Team report · Pro league · alpha

HellBound Legends

Power 41.6 · #34 of 40 on Measure · Power Rankings
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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

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. 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 · Measure

The races that come up most on Measure, 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
Core2000m12 gate madnessavg 25% · 2.0/map1600m1v1avg 50% · 2.0/map1800m6 gate madnessavg 50% · 1.4/map2200m24 gate madnessavg 13% · 1.2/map2200m6 gate WTAavg 17% · 1.1/map1800m4 gate WTAavg 25% · 1.1/map2000m1v1avg 50% · 1.0/map1000m1v1avg 50% · 1.0/map1400m12 gate madnessavg 25% · 1.0/map2000m4 gate WTAavg 25% · 1.0/map
Immortal Outlaw
Bottom 7%
top 3 0/2
Dongle
Bottom 9%
Middle
top 3 1/2
Top 30%
top 3 0/2
Drag
Bottom 21%
top 3 0/2
Bottom 29%
Bottom 38%
top 3 1/2
Panzer Division
Top 21%
top 3 1/2
★Top 19%
Top 13%
top 3 0/2
Top 33%
won 1/2
★Top 14%
Everyone Wishes
★Top 3%
top 3 1/2
★Top 6%
top 3 1/2
★Top 15%
won 1/2
Grid Warrior
Bottom 32%
top 3 0/2
★Top 27%
top 3 2/2
Sin to Win
Bottom 30%
top 3 0/2
Middle
top 3 0/2
Jetwave Warrior
Bottom 36%
top 3 0/2
Perfect Cadence
Top 40%
top 3 2/2
Top 39%
Middle
top 3 0/2
Top 32%
Bottom 36%
Lucifer's Horcrux
Bottom 20%
top 3 0/2
Bottom 4%
won 0/2
Apollo II
Top 34%
top 3 0/2
Top 37%
top 3 2/2
Bottom 21%
won 1/2
HeeHaw
Bottom 3%
top 3 0/1
DoubleDealing
Bottom 18%
Bottom 31%
Bottom 22%
Evolving Spirit
Bottom 27%
Mad Maxie
Bottom 15%
top 3 0/1

Cores in 2200m 6 gate madness

← all cores
HellBound Legends

Measure, round by round

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

12000m 4 gate WTA100%0%
22200m 6 gate WTA100%100%
31000m 1v1100%50%
42200m 6 gate madness100%50%
52000m 12 gate madness100%50%
61800m 24 gate madness100%50%
71600m 4 gate WTA100%0%
81200m 6 gate WTA100%50%
91600m 1v1100%50%
101000m 6 gate madness100%0%
111400m 12 gate madness100%50%
121000m 24 gate madness100%50%
131200m 4 gate WTA100%0%
142000m 6 gate WTA100%50%
151600m 1v1100%50%
161800m 6 gate madness100%0%
172000m 12 gate madness100%50%
182200m 24 gate madness99%50%
191800m 4 gate WTA99%50%
201800m 6 gate WTA98%50%
212000m 1v196%0%
221600m 6 gate madness90%100%
231000m 12 gate madness82%100%
241200m 24 gate madness77%100%
251400m 4 gate WTA68%100%
261600m 6 gate WTA58%100%
271400m 1v149%—
281800m 6 gate madness38%0%
291800m 12 gate madness30%—
302200m 24 gate madness19%50%
311800m 4 gate WTA11%50%
322200m 6 gate WTA11%100%
332000m 1v17%0%
341800m 6 gate madness7%0%

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).