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 | 45% 51r · 28th · 3.9/map | 67% 3r · 3rd · 0.1/map | 52% 38r · 20th · 2.8/map | — | 40% 37r · 35th · 2.6/map | — | 57% 48r · 13th · 3.4/map |
| 6 gate madness | 51% 35r · 22nd · 2.5/map | 59% 47r · 9th · 3.3/map | 100% 1r · 0.1/map | 35% 29r · 34th · 2.1/map | 46% 39r · 24th · 2.8/map | 35% 26r · 31st · 2.0/map | |
| 12 gate WTA | 31% 13r · 34th · 1.0/map | 31% 13r · 32nd · 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- Sonic Sprintertop 3 12 of 29 (avg 50%) · league rank Top 39% (52%)
- Glowing Sunsettop 3 14 of 29 (avg 50%) · league rank Middle (52%)
- Stormy Falcontop 3 12 of 29 (avg 50%) · league rank Middle (51%)
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).