For Heist, this map's mode — duels and star rates are available per mode, not per map.
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 Bronze for that. The other axes do.
Win rate per rank tier on Bridge Too Far — ranked battles only, the tier comes from the battle itself. The axis runs from Silver to Masters, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 2 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 +3.0 — rewards skill: from Silver to Masters the win rate climbs by 3.0 points (regression 47.5% to 50.5%). The higher the tier, the better he does.
Direct duels in Heist: how Piper does when that brawler is on the enemy team. Duels are available per mode, not per map — so unlike the numbers above, this section covers every Heist map, not just Bridge Too Far. Computed across all ranked tiers together — not for your tier alone.
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 Heist — which combination wins. Per mode as well, not per map. Computed across all ranked tiers together — not for your tier alone.
Nori
58.3%
3,751 games
8-Bit
51.9%
4,376 games
Mico
50.9%
2,727 games
Chuck
50.8%
2,855 games
Melodie
50.5%
1,881 games
Edgar
47.3%
5,184 games
Players with a profile and at least 20 games on Piper, sorted by the Wilson lower bound. To the full list