Best map: Flaring Phoenix with 51.1% from 4,297 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.
Mythicchange
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.
08/03 to 08/25, 22 days. 7 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 08/03 and 08/25.
Steadily picked — the pick rate sits at 0.9% 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, Mythic). Filtered to Heist: 6 of 30 maps. 1 of 6 rows are too thin for Mythic alone and add Diamond — 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(r) Zone ![]() |
42.4% | 1585 | 65 | ||
Bridge Too Far ![]() |
40.2% | 1703 | 66 | ||
Safe Zone ![]() |
39.3% | 1529 | 65 | ||
Hot Potato prev. season |
37.5% | 31465 | 100 | ||
Pit Stop +Diamond |
34.5% | 1419 | 64 | ||
Kaboom Canyon ![]() |
32.4% | 404 | 45 |
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 28.6%.
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%
5,153 games
Nori
56.0%
10,475 games
Mico
55.6%
4,911 games
Edgar
50.6%
13,233 games
Bull
51.7%
2,136 games
Melodie
50.8%
1,703 games
Players with a profile and at least 20 games on Mandy, sorted by the Wilson lower bound.