Best map: Dry Season with 57.2% from 752 games.
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.
Estimated (dashed in the figure, hollow corner): Star rate. He has too few battles for that in Gem Grab — this is his value across all modes, pulled to the level of this one. It says where he usually stands, not how he plays here.
08/04 to 08/24, 16 days. 8 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 08/04 and 08/24.
Win rate per rank tier, across all maps — 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 %.
No clear rank trend — from Gold to Legendary the win rate stays practically the same (regression −3.0 points across the whole range). He plays the same at the bottom as at the top.
Gem Grab▾
Where this brawler works (ranked, Mythic). Filtered to Gem Grab: 7 of 28 maps. 1 of 7 rows are too thin for Mythic alone and add Legendary — 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 | ||
|---|---|---|---|---|---|
Undermine prev. season |
56.2% | 835 | 56 | ||
Gem Fort prev. season |
53.8% | 918 | 57 | ||
Hard Rock Mine prev. season |
53.3% | 861 | 56 | ||
Deathcap Trap prev. season |
52.9% | 801 | 55 | ||
Double Swoosh prev. season |
53.1% | 733 | 54 | ||
Rustic Arcade +Legendaryprev. season |
53.1% | 683 | 53 | ||
Crystal Arcade prev. season |
49.3% | 844 | 56 |
Direct duels in Gem Grab: 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.
Worst case: 44.8% against Mortis in Bounty — barely punishable even there, which makes him a risk-free first pick.
Ollie counters nobody here — he wins and loses as strength would have it.
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
On the same team, in Gem Grab — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.
Surge
67.0%
91 games
Crow
62.7%
110 games
Stu
64.2%
95 games
Rico
57.4%
136 games
Nori
56.6%
129 games
Emz
57.7%
111 games
Players with a profile and at least 20 games on Ollie, sorted by the Wilson lower bound.
| Rank | Player | Tier | Games | Bound | Win rate |
|---|---|---|---|---|---|
| 1 | Slayer🍥 | Masters | 41 | 42.7% | 75.6% |
| 2 | PrimeTôTô | Masters | 47 | 36.0% | 53.2% |
| 3 | VVV|Vetal | Legendary | 57 | 35.3% | 49.1% |
| 4 | Mr_XubZz🎩 | Legendary | 20 | 32.1% | 50.0% |
| 5 | u rlly fear me? | Legendary | 41 | 31.6% | 41.5% |