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EN

Gale

Controller Epic Ranked · Diamond Heist
44.6%Win rate in Heist
1,813Games
67Trust Score
66. of 105Rank in Heist
+25.3Skill bonus

Best map: Center Stage with 53.3% from 2,624 games.

Wins late — in Knockout 12.5 points better in long rounds than in short ones (49.7% against 37.2%, split at 100 s). Needs the long round; in a fast game he never arrives.

Diamondchange

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 Heist — 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 ratePopularityBreadthCounter safetyStar rate 24.
Win rate 36.44.6 %
Popularity 27.0.10 %
Breadth 50.17% of maps
Counter safety 34.≈ 33.9 %
Star rate 24.5.7 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 50th means “better than 50% 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

08/05 to 08/25, 15 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 08/05 and 08/25.

Steadily picked — the pick rate sits at 0.4% and has not shifted measurably of late.

Win rate

08/05 — 49.3% from 140 appearances08/06 — 52.1% from 117 appearances08/12 — 52.8% from 108 appearances08/13 — 45.5% from 123 appearances08/14 — 45.7% from 138 appearances08/15 — 40.2% from 132 appearances08/16 — 43.2% from 162 appearances08/17 — 40.8% from 174 appearances08/18 — 50.6% from 166 appearances08/20 — 50.0% from 214 appearances08/21 — 46.6% from 378 appearances08/22 — 41.8% from 311 appearances08/23 — 40.1% from 269 appearances08/24 — 47.7% from 323 appearances08/25 — 41.9% from 284 appearances
49.3%08/05 41.9%08/25

Pick rate

08/05 — 0.2% from 140 appearances08/06 — 0.2% from 117 appearances08/12 — 0.3% from 108 appearances08/13 — 0.2% from 123 appearances08/14 — 0.2% from 138 appearances08/15 — 0.2% from 132 appearances08/16 — 0.2% from 162 appearances08/17 — 0.2% from 174 appearances08/18 — 0.2% from 166 appearances08/20 — 0.1% from 214 appearances08/21 — 0.1% from 378 appearances08/22 — 0.1% from 311 appearances08/23 — 0.1% from 269 appearances08/24 — 0.1% from 323 appearances08/25 — 0.1% from 284 appearances
0.2%08/05 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 Bronze to Legendary, 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 +25.3 — rewards skill: from Bronze to Legendary the win rate climbs by 25.3 points (regression 25.2% to 50.5%). The higher the tier, the better he does.

Bronze — 16.3% from 609 gamesSilver — 21.7% from 978 gamesGold — 41.4% from 4,198 gamesDiamond — 45.3% from 3,220 gamesMythic — 44.8% from 16,258 gamesLegendary — 47.2% from 2,476 games
BronzeSilverGoldDiamondMythicLegendary

On which maps

Heist

Where this brawler works (ranked, Diamond). Filtered to Heist: 6 of 32 maps. 2 of 6 rows are too thin for Diamond alone and add Mythic / Gold — marked on the row. 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
Kaboom Canyon Heistprev. season 49.8%
741 54
Safe Zone Heistprev. season 47.0%
651 52
Safe(r) Zone Heist+Mythic + Gold 43.5%
1130 60
Bridge Too Far Heistprev. season 42.3%
575 50
Hot Potato Heist 41.2%
323 42
Pit Stop Heist+Mythic + Gold 39.5%
1159 61

Against whom

Direct duels in Heist: how Gale 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: 30.1% against Trunk in Knockout. On average the worst case sits at 29.2%.

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 Heist — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.

Mico 57.8% 524 games Nori 55.6% 976 games Chuck 55.3% 510 games Edgar 52.9% 1,290 games Trunk 59.2% 169 games Bolt 55.7% 115 games

Who plays him best soon

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

RankPlayerTierGamesBoundWin rate
1 PK|Marx Legendary 25 34.6% 60.0%
2 JAU Mythic 33 33.7% 51.5%
3 まーちゃ Diamond 25 31.9% 48.0%
4 너구리 Diamond 20 31.8% 50.0%
5 わくわく Legendary 22 31.1% 45.5%