No weak spots with enough rounds yet.
- 2200m 24 gate madness 73% · 5th of 33 · 15 rounds
- 2000m 22 gate WTA 78% · 3rd of 33 · 9 rounds
- 1000m 22 gate WTA 70% · 2nd of 30 · 8 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 24 gate madness | 67% 3r · 7th · 1.0/map | 50% 2r · 0.6/map | 67% 6r · 3rd · 2.0/map | — | 64% 9r · 8th · 3.0/map | 73% 15r · 5th · 5.0/map | |
| 22 gate WTA | 70% 8r · 2nd · 2.8/map | 68% 6r · 5th · 1.9/map | 44% 4r · 20th · 1.5/map | 50% 6r · 21st · 2.0/map | — | 78% 9r · 3rd · 3.2/map | 67% 3r · 9th · 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 (Miracles). Grey = fewer than 3 rounds. Blank = that segment isn't on Miracles. 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 24 gate madness
← all cores- Jarkbeats 71% · 3 races · 1 won · 2 top 3
- Trigger Pointbeats 71% · 3 races · 0 won · 1 top 3
- Midnight Voodoobeats 78% · 1 race · 0 won · 0 top 3
- Rapidashbeats 62% · 3 races · 0 won · 1 top 3
- Trendsetterbeats 61% · 2 races · 0 won · 0 top 3
- Pepperbeats 58% · 3 races · 0 won · 0 top 3
- Chaotic Skybeats 58% · 3 races · 1 won · 1 top 3
- Sailor Jerrybeats 55% · 3 races · 0 won · 0 top 3
- Bastillebeats 54% · 3 races · 0 won · 0 top 3
- Flash Of Chaosbeats 42% · 3 races · 0 won · 0 top 3
- Behind Blue Eyesbeats 38% · 3 races · 0 won · 0 top 3
- Frogdogbeats 29% · 3 races · 0 won · 0 top 3
- River Dawnbeats 14% · 3 races · 0 won · 0 top 3
Miracles, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Miracles.
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).