Wins early — in Brawl Ball 5.3 points better in short rounds than in long ones (51.0% against 45.7%, split at 89 s). A pick for pace — if the game drags on, it works against him.
Only Deathcap Trap. 08/05 to 08/18, 9 days. 9 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 08/05 and 08/18.
Win rate per rank tier on Deathcap Trap — ranked battles only, the tier comes from the battle itself. The axis runs from Diamond to Legendary, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 5 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. The faint horizontal line sits at 50 %.
Skill bonus +3.7 — rewards skill: from Diamond to Legendary the win rate climbs by 3.7 points (regression 44.7% to 48.4%). The higher the tier, the better he does.
Direct duels in Gem Grab: how Buzz does when that brawler is on the enemy team. Duels are available per mode, not per map — so unlike the numbers above, this section covers every Gem Grab map, not just Deathcap Trap. Computed for Diamond.
The word after the game count says whether there is more to it than the brawler's own strength: hard counter means the edge is bigger than the two brawlers would give. A high win rate alone does not mean that. See it in the counter network
On the same team, in Gem Grab — which combination wins. Per mode as well, not per map. Computed for Diamond.
Surge
62.5%
96 games
Starr Nova
58.0%
100 games
Griff
54.9%
142 games
Mortis
52.1%
142 games
Rico
51.0%
157 games
Emz
53.9%
76 games
Players with a profile and at least 20 games on Buzz, sorted by the Wilson lower bound. To the full list
No player with enough games on this brawler yet.