Best map: Shooting Star
with 55.3% from 154,282 games.
Wins late — in Hot Zone
19.2 points better in long rounds than in short ones (42.3% against 23.1%, split at 97 s).
Needs the long round; in a fast game he never arrives.
The rankAll five numbers are ranks in the field, not values: 96th means
“better than 96% of all brawlers”. It is the only way to compare five axes that live
in completely different ranges — a win rate around 50%, a pick rate around 1%.
The dashed ring is the middle of the field. What was measured is on the right.
A dashed edge with a hollow corner, by contrast, is not a measurement but an estimate —
there is a ≈ in front of the number then.
Win rateHow often he wins — the same number as in the header, from the same battles.
PopularityHow often he is played at all. Says nothing about whether that is wise —
a popular brawler can be a poor pick and the other way round.
BreadthOn how many maps of the rotation he is at the top — the number the
tier list sorts by as well. A narrow brawler with a high win rate is a
safe bet on his two maps and nowhere else; where that is, is in the table below.
This axis always spans all modes.
Counter safetyHis worst duel, not the average: how he fares when the opponent knows the answer.
High means “even at his worst he still wins often”, low means “a single counter-pick costs the round”
— that decides whether you can show him first.
Who beats him is on Who beats whom?
Star rateHow often he becomes star player in won battles — whether he carries the game or rides along.
A support brawler can be very strong and still sit low here.
History
08/02 to 09/01, 31 days.
6 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 08/02 and 09/01.
Steadily picked — the pick rate sits at 1.8% and has not shifted measurably of late.
Win rate
50.8%08/0251.3%09/01
Pick rate
4.6%08/024.4%09/01
Across the ranks
Win rate per rank tier, across all maps — ranked battles only, the tier comes from the battle itself. The axis runs from Bronze to Masters, one tick per tier: the stretch where this brawler has at least 300 battles per tier; one tier falls 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 Bronze to Masters the win rate stays practically the same (regression −1.1 points across the whole range).
He plays the same at the bottom as at the top.
Direct duels in Knockout: how Piper 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: 16.2%
against Kaze
in Brawl Ball — hard countered there, so better picked once the answer is gone.
Counters
Piper 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
Good partners
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.