Wins early — in Hot Zone 5.3 points better in short rounds than in long ones (53.3% against 47.9%, split at 103 s). A pick for pace — if the game drags on, it works against him.
Only Crystal Arcade. 08/05 to 08/18, 9 days. 11 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 Crystal Arcade — 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.
No clear rank trend — from Diamond to Legendary the win rate stays practically the same (regression −0.8 points across the whole range). He plays the same at the bottom as at the top.
Direct duels in Gem Grab: how Carl 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 Crystal Arcade. 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.
Stu
60.2%
93 games
Edgar
58.0%
100 games
Griff
58.7%
92 games
Nori
61.4%
70 games
Mortis
57.7%
97 games
Surge
59.0%
83 games
Players with a profile and at least 20 games on Carl, sorted by the Wilson lower bound. To the full list
| Rank | Player | Tier | Games | Bound | Win rate |
|---|---|---|---|---|---|
| 1 | TOC | Mythic | 20 | 39.1% | 55.0% |