Best map: Flaring Phoenix with 58.1% from 86 games.
Diamondchange
08/05 to 08/21, 12 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 08/05 and 08/21.
Steadily picked — the pick rate sits at 0.0% 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 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 −2.1 points across the whole range). He plays the same at the bottom as at the top.
Where this brawler works (ranked, Diamond).
| Map | Win rate | Games | Trust | ||
|---|---|---|---|---|---|
Flaring Phoenix ![]() |
58.1% | 86 | 22 | ||
Pinball Dreams prev. season |
52.2% | 224 | 36 | ||
Crystal Arcade prev. season |
60.0% | 65 | 18 | ||
Spiraling Out ![]() |
55.3% | 114 | 26 | ||
Undermine prev. season |
56.3% | 96 | 23 | ||
Hard Rock Mine ![]() |
60.8% | 51 | 14 | ||
Double Swoosh prev. season |
53.9% | 102 | 24 | ||
Center Stage ![]() |
54.9% | 82 | 21 | ||
Out in the Open ![]() |
56.1% | 57 | 16 | ||
Dry Season ![]() |
56.4% | 55 | 15 | ||
Open Business ![]() |
57.8% | 45 | 12 | ||
Dueling Beetles prev. season |
53.3% | 75 | 20 | ||
Layer Cake ![]() |
54.1% | 61 | 17 | ||
Sneaky Fields prev. season |
50.0% | 148 | 30 | ||
Rustic Arcade prev. season |
53.3% | 60 | 16 | ||
Triple Dribble prev. season |
48.2% | 199 | 34 | ||
Belle's Rock ![]() |
50.0% | 90 | 23 | ||
Hideout ![]() |
52.0% | 50 | 14 | ||
Safe Zone prev. season |
57.9% | 19 | 0 | ||
Deathcap Trap prev. season |
49.3% | 73 | 19 | ||
New Horizons ![]() |
48.6% | 74 | 20 | ||
Shooting Star prev. season |
47.4% | 38 | 10 | ||
Ring of Fire prev. season |
40.5% | 42 | 11 | ||
Gem Fort prev. season |
42.4% | 92 | 23 | ||
Kaboom Canyon prev. season |
22.2% | 18 | 0 | ||
Hot Potato prev. season |
26.1% | 23 | 2 | ||
Bridge Too Far prev. season |
7.1% | 14 | 0 | ||
Parallel Plays prev. season |
32.8% | 61 | 17 |
Direct duels in Knockout: how Ollie 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.
Ollie counters nobody here — he wins and loses as strength would have it.
Nobody counters Ollie here. As a first pick he cannot be punished in this mode.
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.
On the same team, in Knockout — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.
Players with a profile and at least 20 games on Ollie, sorted by the Wilson lower bound. To the full list
No player with enough games on this brawler yet.