Brawl Atlas

Try out the draft agent and explore the visualizations based on millions of ranked games, updated weekly.

Map / mode
Rank all ranks

Rank range

Choose both ends of the range, or select a whole tier. Changes apply immediately.

Based on each lobby’s average rank, rounded down to its division. Both endpoints are included.

Match skill

Filter by match skill instead of rank. Since players climb in rank throughout a season, Legendary II at the beginning of the season is on average a higher skill lobby than Legendary II at the end.

“Skill” is calculated by looking at the distribution of players on ranked at the time the game was played and determines what percentile it falls in. Since games are gathered all throughout the season, this makes them much more comparable.

Games in scope

Range

Ranked Player Distribution

Reading the lobby chart

Every ranked lobby in scope, bucketed by its average level. The highlighted bars are the slice your rank or skill setting is reading from — move the slider and the rest of the page recounts from those lobbies.

Ranked tier is the in-game ladder: 22 steps from Bronze I through Masters III to Pro. Skill is the model's own estimate, as a z-score — 0 is an average lobby, ±1 is a standard deviation. The range controls select the same lobbies on either chart. Skill is best compared across a full season, since ladder ranks shift as players climb.

Draft Agent

Backed by advanced machine learning and tree search strategies. Learn more

Your team

Your win chance
50%
6 picks left

Your win chance

How likely your team is to win with the brawlers picked so far, on this map and at this rank. 50% is a coin flip.

It counts only picks already made, so it swings early and settles as the teams fill up.

More detail

The draft model is a logistic model of which team wins, trained on the season's ranked games by the draft agent's pipeline. Each team gets a score with three parts:

Standalone strength of each brawler: a base weight plus a shift for the map, the mode and the lobby's skill, w + ectx · (map + mode + skill × vskill). Synergy for every pair of team-mates: esyn · esyn. Matchups against every opponent: one side's attack vectors against the other's defence, minus the reverse, eatt · edef.

Win chance is the logistic function of your score minus theirs plus the matchup term. An empty slot adds nothing, so this is the board as it stands, not an average over the picks still to come; the pick percentages below are that average.

Opponents

Bans

Bans

A banned brawler is off the table for both teams, as in ranked above Mythic. The picks re-rank around it.

Tap ⊘ on any pick card to ban it from there.

More detail

A ban marks the brawler unavailable for the whole search: it cannot be a candidate, cannot be drawn for either team in any play-out, and never appears in the tree. The chances of every other later pick are renormalised over what is left, so banning a popular brawler or a common counter moves the numbers for every candidate that was weak against it or relied on it being gone. At least six brawlers must stay available.

Best picks for your team

Your chance to win if you pick it now.

Your rank
Lobby
Search time

Your rank

Set this to the rank you are drafting at. It changes how strong each brawler is rated and what the lobby is expected to pick. It only affects the draft agent.

Page range follows the rank range at the top of the page.

More detail

Rank reaches the draft in two ways. First, the model gives each lobby one skill value and moves every brawler's standalone strength along a direction it learned for skill, ectx · vskill × skill. Some brawlers gain with skill and some lose, which is enough to reorder close picks. Synergy and matchups are the same at every rank.

Second, the lobby's popularity (see Lobby) is counted from games at that rank, because what people pick changes with rank too.

A rank here means a whole tier: its skill value is the average over that tier's games on the selected map and dates. Tiers near the top are rare in ranked data, so if a tier has fewer than 20,000 of those games, popularity also counts the ranks just below it until it has enough, and a note says so. The skill value stays the tier's own. Page range uses the page's rank range for both, without changing it.

Lobby

To score a pick, the agent plays out the rest of the draft thousands of times. This sets how it imagines everyone else picking. It never changes how a board is scored.

TypicalPlayers pick what is popular on this map at this rank, and lean toward counters as much as real ranked lobbies do.
Worst caseEvery later pick is the best counter left. A stress test.
More detail

In Typical, each later pick, on both teams, is drawn at random with chance proportional to popularity1.25 × ec × edge. Popularity is how often the brawler is picked in the games selected for the draft (map, dates and rank), with a small floor so a brawler nobody picks stays reachable. Edge is how much the brawler's matchups against the other team add to its team's win logit on that exact board. It is exact, not estimated, because every term of the model is linear in one added brawler.

Both constants are measured and refit every season. The exponent (1.25) is the one that best predicts held-out real picks. The counter strength c = 2 is found by comparing how often lopsided matchups turn up in real games with how often the same teams would meet at random, and matching that to drafts simulated at known strengths. Standalone strength and synergy get no extra weight: once popularity is known they add nothing to predicting real picks, because popularity already reflects them.

Worst case makes every later pick, for both teams, the one that adds the most to its team's win logit. Your own team's later picks are imagined the same way as the opponents' in both settings.

Search time

How long the agent keeps playing out the draft before it stops. A shorter time gives you a final answer sooner, but the numbers may not have settled yet, especially on a slower device. The picks can be clicked the whole time either way.

More detail

This is a cap on wall-clock time, in whole seconds, up to 14. The numbers settle from about 40,000 play-outs. A recent desktop browser gets there in one to two seconds; slower devices take longer. If the search stops before that, a note under the search tree says so, and picks within a point or two of each other should be read as ties.

Pick percentages

Your chance to win if you pick that brawler now, with the rest of the draft played out. On the opponents' turn, it is their chance.

The search runs for up to 14 seconds (see Search time) and the numbers settle as it goes. Low confidence means a pick has not been played out enough yet.

More detail

The agent runs a Monte Carlo search from the current board in a background worker. Every brawler still available is a candidate, and the search spreads its play-outs evenly over all of them, so every card is measured alike.

A play-out puts the candidate on the board, then fills the remaining picks in ranked order (one, two, two, one), drawing each from the Lobby policy. The final pick is not drawn: the win chance is averaged exactly over every brawler that could make it, weighted by its chance. A card's percentage is the mean over all of its play-outs, which makes it the expected win chance over the drafts that could follow that pick.

Results settle from about 40,000 play-outs in total. A card with fewer than 200 of its own says Low confidence, and Not searched is a one-pick estimate shown before the search reaches it. These numbers can sit above or below the win chance on the board, because they already allow for the picks still to come.

The Atlas

Reading the atlas

Color is strength: red is weaker and green is stronger. Size shows pick rate in the selected games. Drag to pan and use + / − to zoom. The numeric strength score is the model’s standalone score: higher is stronger, not a win probability.

Brawler positions come from learned embedding vectors built from all ranked games. Brawlers near each other play similarly; brawlers far apart play differently.

Positions stay fixed because the embedding vectors are based on all ranked games, not retrained for a map or Elo subset.

Grouped vs true distance

Grouped (t-SNE) — t-distributed stochastic neighbour embedding. It fits the 2-D picture so that each point keeps the same near neighbours it had in 64 dimensions, at the cost of the distances between clusters: it preserves local structure and deliberately discards the global scale. Good for "who plays like this brawler", misleading for "how far apart are these two groups".

True distance (PCA) — principal component analysis. It projects onto the two directions of greatest variance, a single linear map applied to everyone. Every distance you see is a real shadow of the distance in 64 dimensions, so the global geometry is honest — but the clusters overlap more, because two axes cannot hold what 64 were carrying.

100%

Strengthweakerstronger
Pick rateLowerHigher

Drag to pan · Positions stay fixed across filters

Brawler Data Table

⚠ Fewer than 100 games in this slice; rates may be noisy. Strength is a model score, not a win probability.

# Brawler Strength Win rate Picked Games