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Ruffs

Support Mythic Ranked · Diamond Hot Zone
45.1%Win rate in Hot Zone
2,873Games
74Trust Score
72. of 105Rank in Hot Zone

Best map: Hard Rock Mine with 52.9% from 1,745 games.

Diamondchange

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 7.
Win rate 29.45.1 %
Popularity 30.0.25 %
Breadth 12.3% of maps
Counter safety 34.33.7 %
Star rate 7.9.3 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 34th means “better than 34% 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. 13 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 — 39.5% from 81 appearances08/06 — 60.9% from 69 appearances08/13 — 35.8% from 67 appearances08/14 — 26.1% from 69 appearances08/15 — 44.1% from 68 appearances08/16 — 40.6% from 96 appearances08/17 — 48.6% from 109 appearances08/18 — 43.4% from 76 appearances08/20 — 42.4% from 587 appearances08/21 — 45.7% from 774 appearances08/22 — 46.7% from 508 appearances08/23 — 44.5% from 339 appearances08/24 — 44.2% from 385 appearances08/25 — 48.0% from 254 appearances
39.5%08/05 48.0%08/25

Pick rate

08/05 — 0.1% from 81 appearances08/06 — 0.1% from 69 appearances08/13 — 0.1% from 67 appearances08/14 — 0.1% from 69 appearances08/15 — 0.1% from 68 appearances08/16 — 0.1% from 96 appearances08/17 — 0.1% from 109 appearances08/18 — 0.1% from 76 appearances08/20 — 0.3% from 587 appearances08/21 — 0.3% from 774 appearances08/22 — 0.3% from 508 appearances08/23 — 0.2% from 339 appearances08/24 — 0.2% from 385 appearances08/25 — 0.2% from 254 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 +2.0 points across the whole range). He plays the same at the bottom as at the top.

Gold — 45.6% from 2,124 gamesDiamond — 44.6% from 3,633 gamesMythic — 44.1% from 23,890 gamesLegendary — 44.7% from 25,737 gamesMasters — 50.2% from 1,877 games
GoldDiamondMythicLegendaryMasters

On which maps

Hot Zone

Where this brawler works (ranked, Diamond). Filtered to Hot Zone: 4 of 32 maps. 1 of 4 rows are too thin for Diamond alone and add 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
Open Business Hot Zone 47.4%
963 58
Parallel Plays Hot Zone+Mythic 47.4%
901 57
Dueling Beetles Hot Zone 45.6%
791 55
Ring of Fire Hot Zone 41.5%
865 56

Against whom

Direct duels in Hot Zone: 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: 35.0% against Shade in Heist — 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 Hot Zone — which combination wins. The mode is the one chosen above. Computed across all ranked tiers together — not for your tier alone.

Ash 57.2% 416 games Meg 53.1% 1,201 games Bibi 55.2% 375 games Tick 54.4% 344 games Kenji 52.1% 499 games Stu 49.5% 1,612 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 40.3% 66.7%
2 𝕬𝖓𝖉𝖗𝖊︎︎𝖎. Legendary 48 38.5% 60.4%
3 SNM|ᴬᵏᵘᴬそ Legendary 25 38.4% 76.0%
4 Philip Legendary 23 37.4% 73.9%
5 Dwayne Johnson Masters 21 37.2% 76.2%