TMBPOTD vs HellBound Legends
Each box: left = your win %, right = theirs, with rounds played · green = ahead, red = behind (5+ points)| Race ↓ · distance → | 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m |
|---|---|---|---|---|---|---|---|
| 1v1 | 47%8r 26%15r | 100%2r 25%4r | 100%2r 33%3r | 50%2r 50%4r | 50%6r 30%9r | 100%2r 50%4r | 27%6r 29%8r |
| 6 gate madness | 70%6r 47%9r | 0%5r 48%9r | 50%2r 25%4r | 50%2r 50%4r | 73%6r 29%10r | 77%4r 41%7r | |
| 12 gate WTA | 0%2r 25%4r | 0%2r 75%4r |
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.
Of the 7 races with 3+ rounds for both teams, you're ahead in 5, behind in 1 and level in 1.
- 2000m 6 gate madness 73% vs 29%
- 1000m 1v1 47% vs 26%
- 2200m 6 gate madness 77% vs 41%
- 1200m 6 gate madness 0% vs 48%
Ahead / behind = 5+ points apart. Biggest edges are weighted by how often the race comes up on Anchor, so a common race counts for more than a rare one.
HellBound Legends: Power 39.9, #12. 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 Season 01, with each round weighted by how often maps reach it (most maps end by round 27–30).