Best map: Rustic Arcade
with 49.9% from 10,739 games.
Wins late — in Gem Grab
4.0 points better in long rounds than in short ones (51.9% against 47.9%, split at 103 s).
Needs the long round; in a fast game he never arrives.
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 Mythic for that. The other axes do.
Win rate15.44.2 %
Popularity9.0.11 %
Breadth0.0% of maps
Counter safety22.30.7 %
Star rate36.19.6 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 36th means
“better than 36% 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 08/25, 20 days.
6 earlier days are left out — below 85 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 08/25.
Steadily picked — the pick rate sits at 0.4% and has not shifted measurably of late.
Win rate
43.2%08/0449.6%08/25
Pick rate
0.2%08/040.2%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 +22.8 — rewards skill: from Bronze to Legendary the win rate climbs by 22.8 points
(regression 29.6% to 52.4%). The higher the tier, the better he does.
Direct duels in Knockout: 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: 30.7%
against Trunk
in Knockout. On average the worst case sits at 28.8%.
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.
Gale runs in 1
circle — whoever Gale beats
beats someone who in turn beats Gale. 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.