Skip to competitive data
Disney Lorcana

United Kingdom · Season · Attack of the Vine!

Disney Lorcana · United Kingdom

2,668Ranked playersSep 14, 2026Last updated
Disney Lorcana · United Kingdom

Season · Attack of the Vine!

  1. 01
    LDHEXORA // PLAYER
    1,025.9Score8Counted events32–1–1W–L–D#1Best finish
    +5
  2. 02
    JSHEXORA // PLAYER
    989.3Score8Counted events31–3–1W–L–D#1Best finish
    +5
  3. 03
    CBHEXORA // PLAYER
    946.55Score8Counted events30–3–2W–L–D#1Best finish
    Unchanged
  4. 04
    LSHEXORA // PLAYER
    921Score8Counted events27–0–1W–L–D#1Best finish
    +19
  5. 05
    NUHEXORA // PLAYER
    Nuwt
    919.2Score8Counted events30–5–0W–L–D#1Best finish
    +235
  6. 06
    GRHEXORA // PLAYER
    Gray
    906Score8Counted events24–0–1W–L–D#1Best finish
    +500
  7. 07
    LAHEXORA // PLAYER
    887.7Score8Counted events25–2–3W–L–D#1Best finish
    +19
  8. 08
    BIHEXORA // PLAYER
    Billy
    878.3Score8Counted events25–5–0W–L–D#1Best finish
    +8
  9. 09
    ALHEXORA // PLAYER
    Alec
    872.8Score8Counted events22–2–3W–L–D#1Best finish
    -5
  10. 10
    O8HEXORA // PLAYER
    869.8Score8Counted events21–2–3W–L–D#1Best finish
    +91
  11. 11
    SEHEXORA // PLAYER
    869Score8Counted events22–3–1W–L–D#1Best finish
    +271
  12. 12
    IDHEXORA // PLAYER
    862.5Score8Counted events24–4–1W–L–D#1Best finish
    +28
  13. 13
    KOHEXORA // PLAYER
    Kopite
    862Score8Counted events23–1–1W–L–D#1Best finish
    +38
  14. 14
    CHHEXORA // PLAYER
    860.85Score8Counted events23–3–0W–L–D#1Best finish
    +459
  15. 15
    NAHEXORA // PLAYER
    858.6Score8Counted events22–6–0W–L–D#1Best finish
    +1292
  16. 16
    ORHEXORA // PLAYER
    846.6Score8Counted events23–4–0W–L–D#1Best finish
    -7
  17. 17
    QUHEXORA // PLAYER
    840.1Score8Counted events27–4–3W–L–D#1Best finish
    -16
  18. 18
    ARHEXORA // PLAYER
    837Score8Counted events24–3–4W–L–D#1Best finish
    +517
  19. 19
    MIHEXORA // PLAYER
    833.8Score8Counted events26–1–7W–L–D#1Best finish
    +20
  20. 20
    LMHEXORA // PLAYER
    825Score8Counted events20–4–0W–L–D#1Best finish
    -8
  21. 21
    FDHEXORA // PLAYER
    822.25Score8Counted events24–5–2W–L–D#1Best finish
    +135
  22. 22
    WAHEXORA // PLAYER
    Wattus
    815.7Score8Counted events22–3–2W–L–D#1Best finish
    -17
  23. 23
    BAHEXORA // PLAYER
    Banuuk
    811.2Score8Counted events24–4–3W–L–D#1Best finish
    +67
  24. 24
    CHHEXORA // PLAYER
    810.6Score8Counted events23–5–2W–L–D#1Best finish
    -16
  25. 25
    ACHEXORA // PLAYER
    790.9Score8Counted events30–4–3W–L–D#1Best finish
    +24
  26. 26
    LOHEXORA // PLAYER
    790.6Score8Counted events25–5–2W–L–D#1Best finish
    +173
  27. 27
    JDHEXORA // PLAYER
    786.95Score8Counted events23–3–2W–L–D#1Best finish
    +48
  28. 28
    KIHEXORA // PLAYER
    785.2Score8Counted events21–5–1W–L–D#1Best finish
    +108
  29. 29
    DMHEXORA // PLAYER
    776.45Score8Counted events22–3–0W–L–D#1Best finish
    +62
  30. 30
    PFHEXORA // PLAYER
    764.25Score8Counted events21–7–4W–L–D#2Best finish
    +87
  31. 31
    MMHEXORA // PLAYER
    Max M
    763.75Score8Counted events24–6–2W–L–D#1Best finish
    +213
  32. 32
    MHHEXORA // PLAYER
    Mark H
    760.45Score8Counted events23–4–2W–L–D#1Best finish
    -14
  33. 33
    CFHEXORA // PLAYER
    746Score8Counted events18–3–4W–L–D#1Best finish
    +11
  34. 34
    GEHEXORA // PLAYER
    741.7Score8Counted events22–4–0W–L–D#1Best finish
    +1277
  35. 35
    LUHEXORA // PLAYER
    Lucie
    728.45Score8Counted events22–5–2W–L–D#1Best finish
    +28
  36. 36
    COHEXORA // PLAYER
    728Score8Counted events21–7–1W–L–D#1Best finish
    -21
  37. 37
    MCHEXORA // PLAYER
    708.85Score8Counted events19–5–2W–L–D#1Best finish
    +56
  38. 38
    LIHEXORA // PLAYER
    Lilium
    708.75Score8Counted events21–6–0W–L–D#1Best finish
    +431
  39. 39
    REHEXORA // PLAYER
    697Score8Counted events22–4–3W–L–D#1Best finish
    +90
  40. 40
    MOHEXORA // PLAYER
    694Score8Counted events21–4–3W–L–D#1Best finish
    +52
  41. 41
    ADHEXORA // PLAYER
    694Score8Counted events18–2–2W–L–D#1Best finish
    +558
  42. 42
    ABHEXORA // PLAYER
    685Score8Counted events18–8–2W–L–D#1Best finish
    +13
  43. 43
    WAHEXORA // PLAYER
    Wallb
    684.4Score8Counted events23–6–1W–L–D#1Best finish
    +151
  44. 44
    ABHEXORA // PLAYER
    Abra
    669.3Score7Counted events17–2–7W–L–D#1Best finish
    +162
  45. 45
    LEHEXORA // PLAYER
    Leef
    663Score8Counted events20–9–2W–L–D#1Best finish
    +26
  46. 46
    MLHEXORA // PLAYER
    MLJ
    662.85Score8Counted events18–3–5W–L–D#1Best finish
    Unchanged
  47. 47
    NIHEXORA // PLAYER
    Niche_
    662.7Score7Counted events18–2–1W–L–D#1Best finish
    +133
  48. 48
    LEHEXORA // PLAYER
    661.1Score7Counted events21–5–3W–L–D#1Best finish
    +9
  49. 49
    DEHEXORA // PLAYER
    661Score8Counted events18–5–4W–L–D#1Best finish
    -21
  50. 50
    BRHEXORA // PLAYER
    659.85Score8Counted events18–8–4W–L–D#2Best finish
    +668
MethodologyPublished generation · canonical score

HEXORA displays the published generation without recalculation. Movement comes from published snapshots.

Ranked players
2668

Career Mode · career-v1.0.0

What it measures: demonstrated competitive quality over time. What it does not measure: how often someone plays.

We do not add up every event, because a sum rewards availability: whoever plays twice as much accumulates twice the chances to score at the same level. Career is a bounded average, so adding an event worse than the ones already counted never raises the score.

AWR   = (W - byes + 0,5·D + 6·0,5) / (W - byes + L + D + 6)
S     = 1 + (sigma - 0,5)/0,5 · amplitud            S en [0.85 ; 1.2)
q     = 0,5 + (AWR - 0,5) · T · S                   T = 1 | 2
k_c   = min( n , max( 10 , ceil(n · 0,5) ) )
score = 100 · ( 0,5 + suma(q - 0,5) / max(pesos, 10) · 1.4 )
Adjusted win rate
Corrected for sample size: every career starts with 6 imaginary neutral matches, so 3-0 does not claim what 30-10 claims. A draw is half a point.
Event tier
A featured competitive event weighs about double an ordinary one. The tier comes from each Game's canonical methodology, never from the event title or an editorial badge.
Strength of opposition
The same result is worth more against stronger opposition, bounded between x0.85 and x1.2. Strength is measured with information from BEFORE the event: an event cannot retroactively prove its own field was strong.
Maturity
A career starts with 10 imaginary average performances; each real event displaces one. Until then the score stays close to neutral.
Best 50%
Below maturity every event counts, so nothing can be cherry-picked. Above it, Career uses the top half of your performances — the same proportion for everyone.
Byes
A bye is not a win: there was no opponent. It is discounted from performance and never raises strength of opposition.
Final position
Not part of the Career Score. Matches reconstruct wins and losses but not official tiebreaks, and depending on position would leave recovered events incomparable.
Consistency
Shown as a statistic, weight 0 in the score. Measured one way it repeated performance; measured the other it rewarded being uniformly mediocre.
Scale
0-100 with a fixed anchor: 50 is neutral performance, around 80 a very strong career. It is not normalised against the current best player, so nobody's history is rewritten when a phenomenon appears.

How this methodology was validated

  • The previous Career added up each Season's score, and that sum rewarded volume: its correlation with the number of events was 0.89 in Lorcana and 0.86 in Riftbound, far above its correlation with performance.
  • A fixed cap such as "your best 12 events" still rewarded volume: picking 12 out of many versus 12 out of 12 was worth 9.24 points out of 100 at equal real level. The proportional approach reduced that to 0.24.
  • A multiplicative confidence correction produced an absurd result: adding a defeat could RAISE the Career Score, because the bad result did not enter the average but did increase confidence. It was replaced by neutral padding.
  • With 6 starting performances, careers that were too short reached the top. With 10 the maturity proved defensible and short samples left the Top.
  • The final model passes its invariants and resists exploitation: farming small events, avoiding strong opponents, playing only featured events or accumulating mediocre samples all lose points.