Best map: Safe(r) Zone with 73.7% from 737 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.
Silverchange
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 Silver for that. 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.
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 −12.8 — punishes weak opponents: from Gold to Legendary the win rate drops by 12.8 points (regression 37.8% to 25.0%). Higher up he gets outplayed.
Brawl Ball▾
Where this brawler works (ranked, Silver). Filtered to Brawl Ball: 4 of 27 maps.
| Map | Win rate | Games | Trust | ||
|---|---|---|---|---|---|
Sneaky Fields ![]() |
38.9% | 18 | 0 | ||
Triple Dribble ![]() |
35.7% | 14 | 0 | ||
Center Stage prev. season |
34.8% | 23 | 2 | ||
Spiraling Out ![]() |
14.3% | 14 | 0 |
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: 34.6% 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
51.5%
66 games
Bibi
48.9%
133 games
Starr Nova
41.1%
73 games
El Primo
40.3%
77 games
Bull
40.9%
110 games
Trunk
38.9%
113 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 | 34.8% | 65.0% |
| 2 | ドラえもん | Mythic | 28 | 34.7% | 57.1% |
| 3 | ^^ | Diamond | 34 | 34.4% | 52.9% |
| 4 | forse sono Gesù | Legendary | 22 | 34.1% | 59.1% |
| 5 | キョウイチ丸 | Diamond | 61 | 33.5% | 44.3% |