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Riftbound

United Kingdom · Season · Vendetta

Riftbound · United Kingdom

2,963Ranked playersSep 14, 2026Last updated
Riftbound · United Kingdom

Season · Vendetta

  1. 01
    UBHEXORA // PLAYER
    1,040.1Score8Counted events31–2–0W–L–D#1Best finish
    +989
  2. 02
    SHHEXORA // PLAYER
    SHORNN
    1,032.1Score8Counted events33–2–3W–L–D#1Best finish
    +107
  3. 03
    EPHEXORA // PLAYER
    1,006.4Score8Counted events26–2–7W–L–D#1Best finish
    +19
  4. 04
    AEHEXORA // PLAYER
    Aeo
    986.5Score8Counted events28–2–3W–L–D#1Best finish
    -2
  5. 05
    BVHEXORA // PLAYER
    975Score8Counted events24–1–0W–L–D#1Best finish
    +31
  6. 06
    QUHEXORA // PLAYER
    Quacc
    974.1Score8Counted events29–1–2W–L–D#1Best finish
    Unchanged
  7. 07
    CAHEXORA // PLAYER
    Carw24
    968.4Score8Counted events27–1–4W–L–D#1Best finish
    +27
  8. 08
    ICHEXORA // PLAYER
    957Score7Counted events28–2–3W–L–D#1Best finish
    +437
  9. 09
    SPHEXORA // PLAYER
    Spaiikz🇪🇸 Barcelona
    948.75Score8Counted events28–2–1W–L–D#1Best finish
    +233
  10. 10
    VVHEXORA // PLAYER
    943.55Score8Counted events28–3–1W–L–D#1Best finish
    -7
  11. 11
    ALHEXORA // PLAYER
    936.35Score8Counted events22–3–0W–L–D#1Best finish
    +36
  12. 12
    DXHEXORA // PLAYER
    929.25Score8Counted events27–3–3W–L–D#1Best finish
    +210
  13. 13
    LIHEXORA // PLAYER
    928.8Score8Counted events27–7–0W–L–D#1Best finish
    +71
  14. 14
    GUHEXORA // PLAYER
    878.9Score8Counted events24–3–1W–L–D#1Best finish
    -9
  15. 15
    HAHEXORA // PLAYER
    872.15Score8Counted events26–3–2W–L–D#1Best finish
    -7
  16. 16
    RAHEXORA // PLAYER
    868Score8Counted events30–2–0W–L–D#1Best finish
    +5
  17. 17
    GIHEXORA // PLAYER
    Ginja
    864.8Score8Counted events24–4–4W–L–D#1Best finish
    +78
  18. 18
    ELHEXORA // PLAYER
    850Score7Counted events27–1–1W–L–D#1Best finish
    +267
  19. 19
    SUHEXORA // PLAYER
    845.55Score8Counted events25–1–2W–L–D#1Best finish
    +302
  20. 20
    TRHEXORA // PLAYER
    841.75Score8Counted events21–3–4W–L–D#1Best finish
    +92
  21. 21
    FIHEXORA // PLAYER
    830Score8Counted events23–4–1W–L–D#1Best finish
    +123
  22. 22
    LIHEXORA // PLAYER
    Lieohh🇪🇸 Barcelona
    828.9Score8Counted events21–3–3W–L–D#1Best finish
    +126
  23. 23
    JAHEXORA // PLAYER
    828.85Score8Counted events22–3–0W–L–D#1Best finish
    -13
  24. 24
    GAHEXORA // PLAYER
    828.85Score8Counted events30–8–2W–L–D#1Best finish
    +151
  25. 25
    ITHEXORA // PLAYER
    ItsMrE
    811.45Score8Counted events24–3–0W–L–D#1Best finish
    +114
  26. 26
    NEHEXORA // PLAYER
    NewBee
    802.75Score8Counted events29–8–4W–L–D#1Best finish
    +19
  27. 27
    BOHEXORA // PLAYER
    Booki
    796.75Score8Counted events25–4–1W–L–D#1Best finish
    -14
  28. 28
    GPHEXORA // PLAYER
    786.8Score8Counted events30–4–2W–L–D#1Best finish
    +41
  29. 29
    FOHEXORA // PLAYER
    786.75Score8Counted events24–5–2W–L–D#1Best finish
    +476
  30. 30
    UYHEXORA // PLAYER
    786Score8Counted events24–6–1W–L–D#1Best finish
    +336
  31. 31
    KOHEXORA // PLAYER
    kolox
    784.7Score8Counted events22–3–3W–L–D#1Best finish
    +45
  32. 32
    VEHEXORA // PLAYER
    782.65Score8Counted events18–4–3W–L–D#1Best finish
    +317
  33. 33
    ROHEXORA // PLAYER
    780.6Score8Counted events27–6–0W–L–D#1Best finish
    +295
  34. 34
    JSHEXORA // PLAYER
    Jack S
    775Score8Counted events20–4–0W–L–D#1Best finish
    +152
  35. 35
    IRHEXORA // PLAYER
    Irestill🇪🇸 Barcelona
    774.05Score8Counted events20–3–1W–L–D#1Best finish
    +149
  36. 36
    SEHEXORA // PLAYER
    770.5Score8Counted events27–4–2W–L–D#1Best finish
    +572
  37. 37
    LUHEXORA // PLAYER
    769.55Score8Counted events22–8–3W–L–D#1Best finish
    -5
  38. 38
    CGHEXORA // PLAYER
    765.95Score8Counted events25–3–2W–L–D#1Best finish
    -19
  39. 39
    MAHEXORA // PLAYER
    Mafyu
    761.4Score8Counted events22–9–0W–L–D#1Best finish
    +85
  40. 40
    ADHEXORA // PLAYER
    758.95Score8Counted events20–6–0W–L–D#1Best finish
    +699
  41. 41
    STHEXORA // PLAYER
    758.4Score7Counted events28–8–1W–L–D#1Best finish
    +171
  42. 42
    NUHEXORA // PLAYER
    756.9Score8Counted events25–6–1W–L–D#1Best finish
    +9
  43. 43
    BIHEXORA // PLAYER
    BIanche🇪🇸 Zaragoza
    753.55Score8Counted events25–9–1W–L–D#1Best finish
    -19
  44. 44
    MAHEXORA // PLAYER
    matta
    750.1Score8Counted events24–6–1W–L–D#1Best finish
    +1618
  45. 45
    RAHEXORA // PLAYER
    732.95Score8Counted events21–3–1W–L–D#1Best finish
    +4
  46. 46
    SAHEXORA // PLAYER
    726Score8Counted events21–5–1W–L–D#1Best finish
    +664
  47. 47
    YEHEXORA // PLAYER
    706.85Score8Counted events23–5–6W–L–D#1Best finish
    +84
  48. 48
    ONHEXORA // PLAYER
    706.6Score8Counted events18–6–0W–L–D#1Best finish
    -41
  49. 49
    GRHEXORA // PLAYER
    704.8Score8Counted events16–4–8W–L–D#1Best finish
    +77
  50. 50
    MRHEXORA // PLAYER
    704.1Score7Counted events25–4–0W–L–D#1Best finish
    -35
MethodologyPublished generation · canonical score

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

Ranked players
2963

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.