Team report · Pro league · alpha

HellBound Legends

Power 39.9 · #12 of 12 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 1v1 26% · 11th of 12 · 15 rounds
  • 2200m 1v1 29% · 8th of 11 · 8 rounds
  • 2000m 6 gate madness 29% · 10th of 11 · 10 rounds
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

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.

Roster fit · Anchor

The races that come up most on Anchor, most frequent first

Where each core ranks among every Pro League core in that race, from its league times (★ = best on the roster); underneath, its real record there this season. Green = higher in the league, red = lower, Middle = 40–60%. Read down a column to pick who runs it.

HellBound Legends
Core1000m1v1avg 50% · 3.8/map1200m6 gate madnessavg 50% · 3.2/map2200m1v1avg 50% · 3.2/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map2000m6 gate madnessavg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.0/map2200m6 gate madnessavg 50% · 1.8/map1200m12 gate WTAavg 8.3% · 1.0/map
Panzer Division
Bottom 26%
Bottom 20%
Top 16%
Middle
Top 11%
won 3/9
Top 25%
top 3 2/10
Bottom 26%
Top 28%
top 3 2/4
Top 17%
top 3 3/7
Middle
Jetwave Warrior
Middle
Bottom 38%
top 3 5/9
Bottom 25%
★Top 26%
won 1/3
Bottom 14%
Middle
Middle
top 3 2/9
Middle
Bottom 26%
Middle
won 0/4
Perfect Cadence
Middle
Bottom 1%
Middle
Bottom 7%
Top 24%
Top 37%
top 3 3/10
Middle
★Top 3%
Middle
top 3 3/7
Bottom 12%
Everyone Wishes
Bottom 12%
Bottom 7%
★Top 6%
won 2/8
Bottom 26%
★Top 11%
★Top 1%
top 3 7/10
Bottom 14%
Bottom 40%
★Top 8%
top 3 4/7
Bottom 16%
Drag
Middle
won 4/15
Bottom 37%
Bottom 9%
Middle
Bottom 19%
Bottom 13%
Middle
top 3 5/9
Bottom 16%
Bottom 10%
Middle
won 1/4
Dongle
Bottom 34%
Middle
top 3 2/9
Bottom 28%
Top 30%
Top 15%
Bottom 12%
Bottom 36%
Bottom 23%
top 3 3/4
Bottom 30%
Middle
won 0/4
Lucifer's Horcrux
Middle
Bottom 21%
Bottom 7%
Bottom 22%
Bottom 10%
Bottom 1%
Middle
Bottom 15%
top 3 1/4
Bottom 9%
Middle
won 0/4
Grid Warrior
Top 37%
★Top 28%
Bottom 12%
Top 37%
Bottom 19%
Bottom 10%
Top 37%
top 3 5/9
Bottom 30%
Bottom 15%
★Top 17%
won 0/4
Immortal Outlaw
★Top 26%
Top 40%
top 3 6/9
Bottom 4%
Bottom 38%
Bottom 5%
Bottom 12%
★Top 25%
Bottom 25%
Bottom 5%
Bottom 27%
won 0/4
DoubleDealing
Bottom 27%
Middle
Bottom 30%
Middle
Bottom 29%
Bottom 21%
Bottom 26%
Top 13%
Bottom 30%
Bottom 38%
Mad Maxie
Bottom 14%
—
Bottom 12%
—
Bottom 2%
Bottom 8%
Bottom 15%
Middle
Bottom 12%
—

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Panzer Division380.8× avg
Jetwave Warrior330.7× avg
Perfect Cadence290.9× avg
Everyone Wishes291.0× avg
Drag280.8× avg
Dongle250.9× avg
Lucifer's Horcrux160.4× avg
Grid Warrior131.0× avg
Immortal Outlaw131.2× avg
DoubleDealing81.3× avg
Mad Maxie40.0× avg

Earns the point: how often a core does what wins its team the round — wins the race (1v1, WTA) or finishes top 3 (madness) — against an average entrant (1 in 2 for a 1v1, 1 in 22 for a 22-gate WTA). In big fields only an outright fast time wins, so steady cores that “beat most of the field” can still rarely score there. Best / needs-work segments need 3+ races.

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%26%
21000m 6 gate madness100%47%
31200m 12 gate WTA100%25%
41400m 1v1100%33%
51200m 6 gate madness100%48%
61800m 1v1100%30%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%75%
92200m 1v1100%29%
102000m 6 gate madness100%29%
112200m 6 gate madness100%41%
121000m 1v1100%26%
131000m 6 gate madness100%47%
141400m 1v1100%33%
151200m 6 gate madness100%48%
161800m 1v1100%30%
171600m 6 gate madness100%50%
182200m 1v1100%29%
191000m 1v195%26%
201200m 6 gate madness95%48%
212000m 6 gate madness89%29%
222200m 6 gate madness84%41%
232200m 1v184%29%
241000m 1v184%26%
251400m 1v179%33%
262000m 6 gate madness68%29%
271800m 1v163%30%
281000m 6 gate madness53%47%
292200m 1v137%29%
301200m 6 gate madness26%48%

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).