Wins late — in Heist
4.9 points better in long rounds than in short ones (55.8% against 50.9%, split at 87 s).
Needs the long round; in a fast game he never arrives.
On the tier: star rate is computed across all tiers together and
does not change when you switch. The other axes do.
Win rate99.59.8 %
Popularity74.1.19 %
Breadth99.73% of maps
Counter safety83.37.8 %
Star rate85.30.5 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 99th means
“better than 99% of all brawlers”. It is the only way to compare five axes that live
in completely different ranges — a win rate around 50%, a pick rate around 1%.
The dashed ring is the middle of the field. What was measured is on the right.
A dashed edge with a hollow corner, by contrast, is not a measurement but an estimate —
there is a ≈ in front of the number then.
Win rateHow often he wins — the same number as in the header, from the same battles.
PopularityHow often he is played at all. Says nothing about whether that is wise —
a popular brawler can be a poor pick and the other way round.
BreadthOn how many maps of the rotation he is at the top — the number the
tier list sorts by as well. A narrow brawler with a high win rate is a
safe bet on his two maps and nowhere else; where that is, is in the table below.
This axis always spans all modes.
Counter safetyHis worst duel, not the average: how he fares when the opponent knows the answer.
High means “even at his worst he still wins often”, low means “a single counter-pick costs the round”
— that decides whether you can show him first.
Who beats him is on Who beats whom?
Star rateHow often he becomes star player in won battles — whether he carries the game or rides along.
A support brawler can be very strong and still sit low here.
History
08/04 to 08/26, 19 days.
12 earlier days are left out — below 400 appearances a daily win rate is noise.
One point per day. Both curves scale to their own range; the numbers on the left and right are the values for 08/04 and 08/26.
Steadily picked — the pick rate sits at 1.1% and has not shifted measurably of late.
Win rate
59.5%08/0458.8%08/26
Pick rate
0.6%08/041.0%08/26
Across the ranks
Win rate per rank tier, across all maps — ranked battles only, the tier comes from the battle itself. The axis runs from Bronze to Masters, one tick per tier: the stretch where this brawler has at least 300 battles per tier; one tier falls below that and drop out. The stretch always fills the full width, three tiers or eight — so when comparing two curves, mind the names on the axis. The curve glows brighter where more was measured — the tiers differ by more than a thousandfold in battles.
Skill bonus −10.6 — punishes weak opponents: from Bronze to Masters the win rate drops by 10.6 points
(regression 65.5% to 54.9%). Higher up he gets outplayed.
BronzeSilverGoldDiamondMythicLegendaryMasters
On which maps
Where this brawler works (ranked, Diamond). The best eight of 32. 2 of 32 rows are too thin for Diamond alone and add Mythic / Gold — marked on the row.
Those tiers are a measured two to three points apart, which is less than a row that thin loses to
the shrinkage anyway.
Who beats Bolt and who he gets along with depends on the mode —
and no map sets it here. Both are on Who beats whom?,
and on every map page for that map.