Wins late — in Heist 9.0 points better in long rounds than in short ones (46.5% against 37.5%, split at 99 s). Needs the long round; in a fast game he never arrives.
Only Safe Zone. 08/05 to 08/18, 9 days. 14 earlier days are left out — below 400 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 08/18.
Win rate per rank tier on Safe Zone — ranked battles only, the tier comes from the battle itself. The axis runs from Gold to Legendary, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 4 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 −7.5 — punishes weak opponents: from Gold to Legendary the win rate drops by 7.5 points (regression 48.9% to 41.4%). Higher up he gets outplayed.
Direct duels in Heist: how Mandy does when that brawler is on the enemy team. Duels are available per mode, not per map — so unlike the numbers above, this section covers every Heist map, not just Safe Zone. Computed for Diamond.
On the same team, in Heist — which combination wins. Per mode as well, not per map. Computed for Diamond.
Nori
58.2%
897 games
Chuck
55.3%
729 games
Mico
53.1%
813 games
Bolt
55.1%
187 games
Carl
52.3%
325 games
Edgar
49.2%
1,725 games
Players with a profile and at least 20 games on Mandy, sorted by the Wilson lower bound. To the full list