Team report · Pro league · alpha

HellBound Legends

Power 48.6 · #9 of 12 on Glory · Power Rankings
Compare with
Losing the most points
  • 2200m 4 gate WTA 25% · 11th of 11 · 9 rounds
  • 2200m 16 gate WTA 30% · 9th of 11 · 10 rounds
  • 1400m 4 gate WTA 14% · 11th of 11 · 7 rounds
Winning the most points
  • 1800m 4 gate WTA 60% · 4th of 11 · 10 rounds
  • 1400m 6 gate WTA 62% · 3rd of 11 · 8 rounds
  • 2000m 6 gate WTA 53% · 5th of 11 · 15 rounds

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 (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.

Roster fit · Glory

Glory's most common races, most frequent first

Each core's chance of earning the point in that race against a typical league field, from its Pro League times (★ = best on the roster); underneath, its real record there this season. Read down a column to pick who runs it.

HellBound Legends
Core1600m24 gate WTAavg 4.2% · 3.6/map2000m6 gate WTAavg 17% · 2.9/map1200m6 gate WTAavg 17% · 2.2/map1000m4 gate WTAavg 25% · 2.0/map1400m16 gate WTAavg 6.3% · 2.0/map2200m16 gate WTAavg 6.3% · 2.0/map1800m4 gate WTAavg 25% · 1.9/map2200m4 gate WTAavg 25% · 1.8/map1400m6 gate WTAavg 17% · 1.7/map1400m4 gate WTAavg 25% · 1.4/map
Panzer Division
★4.8%
won 2/13
20%
won 2/15
15%
22%
7.0%
8.1%
won 2/10
★29%
won 4/10
29%
won 0/9
18%
26%
Grid Warrior
3.1%
won 0/13
10%
★19%
26%
won 2/5
7.5%
won 0/5
4.0%
22%
18%
18%
won 1/8
27%
won 0/7
Dongle
3.8%
won 1/13
11%
16%
24%
6.9%
won 0/5
4.8%
won 0/10
28%
21%
18%
won 1/8
27%
Drag
2.8%
won 0/13
11%
15%
24%
won 0/5
5.1%
won 0/5
3.5%
21%
17%
15%
24%
Jetwave Warrior
2.9%
won 0/13
14%
16%
25%
★7.5%
won 1/5
4.1%
20%
20%
★19%
won 3/8
★27%
won 2/7
Lucifer's Horcrux
2.4%
won 0/13
8.8%
14%
25%
4.4%
won 0/5
3.5%
won 0/10
18%
16%
14%
21%
Everyone Wishes
2.7%
★22%
won 3/15
11%
20%
4.4%
★9.3%
won 1/10
29%
★32%
won 2/9
14%
22%
Immortal Outlaw
2.2%
won 0/13
9.6%
13%
25%
4.0%
won 0/5
3.2%
16%
15%
13%
22%
Deal with the Devil
2.3%
won 0/13
9.7%
10%
19%
3.6%
3.6%
won 0/10
22%
20%
13%
22%
DoubleDealing
4.5%
won 2/13
12%
14%
20%
4.2%
won 0/5
3.8%
won 0/10
22%
19%
14%
23%
Perfect Cadence
3.1%
18%
won 3/15
10%
27%
4.1%
4.9%
won 0/10
28%
won 2/10
23%
12%
20%
Evolving Spirit
2.1%
9.8%
16%
23%
6.8%
won 1/5
3.7%
29%
17%
18%
26%
Finish line menace
2.1%
won 0/13
9.5%
12%
22%
3.5%
3.2%
18%
16%
13%
22%
Fighter Jet
2.5%
won 0/13
9.9%
16%
21%
—
3.3%
16%
18%
—
—
Mad Maxie
3.3%
won 1/13
9.7%
—
21%
—
3.3%
17%
16%
—
—
Apollo II
2.1%
18%
12%
19%
5.6%
5.9%
won 0/10
22%
26%
15%
22%
Sin to Win
2.8%
14%
9.8%
★28%
4.1%
4.4%
21%
21%
13%
20%

Cores in 1600m 16 gate WTA

← all cores
HellBound Legends

Glory, round by round

The fixed race order, how often maps get that far, and your win % in that round's segment on Glory.

11000m 4 gate WTA100%40%
21200m 6 gate WTA100%—
31400m 16 gate WTA100%40%
41600m 24 gate WTA100%48%
51800m 4 gate WTA100%60%
62000m 6 gate WTA100%53%
72200m 16 gate WTA100%30%
81200m 24 gate WTA100%20%
92200m 4 gate WTA100%25%
102000m 6 gate WTA100%53%
112200m 16 gate WTA100%30%
121600m 24 gate WTA100%48%
131400m 4 gate WTA100%14%
141400m 6 gate WTA100%62%
151000m 16 gate WTA100%60%
161400m 24 gate WTA100%40%
171000m 4 gate WTA100%40%
181200m 6 gate WTA100%—
191400m 16 gate WTA100%40%
201600m 24 gate WTA96%48%
211800m 4 gate WTA91%60%
222000m 6 gate WTA91%53%
231600m 16 gate WTA91%0%
241800m 24 gate WTA83%75%
252200m 4 gate WTA78%25%
261400m 6 gate WTA74%62%
271800m 16 gate WTA70%0%
281600m 24 gate WTA57%48%
291400m 4 gate WTA39%14%
301200m 6 gate WTA17%—
311000m 16 gate WTA9%60%
322200m 24 gate WTA9%—

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).