My roster

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Ruffs

Support Mythic Ranked · Gold
50.4%Win rate across all maps
17,051Games
100Trust Score
43. of 105Rank by score

Best map: Dry Season with 56.3% from 723 games.

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 65.50.4 %
Popularity 15.0.12 %
Breadth 43.13% of maps
Counter safety 94.36.2 %
Star rate 2.8.8 %
How to read the profile
The rankAll five numbers are ranks in the field, not values: 94th means “better than 94% 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 08/26, 9 days. 15 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 08/26.

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 3,244 appearances08/21 — 52.9% from 3,075 appearances08/22 — 48.8% from 2,328 appearances08/23 — 49.8% from 2,018 appearances08/24 — 47.3% from 2,975 appearances08/25 — 49.6% from 2,714 appearances08/26 — 52.7% from 697 appearances
56.0%08/05 52.7%08/26

Pick rate

08/05 — 0.1% from 84 appearances08/06 — 0.1% from 60 appearances08/20 — 0.1% from 3,244 appearances08/21 — 0.1% from 3,075 appearances08/22 — 0.1% from 2,328 appearances08/23 — 0.1% from 2,018 appearances08/24 — 0.1% from 2,975 appearances08/25 — 0.1% from 2,714 appearances08/26 — 0.1% from 697 appearances
0.1%08/05 0.1%08/26

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 −1.8 points across the whole range). He plays the same at the bottom as at the top.

Silver — 54.7% from 964 gamesGold — 50.5% from 17,300 gamesDiamond — 48.2% from 31,147 gamesMythic — 47.1% from 233,662 gamesLegendary — 47.3% from 232,296 gamesMasters — 50.2% from 12,730 games
SilverGoldDiamondMythicLegendaryMasters

On which maps

All modes

Where this brawler works (ranked, Gold). 14 of 31 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 56.3%
723 54
Gem Fort Gem Grab 54.2%
746 54
Out in the Open Knockout 53.7%
896 57
Hard Rock Mine Gem Grab 53.4%
1001 59
Rustic Arcade Gem Grab 52.2%
822 56
Layer Cake Bounty 52.3%
777 55
Belle's Rock Knockout 51.4%
1149 61
Crystal Arcade Gem Grab+Diamond + Mythicprev. season 49.2%
10291 93
Flaring Phoenix Knockout 51.4%
831 56
Center Stage Brawl Ball 51.4%
773 55
New Horizons Knockout 50.6%
948 58
Undermine Gem Grab 50.6%
830 56
Double Swoosh Gem Grab+Diamond 49.5%
1235 62
Shooting Star Bounty+Diamond 49.4%
1014 59
Spiraling Out Brawl Ball 49.5%
638 52
Hideout Bounty 49.2%
640 52
Pinball Dreams Brawl Ball 48.5%
633 52
Dueling Beetles Hot Zone 48.1%
584 50
Sneaky Fields Brawl Ball+Diamond 46.7%
1169 61
Parallel Plays Hot Zone+Diamond 47.5%
539 49
Triple Dribble Brawl Ball+Diamond 46.2%
1451 64
Bridge Too Far Heist+Diamond 46.7%
493 48
Safe(r) Zone Heist+Diamond + Mythic 46.4%
599 51
Pit Stop Heist+Diamond + Mythic 45.4%
721 54
Ring of Fire Hot Zone 45.4%
614 51
Beach Ball Brawl Ball+Diamond + Mythic 46.1%
204 35
Pinhole Punt Brawl Ball+Diamond + Mythic 45.9%
233 37
Safe Zone Heist+Diamond 45.0%
484 48
Open Business Hot Zone 44.5%
696 53
Kaboom Canyon Heist+Diamond + Mythic 43.8%
550 50
Hot Potato Heist+Diamond 40.6%
534 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 40.1% 66.7%
2 𝕬𝖓𝖉𝖗𝖊︎︎𝖎. Legendary 50 39.2% 62.0%
3 SNM|ᴬᵏᵘᴬそ Legendary 25 38.2% 76.0%
4 Philip Legendary 23 37.2% 73.9%
5 Dwayne Johnson Masters 21 37.0% 76.2%