My roster

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Lola

Damage Dealer Epic Ranked · Diamond Heist
52.1%Win rate in Heist
2,601Games
73Trust Score
23. of 105Rank in Heist

Best map: Bridge Too Far with 57.5% from 905 games.

Diamondchange

Profile

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

Win ratePopularityBreadth 24.Counter safetyStar rate
Win rate 83.52.1 %
Popularity 36.0.15 %
Breadth 24.7% of maps
Counter safety 75.40.3 %
Star rate 36.8.8 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 83th means “better than 83% 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. 11 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 0.1% and has not shifted measurably of late.

Win rate

08/05 — 53.7% from 134 appearances08/06 — 61.1% from 149 appearances08/12 — 47.1% from 68 appearances08/13 — 51.3% from 113 appearances08/14 — 43.0% from 79 appearances08/15 — 56.8% from 81 appearances08/16 — 50.4% from 125 appearances08/17 — 52.9% from 136 appearances08/18 — 42.5% from 113 appearances08/20 — 53.2% from 521 appearances08/21 — 54.7% from 645 appearances08/22 — 54.5% from 444 appearances08/23 — 49.2% from 329 appearances08/24 — 49.6% from 413 appearances08/25 — 46.3% from 246 appearances
53.7%08/05 46.3%08/25

Pick rate

08/05 — 0.2% from 134 appearances08/06 — 0.2% from 149 appearances08/12 — 0.2% from 68 appearances08/13 — 0.2% from 113 appearances08/14 — 0.1% from 79 appearances08/15 — 0.1% from 81 appearances08/16 — 0.2% from 125 appearances08/17 — 0.2% from 136 appearances08/18 — 0.2% from 113 appearances08/20 — 0.2% from 521 appearances08/21 — 0.1% from 645 appearances08/22 — 0.2% from 444 appearances08/23 — 0.1% from 329 appearances08/24 — 0.1% from 413 appearances08/25 — 0.1% from 246 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 Gold to Masters, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 3 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 %.

No clear rank trend — from Gold to Masters the win rate stays practically the same (regression +0.7 points across the whole range). He plays the same at the bottom as at the top.

Gold — 50.6% from 2,461 gamesDiamond — 51.6% from 3,717 gamesMythic — 50.2% from 16,904 gamesLegendary — 51.2% from 10,625 gamesMasters — 51.8% from 828 games
GoldDiamondMythicLegendaryMasters

On which maps

Heist

Where this brawler works (ranked, Diamond). Filtered to Heist: 6 of 30 maps. 3 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
Bridge Too Far Heist 57.5%
905 57
Kaboom Canyon Heist 52.5%
610 51
Safe Zone Heist 52.3%
346 43
Safe(r) Zone Heist+Mythic 48.4%
580 50
Hot Potato Heist+Mythicprev. season 41.6%
2320 71
Pit Stop Heist+Mythic + Gold 41.8%
404 45

Against whom

Direct duels in Heist: how Lola 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: 33.8% against Nori in Hot Zone. On average the worst case sits at 29.0%.

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.

Nori 63.7% 922 games 8-Bit 55.9% 778 games Mico 56.6% 546 games Carl 57.7% 343 games Chuck 55.7% 560 games Colt 53.2% 1,463 games

Who plays him best soon

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

RankPlayerTierGamesBoundWin rate
1 ゲイに昇格できる点P Legendary 101 52.1% 75.2%
2 黑毛牛排 Gold 29 29.4% 34.5%
3 こじ Gold 30 28.3% 30.0%