%
311600m 6 gate madness12%35%
321200m 1v112%67%
332000m 6 gate madness7%46%
341400m 6 gate madness7%100%
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).