Best map: Hard Rock Mine with 53.1% from 1,721 games.
Diamondchange
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 Heist — 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.
08/16 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 08/16 and 08/25.
Steadily picked — the pick rate sits at 0.2% and has not shifted measurably of late.
Win rate per rank tier, across all maps — ranked battles only, the tier comes from the battle itself. The axis runs from Gold to Legendary, one tick per tier: the stretch where this brawler has at least 300 battles per tier; 4 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.
Skill bonus +3.0 — rewards skill: from Gold to Legendary the win rate climbs by 3.0 points (regression 43.8% to 46.8%). The higher the tier, the better he does.
Heist▾
Where this brawler works (ranked, Diamond). Filtered to Heist: 6 of 31 maps. Almost every row here is too thin for Diamond alone and adds Mythic / Gold. Those tiers are a measured two to three points apart, which is less than a row that thin loses to the shrinkage anyway.
| Map | Win rate | Games | Trust | ||
|---|---|---|---|---|---|
Safe(r) Zone ![]() |
46.8% | 583 | 50 | ||
Bridge Too Far prev. season |
45.3% | 2177 | 70 | ||
Pit Stop ![]() |
45.5% | 705 | 53 | ||
Safe Zone prev. season |
43.8% | 2314 | 71 | ||
Kaboom Canyon prev. season |
43.9% | 1924 | 68 | ||
Hot Potato ![]() |
43.8% | 635 | 52 |
Direct duels in Heist: 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.
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. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.
Nori
58.8%
548 games
Edgar
53.8%
671 games
Chuck
54.5%
310 games
Mico
52.8%
343 games
Trunk
59.0%
83 games
Rico
50.2%
287 games
Players with a profile and at least 20 games on Ruffs, sorted by the Wilson lower bound.
| Rank | Player | Tier | Games | Bound | Win 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% |