Best map: Safe(r) Zone with 61.9% from 8,789 games.
Wins late — in Heist 16.7 points better in long rounds than in short ones (67.6% against 51.0%, split at 87 s). Needs the long round; in a fast game he never arrives.
Diamondchange
On the tier: star rate is computed across all tiers together and does not change when you switch. The other axes do.
Estimated (dashed in the figure, hollow corner): Counter safety and Star rate. He has too few battles for that in Brawl Ball — 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.
08/20 to 08/25, 6 days. 14 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 08/20 and 08/25.
Steadily picked — the pick rate sits at 0.7% and has not shifted measurably of late.
Win rate per rank tier, across all maps — 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.
Skill bonus −13.5 — punishes weak opponents: from Gold to Legendary the win rate drops by 13.5 points (regression 38.4% to 25.0%). Higher up he gets outplayed.
Brawl Ball▾
Where this brawler works (ranked, Diamond). Filtered to Brawl Ball: 5 of 30 maps. Almost every row here is too thin for Diamond alone and adds Mythic / Gold. Those tiers are a measured two to three points apart, which is less than a row that thin loses to the shrinkage anyway.
| Map | Win rate | Games | Trust | ||
|---|---|---|---|---|---|
Pinball Dreams prev. season |
37.1% | 598 | 51 | ||
Spiraling Out ![]() |
34.4% | 299 | 40 | ||
Triple Dribble prev. season |
32.0% | 613 | 51 | ||
Sneaky Fields prev. season |
31.8% | 570 | 50 | ||
Center Stage prev. season |
27.3% | 755 | 54 |
Direct duels in Brawl Ball: how Chuck does when that brawler is on the enemy team. Always one mode, never all of them at once — the same pairing can mean the opposite in two modes. Only listed where a real counter is behind it: whoever only wins because he is the stronger brawler is not shown here. Computed across all ranked tiers together — not for your tier alone.
Worst case: 35.2% against R-T in Hot Zone — barely punishable even there, which makes him a risk-free first pick.
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 Brawl Ball — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.
Dynamike
52.2%
67 games
Bibi
48.9%
135 games
El Primo
42.5%
80 games
Starr Nova
40.5%
74 games
Bull
41.2%
114 games
Trunk
39.7%
116 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 | 34.7% | 65.0% |
| 2 | ドラえもん | Mythic | 28 | 34.6% | 57.1% |
| 3 | ^^ | Diamond | 35 | 34.0% | 51.4% |
| 4 | forse sono Gesù | Legendary | 22 | 34.0% | 59.1% |
| 5 | キョウイチ丸 | Diamond | 61 | 33.4% | 44.3% |