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EN

Chuck

Damage Dealer Mythic Ranked · Gold Knockout
48.6%Win rate in Knockout
1,483Games
64Trust Score
62. of 105Rank in Knockout
−11.3Skill bonus

Best map: Safe(r) Zone with 65.8% from 18,316 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.

Goldchange

Profile

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. He has too few battles for that in Knockout — 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 ratePopularity 13.BreadthCounter safetyStar rate
Win rate 48.48.6 %
Popularity 13.0.08 %
Breadth 73.27% of maps
Counter safety 90.≈ 42.1 %
Star rate 20.17.0 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 73th means “better than 73% of all brawlers”. It is the only way to compare five axes that live in completely different ranges — a win rate around 50%, a pick rate around 1%. The dashed ring is the middle of the field. What was measured is on the right. A dashed edge with a hollow corner, by contrast, is not a measurement but an estimate — there is a ≈ in front of the number then.
Win rateHow often he wins — the same number as in the header, from the same battles.
PopularityHow often he is played at all. Says nothing about whether that is wise — a popular brawler can be a poor pick and the other way round.
BreadthOn how many maps of the rotation he is at the top — the number the tier list sorts by as well. A narrow brawler with a high win rate is a safe bet on his two maps and nowhere else; where that is, is in the table below. This axis always spans all modes.
Counter safetyHis worst duel, not the average: how he fares when the opponent knows the answer. High means “even at his worst he still wins often”, low means “a single counter-pick costs the round” — that decides whether you can show him first. Who beats him is on Who beats whom?
Star rateHow often he becomes star player in won battles — whether he carries the game or rides along. A support brawler can be very strong and still sit low here.

History

08/20 to 08/25, 6 days. 5 earlier days are left out — below 75 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

08/20 — 45.9% from 266 appearances08/21 — 53.5% from 303 appearances08/22 — 47.7% from 218 appearances08/23 — 46.3% from 188 appearances08/24 — 48.9% from 315 appearances08/25 — 47.2% from 193 appearances
45.9%08/20 47.2%08/25

Pick rate

08/20 — 0.1% from 266 appearances08/21 — 0.1% from 303 appearances08/22 — 0.1% from 218 appearances08/23 — 0.1% from 188 appearances08/24 — 0.1% from 315 appearances08/25 — 0.1% from 193 appearances
0.1%08/20 0.1%08/25

Across the ranks

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. The faint horizontal line sits at 50 %.

Skill bonus −11.3 — punishes weak opponents: from Gold to Legendary the win rate drops by 11.3 points (regression 49.0% to 37.7%). Higher up he gets outplayed.

Gold — 48.4% from 1,503 gamesDiamond — 45.9% from 2,077 gamesMythic — 41.4% from 5,273 gamesLegendary — 37.6% from 1,349 games
GoldDiamondMythicLegendary

On which maps

Knockout

Where this brawler works (ranked, Gold). Filtered to Knockout: 4 of 30 maps. Almost every row here is too thin for Gold alone and adds Diamond. Those tiers are a measured two to three points apart, which is less than a row that thin loses to the shrinkage anyway.

MapWin rateGamesTrust
Belle's Rock Knockout 49.0%
947 58
Flaring Phoenix Knockout 48.7%
1103 60
New Horizons Knockout 44.4%
556 50
Out in the Open Knockout 44.0%
616 51

Against whom

Direct duels in Knockout: 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: 34.4% against R-T in Hot Zone — barely punishable even there, which makes him a risk-free first pick.

Counters

Countered by

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

Good partners

On the same team, in Knockout — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.

Gus 66.7% 87 games Brock 52.8% 557 games Grom 65.3% 72 games Lily 58.3% 96 games Edgar 51.0% 467 games Piper 51.8% 282 games

Who plays him best soon

Players with a profile and at least 20 games on Chuck, sorted by the Wilson lower bound.

RankPlayerTierGamesBoundWin rate
1 Slayer🍥 Masters 20 35.0% 65.0%
2 ドラえもん Mythic 28 34.8% 57.1%
3 ^^ Diamond 32 34.4% 53.1%
4 forse sono Gesù Legendary 22 34.3% 59.1%
5 キョウイチ丸 Diamond 60 33.8% 45.0%