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 |
|---|---|---|---|---|---|---|---|
| 4 gate WTA | 64% 14r · 8th · 2.0/map | 33% 11r · 26th · 1.4/map | 57% 14r · 6th · 2.0/map | — | 30% 12r · 27th · 1.8/map | ||
| 6 gate WTA | 58% 18r · 12th · 2.3/map | 58% 12r · 13th · 1.7/map | 57% 21r · 12th · 3.0/map | ||||
| 16 gate WTA | 28% 9r · 26th · 1.1/map | 43% 14r · 26th · 2.0/map | 57% 7r · 11th · 0.9/map | 20% 5r · 20th · 0.6/map | 21% 14r · 30th · 2.0/map | ||
| 24 gate WTA | 14% 7r · 29th · 1.0/map | 57% 7r · 14th · 1.0/map | 41% 25r · 24th · 3.5/map | 17% 6r · 26th · 0.8/map | 0% 2r · 0.1/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. 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 1800m 16 gate WTA
✕ close- Jade Furnacewon 0 of 5 (avg 6.3%) · league rank Top 21% (8.1%)
- Glowing Sunsetwon 1 of 5 (avg 6.3%) · league rank Middle (6.1%)
- Sonic Sprinterwon 0 of 5 (avg 6.3%) · league rank Middle (5.6%)
- Velvet Whipwon 0 of 5 (avg 6.3%) · league rank Bottom 17% (3.8%)
- Silent Arrowwon 0 of 5 (avg 6.3%) · league rank Bottom 15% (3.6%)
- Equalwon 0 of 5 (avg 6.3%) · league rank Bottom 11% (3.4%)
- Tango Roadwon 0 of 5 (avg 6.3%) · league rank Bottom 8% (3.3%)
- Franchise Tycoonwon 0 of 5 (avg 6.3%) · league rank Bottom 1% (3.1%)
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).