Team report · Pro league · alpha

HellBound Legends

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Rounds won by segment

Each box: win % · rounds played · league rank · times it comes up per map · green above the 50% average, red below

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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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.

Cores in 1000m 24 gate madness

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HellBound Legends
  • Perfect Cadencetop 3 0 of 2 (avg 13%) · league rank Top 14% (15%)
  • Grid Warriortop 3 0 of 2 (avg 13%) · league rank Top 24% (14%)
  • Lucifer's Horcruxtop 3 0 of 2 (avg 13%) · league rank Top 36% (13%)
  • Sin to Wintop 3 1 of 2 (avg 13%) · league rank Top 36% (13%)
  • Jetwave Warriortop 3 1 of 2 (avg 13%) · league rank Top 36% (13%)
  • Dongletop 3 1 of 2 (avg 13%) · league rank Top 37% (12%)
  • HeeHawtop 3 0 of 1 (avg 13%)
  • Dragtop 3 0 of 2 (avg 13%) · league rank Middle (11%)
  • Immortal Outlawtop 3 0 of 2 (avg 13%) · league rank Middle (11%)
  • Panzer Divisiontop 3 0 of 2 (avg 13%) · league rank Middle (10%)
  • Everyone Wishestop 3 0 of 2 (avg 13%) · league rank Bottom 31% (9.0%)
  • Apollo IItop 3 0 of 2 (avg 13%) · league rank Bottom 25% (8.3%)
  • Finish line menacetop 3 0 of 1 (avg 13%) · league rank Bottom 19% (7.8%)

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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).