Best map: Flaring Phoenix with 55.7% from 1,369 games.
Wins late — in Heist 8.6 points better in long rounds than in short ones (47.6% against 38.9%, split at 87 s). Needs the long round; in a fast game he never arrives.
Legendarychange
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 Legendary for that. The other axes do.
08/04 to 08/19, 16 days. 11 earlier days are left out — below 195 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 08/19.
Steadily picked — the pick rate sits at 0.5% 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 Silver to Legendary, 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 %.
Skill bonus −8.8 — punishes weak opponents: from Silver to Legendary the win rate drops by 8.8 points (regression 48.7% to 39.9%). Higher up he gets outplayed.
Heist▾
Where this brawler works (ranked, Legendary). Filtered to Heist: 5 of 29 maps. 1 of 5 rows are too thin for Legendary alone and add Mythic — 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.
| Map | Win rate | Games | Trust | ||
|---|---|---|---|---|---|
Safe Zone prev. season |
42.2% | 8012 | 90 | ||
Safe(r) Zone +Mythic |
42.7% | 1725 | 67 | ||
Bridge Too Far prev. season |
42.0% | 8931 | 91 | ||
Kaboom Canyon prev. season |
40.9% | 1350 | 63 | ||
Hot Potato prev. season |
35.1% | 1333 | 63 |
Direct duels in Heist: how Mandy 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: 27.6% against Starr Nova in Hot Zone. 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. Mandy runs in 1 circle — whoever Mandy beats beats someone who in turn beats Mandy. See it in the counter network
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.
Chuck
56.5%
5,140 games
Nori
56.0%
10,447 games
Mico
55.6%
4,903 games
Edgar
50.6%
13,205 games
Bull
51.7%
2,131 games
Melodie
50.8%
1,696 games
Players with a profile and at least 20 games on Mandy, sorted by the Wilson lower bound.