Best map: Safe Zone with 53.3% from 2,609 games.
Wins early — in Knockout 10.1 points better in short rounds than in long ones (52.4% against 42.4%, split at 100 s). A pick for pace — if the game drags on, it works against him.
Mythicchange
On the tier: counter safety and star rate are computed across all tiers together and do not change when you switch — too few pairings are measured in Mythic for that. The other axes do.
08/04 to 08/25, 18 days. 8 earlier days are left out — below 155 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 08/25.
Steadily picked — the pick rate sits at 0.3% and has not shifted measurably of late.
Win rate per rank tier, across all maps — ranked battles only, the tier comes from the battle itself. The axis runs from Gold to Masters, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 3 tiers fall 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 +7.5 — rewards skill: from Gold to Masters the win rate climbs by 7.5 points (regression 41.2% to 48.7%). The higher the tier, the better he does.
Brawl Ball▾
Where this brawler works (ranked, Mythic). Filtered to Brawl Ball: 6 of 31 maps. 2 of 6 rows are too thin for Mythic alone and add Legendary / Diamond — 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.
| Map | Win rate | Games | Trust | ||
|---|---|---|---|---|---|
Pinhole Punt +Legendary + Diamond |
60.7% | 56 | 15 | ||
Center Stage ![]() |
48.5% | 668 | 52 | ||
Sneaky Fields ![]() |
47.5% | 1036 | 59 | ||
Pinball Dreams prev. season |
43.9% | 1646 | 66 | ||
Triple Dribble prev. season |
40.2% | 1218 | 61 | ||
Spiraling Out +Legendary + Diamond |
35.9% | 217 | 36 |
Direct duels in Brawl Ball: how Alli does when that brawler is on the enemy team. Always one mode, never all of them at once — the same pairing can mean the opposite in two modes. Only listed where a real counter is behind it: whoever only wins because he is the stronger brawler is not shown here. Computed across all ranked tiers together — not for your tier alone.
Worst case: 31.3% against Nori in Heist. On average the worst case sits at 28.8%.
The word after the number says how hard: hard counter means the edge is clearly bigger than the strength of the two would give. A high win rate alone never appears here — whoever only wins because he is the stronger brawler does not make the list at all. See it in the counter network
On the same team, in Brawl Ball — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.
Rico
52.4%
991 games
Bibi
52.1%
543 games
Emz
50.9%
717 games
Griff
50.1%
1,097 games
Doug
56.5%
115 games
Moe
59.2%
71 games
Players with a profile and at least 20 games on Alli, sorted by the Wilson lower bound.