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Ruffs

Support Mythic Ranked · Gold
50.4%Win rate across all maps
15,968Games
100Trust Score
44. of 105Rank by score

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.

Win ratePopularityBreadthCounter safetyStar rate 2.
Win rate 63.50.4 %
Popularity 14.0.13 %
Breadth 22.7% of maps
Counter safety 93.36.7 %
Star rate 2.9.2 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 93th means “better than 93% 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, 8 days. 16 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 0.1% and has not shifted measurably of late.

Win rate

08/05 — 56.0% from 84 appearances08/06 — 53.3% from 60 appearances08/20 — 52.9% from 3,243 appearances08/21 — 52.9% from 3,070 appearances08/22 — 48.6% from 2,313 appearances08/23 — 49.8% from 1,975 appearances08/24 — 47.1% from 2,907 appearances08/25 — 49.6% from 2,412 appearances
56.0%08/05 49.6%08/25

Pick rate

08/05 — 0.1% from 84 appearances08/06 — 0.1% from 60 appearances08/20 — 0.1% from 3,243 appearances08/21 — 0.1% from 3,070 appearances08/22 — 0.1% from 2,313 appearances08/23 — 0.1% from 1,975 appearances08/24 — 0.1% from 2,907 appearances08/25 — 0.1% from 2,412 appearances
0.1%08/05 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 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 %.

No clear rank trend — from Silver to Masters the win rate stays practically the same (regression −1.6 points across the whole range). He plays the same at the bottom as at the top.

Silver — 54.3% from 893 gamesGold — 50.5% from 16,217 gamesDiamond — 48.1% from 30,342 gamesMythic — 47.1% from 230,534 gamesLegendary — 47.3% from 228,907 gamesMasters — 50.1% from 12,601 games
SilverGoldDiamondMythicLegendaryMasters

On which maps

All modes

Where this brawler works (ranked, Gold). 13 of 29 rows are too thin for Gold alone and add Diamond / Mythic — 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
Out in the Open Knockout 54.1%
843 56
Gem Fort Gem Grab 53.9%
698 53
Hard Rock Mine Gem Grab 52.7%
928 57
Rustic Arcade Gem Grab 52.7%
774 55
Layer Cake Bounty 52.7%
725 54
Crystal Arcade Gem Grab+Diamond + Mythicprev. season 49.2%
10291 93
Flaring Phoenix Knockout 51.7%
776 55
Belle's Rock Knockout 51.0%
1062 59
Center Stage Brawl Ball 51.2%
734 54
New Horizons Knockout 50.8%
923 57
Undermine Gem Grab 50.8%
762 54
Shooting Star Bounty+Diamond 49.7%
986 58
Double Swoosh Gem Grab+Diamond 49.1%
1185 61
Hideout Bounty 49.2%
608 51
Pinball Dreams Brawl Ball 49.2%
585 51
Spiraling Out Brawl Ball 49.1%
591 51
Dueling Beetles Hot Zone+Diamond 46.8%
1317 63
Bridge Too Far Heist+Diamond 47.4%
477 47
Triple Dribble Brawl Ball+Diamond 46.0%
1397 64
Parallel Plays Hot Zone+Diamond 47.0%
508 48
Safe(r) Zone Heist+Diamond + Mythic 46.7%
582 50
Sneaky Fields Brawl Ball+Diamond 46.1%
1114 60
Pit Stop Heist+Diamond + Mythic 45.7%
703 53
Ring of Fire Hot Zone 45.3%
596 51
Safe Zone Heist+Diamond 45.3%
470 47
Kaboom Canyon Heist+Diamond + Mythic 43.8%
520 49
Open Business Hot Zone 42.5%
630 52
Hot Potato Heist+Diamond 40.9%
513 49

Who beats Ruffs and who he gets along with depends on the mode — and no map sets it here. Both are on Who beats whom?, and on every map page for that map.

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%