Estimated (dashed in the figure, hollow corner): Counter safety and Star rate. He has too few battles for that in Heist —
this is his value across all modes, pulled to the level of this one.
It says where he usually stands, not how he plays here.
Win rate5.30.1 %
Popularity8.0.15 %
Breadth43.21% of maps
Counter safety98.≈ 46.8 %
Star rate40.≈ 9.3 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 43th means
“better than 43% 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
08/03 to 08/25, 14 days.
13 earlier days are left out — below 60 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 08/03 and 08/25.
Steadily picked — the pick rate sits at 0.2% and has not shifted measurably of late.
Direct duels in Heist: how Buster 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. Measured in ranked battles — trophy games have no fixed line-ups, so “A beats B” cannot be counted there. Who counters whom still holds for you.
Worst case: 41.7%
against Sprout
in Knockout — barely punishable even there, which makes him a risk-free first pick.
Counters
Buster counters nobody here — he wins and loses as strength would have it.
Countered by
Nobody counters Buster here. As a first pick he cannot be punished in this mode.
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
Good partners
On the same team, in Heist — which combination wins. The mode is the one chosen above. Also from ranked battles, so it matches the duels above. In trophy games a pairing like this depends heavily on who plays the brawler — beginner brawlers land up to nine points below what the teamwork itself gives.