Best map: Flaring Phoenix with 59.3% from 4,182 games.
Wins late — in Hot Zone 12.3 points better in long rounds than in short ones (47.3% against 35.0%, split at 96 s). Needs the long round; in a fast game he never arrives.
Diamondchange
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 Gem Grab — 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.
08/04 to 08/25, 18 days. 10 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 08/25.
Steadily picked — the pick rate sits at 0.4% 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 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.
Skill bonus +24.2 — rewards skill: from Bronze to Legendary the win rate climbs by 24.2 points (regression 25.2% to 49.4%). The higher the tier, the better he does.
Gem Grab▾
Where this brawler works (ranked, Diamond). Filtered to Gem Grab: 7 of 30 maps. Almost every row here is too thin for Diamond 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 | ||
|---|---|---|---|---|---|
Deathcap Trap prev. season |
45.6% | 4662 | 82 | ||
Hard Rock Mine prev. season |
45.4% | 3515 | 77 | ||
Crystal Arcade prev. season |
45.1% | 3989 | 79 | ||
Gem Fort prev. season |
43.5% | 3144 | 76 | ||
Undermine prev. season |
43.5% | 2948 | 75 | ||
Double Swoosh prev. season |
42.8% | 1970 | 69 | ||
Rustic Arcade prev. season |
43.2% | 799 | 55 |
Direct duels in Gem Grab: how Grom 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: 20.6% against Trunk in Heist. 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. 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
62.5%
136 games
Trunk
55.7%
158 games
Nori
47.5%
457 games
Bo
48.4%
223 games
Surge
46.5%
260 games
Chester
46.3%
95 games
Players with a profile and at least 20 games on Grom, sorted by the Wilson lower bound.
| Rank | Player | Tier | Games | Bound | Win rate |
|---|---|---|---|---|---|
| 1 | itsme! | Mythic | 60 | 40.5% | 61.7% |
| 2 | Anna | Diamond | 64 | 37.3% | 53.1% |
| 3 | 小屁孩坏坏 | Mythic | 22 | 34.0% | 59.1% |
| 4 | BabyMonster | Diamond | 28 | 33.7% | 53.6% |
| 5 | 또나 | Mythic | 28 | 33.7% | 53.6% |