Best map: Open Business with 62.0% from 1,690 games.
Wins late — in Brawl Ball 3.6 points better in long rounds than in short ones (54.9% against 58.5%, split at 94 s). Needs the long round; in a fast game he never arrives.
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.
08/20 to 08/25, 6 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 08/20 and 08/25.
Steadily picked — the pick rate sits at 0.4% 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 Bronze to Legendary, 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 %.
Skill bonus +37.6 — rewards skill: from Bronze to Legendary the win rate climbs by 37.6 points (regression 20.3% to 57.9%). The higher the tier, the better he does.
Heist▾
Where this brawler works (ranked, Diamond). Filtered to Heist: 6 of 32 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 | ||
|---|---|---|---|---|---|
Hot Potato ![]() |
56.8% | 470 | 47 | ||
Kaboom Canyon prev. season |
50.0% | 1199 | 61 | ||
Pit Stop ![]() |
46.4% | 661 | 52 | ||
Safe Zone prev. season |
45.8% | 576 | 50 | ||
Safe(r) Zone ![]() |
37.0% | 676 | 53 | ||
Bridge Too Far ![]() |
32.2% | 630 | 52 |
Direct duels in Heist: how Ash 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: 24.3% against Trunk in Knockout. On average the worst case sits at 28.8%.
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
61.8%
613 games
Mico
58.8%
374 games
Edgar
55.2%
915 games
Chuck
57.8%
225 games
Kaze
53.4%
697 games
Pierce
58.9%
129 games
Players with a profile and at least 20 games on Ash, sorted by the Wilson lower bound.
| Rank | Player | Tier | Games | Bound | Win rate |
|---|---|---|---|---|---|
| 1 | ADZ… | Legendary | 72 | 51.5% | 81.9% |
| 2 | Gaby🥶 | Masters | 75 | 41.5% | 60.0% |
| 3 | Isaias⼢ | Masters | 25 | 41.4% | 88.0% |
| 4 | BRQ|ᴍᴇʀɴᴄɪ✨ | Legendary | 34 | 41.3% | 76.5% |
| 5 | SK94 | Legendary | 69 | 40.7% | 59.4% |