Team report · Pro league · alpha

HellBound Legends

Power 46.8 · #30 of 40 · Power Rankings
Compare with
Losing the most points
  • 1200m 6 gate madness 17% · 40th of 40 · 6 rounds
  • 1000m 6 gate madness 33% · 38th of 40 · 6 rounds
  • 1600m 24 gate WTA 33% · 37th of 40 · 6 rounds
Winning the most points
  • 1000m 1v1 66% · 4th of 40 · 9 rounds
  • 1800m 24 gate madness 67% · 4th of 40 · 8 rounds
  • 1000m 22 gate WTA 53% · 17th of 40 · 6 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 (across the maps played). Grey = fewer than 3 rounds. Blank = that segment isn't on any map. 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.

Cores

Click a heat-map cell to see who ran that segment
CoreRacesBeats the field
Panzer Division10256%
Jetwave Warrior10048%
Drag9943%
Everyone Wishes9954%
Immortal Outlaw9745%
Perfect Cadence9646%
Grid Warrior9347%
Lucifer's Horcrux9137%
Dongle9047%
Apollo II8948%
Sin to Win7146%
HeeHaw3434%
DoubleDealing2652%
Mad Maxie2434%
Evolving Spirit2339%
Deal with the Devil2350%
Finish line menace2338%
Fighter Jet2336%

Beats the field: the share of the other runners a core finishes ahead of (1st = 100%, last = 0%, an average runner = 50%), so 1v1s and 24-gate races compare fairly. Best / needs-work segments need 3+ races there.

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).