HellBound Legends vs TMBPOTD
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 | 26%15r 47%8r | 25%4r 100%2r | 33%3r 100%2r | 50%4r 50%2r | 30%9r 50%6r | 50%4r 100%2r | 29%8r 27%6r |
| 6 gate madness | 47%9r 70%6r | 48%9r 0%5r | 25%4r 50%2r | 50%4r 50%2r | 29%10r 73%6r | 41%7r 77%4r | |
| 12 gate WTA | 25%4r 0%2r | 75%4r 0%2r |
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 1, behind in 5 and level in 1.
- 1200m 6 gate madness 48% vs 0%
- 2000m 6 gate madness 29% vs 73%
- 1000m 1v1 26% vs 47%
- 2200m 6 gate madness 41% vs 77%
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.
TMBPOTD: Power 48.3, #7. 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).