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RUFFS

RUFFS

Mythic
Star PowersAIR SUPERIORITYFIELD PROMOTION
GadgetsTAKE COVERAIR SUPPORT
HyperchargeTHE GOODEST BOY

Win Rate

66.6%

from 1,104 battles · 30 days

Pick Rate

0.8%

Total Battles

3,718

Trending

Rising

Discounted strength

56.7%

Rank 25 of 107 by strength

2,024 duels

Best Maps

BountyTasty Berry
85.7%30 battles
KnockoutOpening Move
83.2%45 battles
Brawl HockeyArabesque
81.6%33 battles
Hot ZoneAbracadabra
79.0%30 battles
Hot ZoneDueling Beetles
77.7%40 battles

Better matchups

Δ vs base WR (66.6%)

Bars scaled to ±16.7 pp from the base WR.

EdgarEdgar+13.3 pp
TickTick+12.8 pp
ShellyShelly+10.6 pp
SpikeSpike+9.7 pp
ByronByron+9.1 pp

Worse matchups

Δ vs base WR (66.6%)

Bars scaled to ±16.7 pp from the base WR.

AmberAmber-16.7 pp
GusGus-12.6 pp
WendyWendy-8.8 pp
ShadeShade-8.1 pp
El PrimoEl Primo-5.2 pp

Who is RUFFS

RUFFS is a brawler of Mythic rarity, class Support. This article summarizes their performance in the current competitive meta: best map, hardest counters, and the weekly trend of their win rate. The numbers come from top-PRO battles over the last 90 days, Bayesian-smoothed so a brawler with a small sample doesn't show a misleading percentage.

Over the 30-day window, RUFFS has shown up in 1,104 battles with a global win rate of 66.6%. That window belongs to the figure itself and is shorter than the one feeding the rest of the page, because a win rate needs recent data so it doesn't drag along a meta that already moved on.

Across the full 90 days, RUFFS has a pick rate of 0.8%. That pick rate is the share of matches where a top-PRO player chose RUFFS out of every available brawler, so it works as a thermometer for how meta they are right now. It uses the long window on purpose, because a brawler's popularity shifts more slowly than their win rate.

Across the full roster, RUFFS's trend is among the strongest: their win rate is climbing faster than 84% of brawlers with a measurable trend this week. When a brawler rises this fast it's usually because maps or modes rotated in where their kit fits better than average.

The two figures for RUFFS tell different things. The observed win rate, 66.6%, measures how often it wins in the hands of a top 200 player from its country. The discounted strength, 56.7%, estimates how often it would win against a mid-level opponent once the mix of opponents it happened to face is discounted. The first one orders the lists across the site and the second sits beside it, as context.

By discounted strength, RUFFS takes rank 25 of 107, inside the top third of the roster. Its observed win rate also holds up against the opponents that suit it worst.

RUFFS belongs to the Mythics, the rarity where nearly every kit is built around a high skill ceiling. They aren't first-pick brawlers for new accounts because they usually demand map reading, cooldown management and matchup knowledge, but in PRO hands they make the difference between winning and losing a match. Their upgrade investment becomes a priority once you understand the meta.

As a Support, the value sits in what the brawler enables for the team rather than what it kills directly. The best moments are pushing the tank forward with heals, shields or crowd control on key enemies, and the super is saved for the decisive moment of the mode. In draft, it completes compositions that would otherwise lack sustain or control.

Best maps for RUFFS

The best map for RUFFS is Tasty Berry in Bounty, with a Bayesian-adjusted win rate of 85.7% over 30 battles. That puts them above their class average in this mode, so it's worth picking RUFFS when that rotation is live. A strong run on Tasty Berry usually combines favorable geometry (short ranges or cover) and a mode whose objective plays into the brawler's kit.

RUFFS's performance is highly map-dependent: there are 29.2 percentage points between their best and worst map. That high variance means it pays to check the rotation before locking them in, because the same brawler swings from one of the best options to a clearly unfavorable pick depending on the map.

As a second map option, RUFFS also performs well on Opening Move (Knockout) with a 83.2% win rate, only 2.5 points off their best map. When the gap between the top two maps is this small, picking one over the other comes down to the enemy team more than the brawler itself.

Rounding out the podium, RUFFS holds a 81.6% win rate on Arabesque (Brawl Hockey) over 33 battles. Having three competitive maps widens the rotation windows worth bringing them in for, not just their signature map.

Just above their worst result, RUFFS also struggles on Triple Dribble, where their win rate sits at 60.6%. Keep this map on your radar as a second warning sign when deciding the pick.

On the opposite end, Pinball Dreams (Brawl Ball) drops RUFFS's win rate to 56.5%. That's the bottom tail of a 29.2-point range between their best and worst map, so if that rotation comes up during a session, consider a different brawler to avoid throwing matches.

Counters and matchups

RUFFS clearly dominates the matchup against EDGAR: across the 142 recorded battles for that pairing, their win rate climbs to 79.9%. If you spot EDGAR on the enemy team in draft, that lane is an edge for RUFFS — seek the duel out rather than avoid it.

Their second-best matchup is against TICK, where RUFFS holds a 79.4% win rate over 70 battles. Two strong favorable counters like these give RUFFS real value as a targeted pick against comps that lean on those two brawlers.

Where RUFFS has a clear disadvantage is against AMBER: their win rate drops to 49.9% across the 59 battles recorded for that matchup. If AMBER shows up on the enemy team, consider not picking RUFFS or changing the game plan to avoid the shared lane, because AMBER wins that exchange.

Per-brawler matchups are the smallest-sample metric on the page: for RUFFS the samples range from 30 to 156 battles. Read them with the confidence that sample implies — a matchup at the low end says far less than one backed by the high one.

Counters for RUFFS

This section lists the matchups where RUFFS performs worst and best over the last 30 days, sampled from top PRO players and smoothed with Bayesian WR to avoid noise.

Read each row left to right: brawler, win rate vs RUFFS, and battle sample. The larger the sample, the more reliable the number.

Loses most against
BrawlerWRBattles
AMBERAMBER
49.9%59
GUSGUS
54.0%156
WENDYWENDY
57.8%33
SHADESHADE
58.6%121
EL PRIMOEL PRIMO
61.5%109
Dominates
BrawlerWRBattles
EDGAREDGAR
79.9%142
TICKTICK
79.4%70
SHELLYSHELLY
77.2%34
SPIKESPIKE
76.3%40
BYRONBYRON
75.7%30

Star Powers, Gadgets and Hypercharge

To get the most out of RUFFS in the current meta, prioritize upgrades by synergy with their kit, not by gem cost. Star powers, gadgets and hypercharge change tiers depending on the meta, so the upgrade priority is dynamic.

As a general rule, the first profitable upgrade for RUFFS is usually the star power with the highest pick rate in PRO tournaments, followed by the gadget that best fits their role (lane, support, or pick). Hypercharge, when it exists, comes last because it costs more Coins and Power Points and only triggers with a full super bar.

By game mode, RUFFS performs best in Brawl Ball, with a 66.8% win rate over 1,537 battles — the mode with the most recorded sample for this brawler. That makes Brawl Ball the context where their performance is most reliable and where investing in upgrades pays off most clearly.

Beyond the immediate meta, the upgrade path for RUFFS should prioritize what moves the win rate needle the most: power 11 before gears, first star power before second, primary gadget before any hypercharge. Hypercharges cost a lot of coins and power points and only activate with a full super bar, so their real priority drops toward the end of the checklist.

Weekly meta analysis

Over the last 7 days, RUFFS's win rate moved from 66.0% to 73.0%, a climb of +7.0 points versus the previous half of the window. Since each half clears the 3-battle minimum, that move isn't noise: it reflects the meta shifting in RUFFS's favor, usually from a rotation of maps or modes where they perform better.

Compared with the rest of the roster, that move puts RUFFS climbing faster than 84% of brawlers with a measurable trend this week — they're at the top end of the risers. When a brawler lands in that band it's often a good moment to invest in their upgrades before a possible nerf arrives.

Every percentage on the RUFFS page comes from real battles played by the world's top players, aggregated with statistical smoothing and recomputed every six hours. If you want to understand why one map performs better than another or how a rotation affects the win rate, the methodology page covers the technical detail step by step.

How we compute this data

Every percentage on this page comes from real top-PRO battles with a minimum sample threshold and Bayesian smoothing to avoid false positives. Technical details at /en/methodology.

/methodology

Frequently asked questions about RUFFS

What is the best map for RUFFS?

The best map for RUFFS is Tasty Berry in Bounty, where they hit a Bayesian-adjusted win rate of 85.7% over top-PRO battles from the last 90 days. It's the rotation where picking them pays off most.

What is Bayesian win rate?

A weighted average that mixes the observed WR with the game-wide WR. Small samples pull toward the average; large samples converge to the true WR.

Which mode does RUFFS perform best in?

The mode where RUFFS performs best is Brawl Ball, with a 66.8% win rate over 1,537 battles — the mode with the most recorded sample for this brawler, so it's their most reliable context. The data refreshes every 30 minutes with the PRO sampling.

Who is RUFFS's worst counter?

The toughest matchup for RUFFS is AMBER: their win rate drops to 49.9% in that pairing. If you see AMBER on the enemy team during draft, it's worth rethinking the pick or the lane plan.

How should I read RUFFS’s counters list?

There are two lists. The counters one holds the brawlers RUFFS performs worst against, toughest matchup first; the other one holds those it beats, and EDGAR tops it today with a 79.9% win rate for RUFFS. A matchup only shows up with 30 battles or more in the last 30 days, so no row comes from a couple of stray games. In draft, if the enemy team already has someone from the first list, rethink the pick.

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