Wins late — in Heist 16.6 points better in long rounds than in short ones (67.9% against 51.2%, split at 87 s). Needs the long round; in a fast game he never arrives.
For Bounty, this map's mode — duels and star rates are available per mode, not per map.
On the tier: counter safety and star rate are computed across all tiers together and do not change when you switch — too few pairings are measured in Diamond for that. The other axes do.
Estimated (dashed in the figure, hollow corner): Counter safety. He has too few battles for that in Bounty — 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.
Direct duels in Bounty: 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 Bounty map, not just Layer Cake. Computed across all ranked tiers together — not for your tier alone.
Nobody counters Chuck 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
On the same team, in Bounty — which combination wins. Per mode as well, not per map. Computed across all ranked tiers together — not for your tier alone.
Bolt
59.1%
110 games
Edgar
52.4%
347 games
Leon
57.5%
80 games
Piper
51.0%
249 games
8-Bit
54.5%
88 games
Brock
48.9%
331 games
Players with a profile and at least 20 games on Chuck, sorted by the Wilson lower bound.
| Rank | Player | Tier | Games | Bound | Win rate |
|---|---|---|---|---|---|
| 1 | Slayer🍥 | Masters | 20 | 34.9% | 65.0% |
| 2 | ドラえもん | Mythic | 28 | 34.7% | 57.1% |
| 3 | ^^ | Diamond | 32 | 34.3% | 53.1% |
| 4 | forse sono Gesù | Legendary | 22 | 34.2% | 59.1% |
| 5 | キョウイチ丸 | Diamond | 60 | 33.8% | 45.0% |