Wins late — in Heist 15.3 points better in long rounds than in short ones (68.1% against 52.8%, split at 81 s). Needs the long round; in a fast game he never arrives.
Win rate per rank tier on Safe Zone — 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 −9.2 — punishes weak opponents: from Gold to Masters the win rate drops by 9.2 points (regression 68.2% to 59.0%). Higher up he gets outplayed.
Direct duels in Heist: how Chuck 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 Heist map, not just Safe Zone. Computed across all ranked tiers together — not for your tier alone.
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 Heist — which combination wins. Per mode as well, not per map. Computed across all ranked tiers together — not for your tier alone.
Nori
67.6%
5,365 games
Jessie
63.5%
2,732 games
8-Bit
62.7%
4,691 games
Edgar
61.6%
7,893 games
Carl
63.2%
1,479 games
Bull
61.0%
1,668 games
Players with a profile and at least 20 games on Chuck, sorted by the Wilson lower bound. To the full list