My roster

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Heist

Safe(r) Zone

186 battles collected on this map — ranked only.

Mythic Safe(r) ZoneHeist Draft helper
Safe(r) Zone as its own page

Recommendation for Mythic

What the rating, star, trust and the tags mean
Solid Rather notHow the brawler stands on this map compared to the whole mode (Heist): Strong pick is the top tenth of all map/brawler rows, Good pick the top quarter, Solid the upper half, Rather not the rest. What is measured is the cautiously computed win rate (Wilson lower bound), the same number the cards are sorted by — not the percentage shown beside it. The thresholds come from the field rather than from fixed percentages: the modes sit at different levels, and in Showdown the number counts trophy gains rather than wins. Not to be confused with the tier list — that ranks a brawler by how many maps of the rotation he is usable on, across all maps together. A Rather not among the recommended eight therefore does not mean “played badly”, but: this map has nothing better to offer.
TrustHow dependable the win rate next to it is, 0–100. Depends purely on the number of games — not on how good the brawler is.
Carry — becomes star player unusually often on this map: he deals the damage and takes the objective. The game runs through him.

If you queue as three

three-brawler line-ups that actually exist — counted across the whole mode.

This is for Heist as a whole, not for this map. There are not enough numbers here yet for a map-specific calculation — the calibration needs line-ups actually played on this map. As soon as enough accumulate, the calculation for Safe(r) Zone appears in this spot; until then the mode-wide list is the best available answer.

Out of 105 line-ups with 120+ games. Computed across all ranked tiers — the numbers are not enough for Mythic yet.

1
74.7% 181 games
2
72.9% 242 games
3
72.0% 241 games
4
71.7% 160 games
5
71.0% 215 games
6
70.8% 148 games
How these numbers are arrived at

What you see here. three-brawler line-ups that actually exist, counted across the whole mode — not for this map. There is no basis for a map-specific calculation yet: the calibration needs line-ups played on this map. The measured number is therefore not a prediction for Safe(r) Zone, but the answer to what generally wins in Heist.

Measured · in the mode. The strongest three-brawler line-ups in this mode, out of 105 with at least 120 games. The number is deliberately cautious: unchecked, the luckiest outlier would sit on top. Per mode, not per map — on a single map hardly any line-up has enough games for a number of its own.

All brawlers on this map

Including the thin ones — the games column tells you how seriously to take a row. The win rate tells you how good a brawler is. The trust score (0–100) tells you how much you can believe it — it depends purely on the number of games. Sorting uses both together: 52% from 75 games can be luck, 51% from 3,000 games cannot.

BrawlerWin rateGamesTrustPick rateRating
Colt 61.8%
55 15
6.3% Solid
Penny 59.0%
61 17
7.0% Solid
Kaze 57.4%
61 17
7.0% Solid
Nori 62.1%
29 6
3.3% Solid
Carl 65.2%
23 2
2.6% Solid
Chuck 58.8%
34 8
3.9% Solid
Bull 66.7%
15 0
1.7% Solid
Rico 51.1%
47 13
5.4% Rather not
Cordelius 61.5%
13 0
1.5% Rather not
Edgar 51.6%
31 7
3.6% Rather not
Byron 58.3%
12 0
1.4% Rather not
Shade 60.0%
10 0
1.1% Rather not
Brock 48.4%
62 17
7.1% Rather not
Starr Nova 50.0%
14 0
1.6% Rather not
8-Bit 47.2%
36 9
4.1% Rather not
Mico 46.4%
28 5
3.2% Rather not
Otis 46.2%
13 0
1.5% Rather not
Melodie 45.5%
22 1
2.5% Rather not
Piper 42.9%
21 1
2.4% Rather not
Max 42.3%
26 4
3.0% Rather not
Belle 38.5%
13 0
1.5% Rather not
Surge 38.5%
13 0
1.5% Rather not
Mandy 36.4%
11 0
1.3% Rather not
Crow 33.3%
15 0
1.7% Rather not
Pierce 40.4%
57 16
6.5% Rather not
Colette 30.8%
26 4
3.0% Rather not
Griff 0.0%
11 0
1.3% Rather not