My roster

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EN

Chuck

Damage Dealer Mythic Ranked · Gold
58.4%Win rate across all maps
104,568Games
100Trust Score
4. of 105Rank by score
−12.5Skill bonus

Best map: Safe(r) Zone with 65.9% from 19,042 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.

Goldchange

Profile

On the tier: star rate is computed across all tiers together and does not change when you switch. The other axes do.

Win ratePopularity 65.BreadthCounter safetyStar rate
Win rate 96.58.4 %
Popularity 65.0.76 %
Breadth 71.27% of maps
Counter safety 81.31.7 %
Star rate 99.44.9 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 99th means “better than 99% 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

08/04 to 08/26, 10 days. 19 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 08/26.

Steadily picked — the pick rate sits at 0.5% and has not shifted measurably of late.

Win rate

08/04 — 64.4% from 146 appearances08/05 — 63.5% from 507 appearances08/06 — 63.9% from 332 appearances08/20 — 60.5% from 20,435 appearances08/21 — 59.8% from 18,008 appearances08/22 — 56.8% from 14,146 appearances08/23 — 57.3% from 12,155 appearances08/24 — 58.2% from 20,371 appearances08/25 — 57.4% from 16,717 appearances08/26 — 55.8% from 2,736 appearances
64.4%08/04 55.8%08/26

Pick rate

08/04 — 0.3% from 146 appearances08/05 — 0.4% from 507 appearances08/06 — 0.4% from 332 appearances08/20 — 0.8% from 20,435 appearances08/21 — 0.8% from 18,008 appearances08/22 — 0.9% from 14,146 appearances08/23 — 0.8% from 12,155 appearances08/24 — 0.8% from 20,371 appearances08/25 — 0.7% from 16,717 appearances08/26 — 0.4% from 2,736 appearances
0.3%08/04 0.4%08/26

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 Silver to Masters, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 2 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 −12.5 — punishes weak opponents: from Silver to Masters the win rate drops by 12.5 points (regression 60.9% to 48.4%). Higher up he gets outplayed.

Silver — 63.4% from 4,875 gamesGold — 58.5% from 105,812 gamesDiamond — 54.3% from 81,597 gamesMythic — 54.0% from 274,492 gamesLegendary — 50.1% from 88,542 gamesMasters — 49.4% from 1,807 games
SilverGoldDiamondMythicLegendaryMasters

On which maps

All modes

Where this brawler works (ranked, Gold). Almost every row here is too thin for Gold alone and adds Diamond / Mythic. 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
Safe(r) Zone Heist 65.9%
19042 100
Safe Zone Heist 64.7%
19195 100
Bridge Too Far Heist 58.4%
16949 100
Ring of Fire Hot Zone 59.5%
3064 75
Open Business Hot Zone 57.0%
2848 74
Hot Potato Heist 55.5%
16790 100
Kaboom Canyon Heist 54.9%
11643 95
Dueling Beetles Hot Zone 55.7%
2787 74
Layer Cake Bounty 50.5%
588 51
Shooting Star Bounty 50.1%
703 53
Rustic Arcade Gem Grab 49.3%
970 58
Flaring Phoenix Knockout 48.9%
1183 61
Belle's Rock Knockout 49.0%
1030 59
Hard Rock Mine Gem Grab 48.8%
672 53
Double Swoosh Gem Grab 47.0%
589 51
Undermine Gem Grab 47.0%
592 51
Gem Fort Gem Grab 46.6%
743 54
Hideout Bounty 46.2%
612 51
Crystal Arcade Gem Grabprev. season 44.3%
2727 74
Deathcap Trap Gem Grabprev. season 44.2%
2500 72
Dry Season Bounty 44.9%
628 52
Pinhole Punt Brawl Ball 48.1%
27 4
Parallel Plays Hot Zone 44.4%
864 56
Out in the Open Knockout 44.4%
676 53
Beach Ball Brawl Ball 43.8%
16 0
New Horizons Knockout 44.0%
586 51
Pit Stop Heist 40.8%
4031 79
Pinball Dreams Brawl Ballprev. season 36.5%
787 55
Spiraling Out Brawl Ball 34.2%
307 41
Center Stage Brawl Ball 34.5%
423 46
Triple Dribble Brawl Ballprev. season 32.4%
627 52
Sneaky Fields Brawl Ballprev. season 31.8%
578 50

Who beats Chuck and who he gets along with depends on the mode — and no map sets it here. Both are on Who beats whom?, and on every map page for that map.

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 forse sono Gesù Legendary 24 34.9% 62.5%
2 Slayer🍥 Masters 20 34.6% 65.0%
3 프리-FREE Legendary 20 34.6% 65.0%
4 ドラえもん Mythic 28 34.4% 57.1%
5 ^^ Diamond 35 33.9% 51.4%