Team report · all teams · alpha

HellBound Legends

Compare with
Losing the most points

No weak spots with enough rounds yet.

Winning the most points

No strong spots with enough rounds yet.

Rounds won by segment

Win % · green above the 50% league average, red below · rank in the league
1000m1200m1400m1600m1800m2000m2200m
1v1———————
6 gate madness——————
12 gate WTA——

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 segment

No core results here yet.

Beats 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.

11000m 1v1100%—
21000m 6 gate madness100%—
31200m 12 gate WTA100%—
41400m 1v1100%—
51200m 6 gate madness100%—
61800m 1v1100%—
71600m 6 gate madness100%—
81800m 12 gate WTA100%—
92200m 1v1100%—
102000m 6 gate madness100%—
112200m 6 gate madness100%—
121000m 1v1100%—
131000m 6 gate madness100%—
141400m 1v1100%—
151200m 6 gate madness100%—
161800m 1v1100%—
171600m 6 gate madness100%—
182200m 1v199%—
191000m 1v199%—
201200m 6 gate madness99%—
212000m 6 gate madness96%—
222200m 6 gate madness91%—
232200m 1v185%—
241000m 1v180%—
251400m 1v175%—
262000m 6 gate madness67%—
271800m 1v159%—
281000m 6 gate madness54%—
292200m 1v138%—
301200m 6 gate madness28%—
311600m 6 gate madness20%—
321200m 1v120%—
332000m 6 gate madness9%—
341400m 6 gate madness9%—

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).