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Ruffs

Support Mythic Ranked · Diamond Bounty
49.7%Win rate in Bounty
3,079Games
75Trust Score
53. of 105Rank in Bounty

Best map: Hard Rock Mine with 53.1% from 1,716 games.

Wins late — in Bounty 6.2 points better in long rounds than in short ones (53.1% against 46.9%, split at 98 s). Needs the long round; in a fast game he never arrives.

Diamondchange

Profile

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 Diamond for that. The other axes do.

Win ratePopularityBreadthCounter safetyStar rate 5.
Win rate 58.49.7 %
Popularity 44.0.27 %
Breadth 12.3% of maps
Counter safety 62.35.1 %
Star rate 5.8.8 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 62th means “better than 62% 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

08/05 to 08/25, 14 days. 12 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 08/25.

Steadily picked — the pick rate sits at 0.2% and has not shifted measurably of late.

Win rate

08/05 — 49.0% from 104 appearances08/06 — 45.0% from 80 appearances08/13 — 40.8% from 76 appearances08/14 — 50.5% from 99 appearances08/15 — 46.9% from 96 appearances08/16 — 45.9% from 122 appearances08/17 — 44.4% from 135 appearances08/18 — 51.8% from 114 appearances08/20 — 48.6% from 611 appearances08/21 — 48.7% from 819 appearances08/22 — 49.7% from 493 appearances08/23 — 49.5% from 406 appearances08/24 — 52.0% from 423 appearances08/25 — 51.2% from 322 appearances
49.0%08/05 51.2%08/25

Pick rate

08/05 — 0.1% from 104 appearances08/06 — 0.1% from 80 appearances08/13 — 0.1% from 76 appearances08/14 — 0.2% from 99 appearances08/15 — 0.2% from 96 appearances08/16 — 0.2% from 122 appearances08/17 — 0.2% from 135 appearances08/18 — 0.2% from 114 appearances08/20 — 0.4% from 611 appearances08/21 — 0.3% from 819 appearances08/22 — 0.2% from 493 appearances08/23 — 0.3% from 406 appearances08/24 — 0.2% from 423 appearances08/25 — 0.2% from 322 appearances
0.1%08/05 0.2%08/25

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 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 +0.1 points across the whole range). He plays the same at the bottom as at the top.

Gold — 52.8% from 2,517 gamesDiamond — 48.8% from 4,062 gamesMythic — 49.0% from 29,311 gamesLegendary — 49.8% from 21,431 gamesMasters — 54.7% from 860 games
GoldDiamondMythicLegendaryMasters

On which maps

Bounty

Where this brawler works (ranked, Diamond). Filtered to Bounty: 4 of 31 maps.

MapWin rateGamesTrust
Layer Cake Bounty 51.2%
901 57
Hideout Bounty 50.9%
737 54
Dry Season Bounty 48.4%
927 57
Shooting Star Bounty 47.5%
514 49

Against whom

Direct duels in Bounty: how Ruffs 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: 35.4% against Rosa in Brawl Ball — barely punishable even there, which makes him a risk-free first pick.

Counters

Countered by

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 Bounty — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.

Bolt 66.4% 336 games Brock 56.3% 2,220 games Mortis 56.5% 1,290 games Tick 58.7% 412 games Penny 59.7% 295 games Piper 53.7% 1,101 games

Who plays him best soon

Players with a profile and at least 20 games on Ruffs, sorted by the Wilson lower bound.

RankPlayerTierGamesBoundWin rate
1 weraiz Masters 45 40.5% 66.7%
2 SNM|ᴬᵏᵘᴬそ Legendary 25 38.7% 76.0%
3 𝕬𝖓𝖉𝖗𝖊︎︎𝖎. Legendary 44 38.5% 61.4%
4 Philip Legendary 23 37.6% 73.9%
5 Dwayne Johnson Masters 21 37.5% 76.2%