Every dot is a brawler, every arrow a counter — it points from the winner to its victim. Colour marks the ones running in a circle: A beats B, B beats C, and C beats A again. No better brawler helps against a circle like that, because there is none.
Goldchange
27 brawlers, 23 counters in Gem Grab. Not a single circle closes here: every counter can be explained by a ranking.
Bolt gets it worst: Bibi beats him far more clearly than the two brawlers' strength explains — across 316 duels, and the same in 1 modes.
The raw duel win rate is no good for this. It mostly measures who is generally strong — and a pure strength ranking cannot form a circle at all. Measured on 2026-08-20: among 32,447 pairings with duels at 60 % or above there are exactly zero circles.
So an arrow stands for the excess: the two brawlers' overall strengths give an expected rate, and whatever sits above it is the part strength does not explain. It is drawn from 5 points of excess and 300 duels — and only if the counter holds in at least two modes. A circle must additionally close within a single mode; three arrows from three modes are not a circle anyone ever played.
The counter-check belongs here, because circles also arise on their own: a field of random duel values is full of rings. Across 30 runs with randomly shuffled excesses the average was 94 circles (71 to 124); measured are 163. So the existence of circles says nothing — that there are clearly more than by chance does.
What is not here: whether a counter holds on every map. The duel numbers come per mode, not per map — map-dependent counters average out inside them.