No weak spots with enough rounds yet.
No strong spots with enough rounds yet.
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 4 gate WTA | 50% 2r · 2.0/map | 0% 1r · 1.3/map | 100% 2r · 1.9/map | — | 100% 1r · 1.6/map | ||
| 6 gate WTA | 100% 2r · 2.2/map | 100% 1r · 1.6/map | 34% 3r · 36th · 2.9/map | ||||
| 16 gate WTA | 100% 1r · 1.1/map | 50% 2r · 2.0/map | 100% 1r · 0.9/map | — | 100% 2r · 2.0/map | ||
| 24 gate WTA | 0% 1r · 1.0/map | 100% 1r · 1.0/map | 66% 3r · 7th · 3.3/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. 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.
Glory, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Glory.
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).