Best map: Safe(r) Zone with 58.3% from 1,181 games.
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.
Legendarychange
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 Legendary for that. The other axes do.
08/04 to 08/18, 12 days. 11 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 08/04 and 08/18.
Steadily picked — the pick rate sits at 0.5% 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 −7.9 — punishes weak opponents: from Gold to Legendary the win rate drops by 7.9 points (regression 48.9% to 41.0%). Higher up he gets outplayed.
Gem Grab▾
Where this brawler works (ranked, Legendary). Filtered to Gem Grab: 7 of 30 maps. Almost every row here is too thin for Legendary alone and adds Mythic. 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 | ||
|---|---|---|---|---|---|
Rustic Arcade prev. season |
46.2% | 4232 | 80 | ||
Gem Fort prev. season |
44.7% | 2842 | 74 | ||
Deathcap Trap prev. season |
43.4% | 2503 | 72 | ||
Crystal Arcade prev. season |
43.1% | 2745 | 74 | ||
Hard Rock Mine prev. season |
43.0% | 2158 | 70 | ||
Undermine prev. season |
42.1% | 2378 | 71 | ||
Double Swoosh prev. season |
40.5% | 1890 | 68 |
Direct duels in Gem Grab: 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.
Chuck counters nobody here — he wins and loses as strength would have it.
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 Gem Grab — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.
Bolt
64.1%
309 games
Griff
51.9%
570 games
Carl
61.1%
90 games
Bo
51.8%
448 games
Edgar
49.8%
989 games
Clancy
62.1%
66 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 | 35.1% | 65.0% |
| 2 | ドラえもん | Mythic | 28 | 34.9% | 57.1% |
| 3 | ^^ | Diamond | 34 | 34.6% | 52.9% |
| 4 | forse sono Gesù | Legendary | 22 | 34.3% | 59.1% |
| 5 | キョウイチ丸 | Diamond | 60 | 33.9% | 45.0% |