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Ruffs

Support Mythic Ranked · Gold Bounty
52.7%Win rate in Bounty
2,482Games
72Trust Score
30. of 105Rank in Bounty

Best map: Dry Season with 56.4% from 674 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.

Goldchange

Profile

On the tier: star rate is computed across all tiers together and does not change when you switch. The other axes do.

Estimated (dashed in the figure, hollow corner): Counter safety. He has too few battles for that in Bounty — 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.

Win ratePopularityBreadthCounter safetyStar rate 5.
Win rate 77.52.7 %
Popularity 23.0.14 %
Breadth 22.7% of maps
Counter safety 99.≈ 44.1 %
Star rate 5.8.8 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 77th means “better than 77% 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

08/20 to 08/25, 6 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 08/20 and 08/25.

Steadily picked — the pick rate sits at 0.1% and has not shifted measurably of late.

Win rate

08/20 — 56.9% from 489 appearances08/21 — 54.0% from 489 appearances08/22 — 49.5% from 364 appearances08/23 — 50.7% from 294 appearances08/24 — 52.0% from 458 appearances08/25 — 51.3% from 386 appearances
56.9%08/20 51.3%08/25

Pick rate

08/20 — 0.1% from 489 appearances08/21 — 0.1% from 489 appearances08/22 — 0.2% from 364 appearances08/23 — 0.1% from 294 appearances08/24 — 0.1% from 458 appearances08/25 — 0.1% from 386 appearances
0.1%08/20 0.1%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 +0.2 points across the whole range). He plays the same at the bottom as at the top.

Gold — 52.8% from 2,520 gamesDiamond — 48.8% from 4,068 gamesMythic — 49.0% from 29,335 gamesLegendary — 49.8% from 21,439 gamesMasters — 54.7% from 860 games
GoldDiamondMythicLegendaryMasters

On which maps

Bounty

Where this brawler works (ranked, Gold). Filtered to Bounty: 4 of 29 maps. 1 of 4 rows are too thin for Gold alone and add Diamond — 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.

MapWin rateGamesTrust
Dry Season Bounty 56.4%
674 53
Layer Cake Bounty 52.7%
725 54
Shooting Star Bounty+Diamond 49.6%
987 58
Hideout Bounty 49.2%
610 51

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 66.6% 338 games Brock 56.3% 2,222 games Mortis 56.5% 1,294 games Tick 58.7% 414 games Penny 59.7% 298 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%