- 1000m 6 gate madness 41% · 24th of 32 · 15 rounds
- 1800m 1v1 42% · 23rd of 32 · 15 rounds
- 2200m 6 gate madness 41% · 21st of 31 · 10 rounds
- 1400m 1v1 68% · 3rd of 32 · 16 rounds
- 1600m 6 gate madness 74% · 5th of 32 · 13 rounds
- 2000m 6 gate madness 56% · 13th of 32 · 14 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 | |
|---|---|---|---|---|---|---|---|
| 1v1 | 47% 22r · 20th · 3.8/map | 0% 1r · 0.2/map | 68% 16r · 3rd · 2.7/map | — | 42% 15r · 23rd · 2.6/map | — | 53% 18r · 15th · 3.2/map |
| 6 gate madness | 41% 15r · 24th · 2.5/map | 46% 20r · 19th · 3.3/map | — | 74% 13r · 5th · 2.2/map | 56% 14r · 13th · 2.7/map | 41% 10r · 21st · 1.9/map | |
| 12 gate WTA | 50% 6r · 16th · 1.0/map | 50% 6r · 15th · 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. 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
Click a heat-map cell to see who ran that segmentBeats the field: the share of the other runners a core finishes ahead of (1st = 100%, last = 0%, an average runner = 50%), so 1v1s and 24-gate races compare fairly. Best / needs-work segments need 3+ races there.
Anchor, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.
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).