Wins late — in Heist 17.4 points better in long rounds than in short ones (66.5% against 49.1%, split at 85 s). Needs the long round; in a fast game he never arrives.
For Heist, this map's mode — duels and star rates are available per mode, not per map.
Win rate per rank tier on Hot Potato — ranked battles only, the tier comes from the battle itself. The axis runs from Gold to Legendary, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 4 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 −7.7 — punishes weak opponents: from Gold to Legendary the win rate drops by 7.7 points (regression 56.4% to 48.8%). 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 Hot Potato. 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
67.5%
8,194 games
Jessie
62.8%
4,318 games
8-Bit
61.7%
7,402 games
Edgar
60.6%
12,420 games
Carl
62.0%
2,474 games
Griff
58.9%
6,371 games
Players with a profile and at least 20 games on Chuck, sorted by the Wilson lower bound. To the full list