Ruffs Stats & Guide
Ruffs wins 48% of its Ranked matches at the top level (492 matches in the last 21 days). This page shows exactly where Ruffs wins and loses: per mode, per map, and how that is moving.

- Tier
- C tier
- Win rate
- 48% · 492 matches
- Class
- support
- Blind-pick safety
- 4/10
Current meta status
Ruffs is currently C tier at rank #82 with a meta score of 38.9 and a 47.6% win rate over 492 weighted Ranked battles (medium confidence). See the full tier list for the surrounding context.
How Ruffs performs in Ranked right now
Over the last 21 days, Ruffs loses clearly more often than it wins in Ranked: a 48% win rate across 492 matches of top players (reliable).
Ruffs is on the way up: 51% over the last 7 days (113 matches) against 46% in the 14 days before (379 matches).
Counted from Ranked matches of top players over the last 21 days, last updated 2026-11-15. Matches played before the latest balance change count for less.
Ruffs win rate per mode
Players take Ruffs into Gem Grab most often: 37% of its matches are played there, where it wins 49% (180 matches, fairly reliable). Ruffs wins far more often than it loses in Hot Zone: 61% over 49 matches (early signal), 14 points above its overall win rate. Ruffs loses far more often than it wins in Brawl Ball: 36% over 127 matches (fairly reliable), 11 points below its overall win rate. Too few matches to show a win rate: Bounty (20 matches), Heist (7 matches).
Best maps for Ruffs
Ruffs's strongest measured map is Undermine (Gem Grab): 61% over 36 matches (early signal). Its weakest is Hard Rock Mine (Gem Grab): 48% over 113 matches (fairly reliable). Center Stage looks even worse at 26%, but 57 matches is only an early signal. 5 maps have at least 30 Ruffs matches; maps with fewer are left out.
Maps to avoid with Ruffs
On these maps Ruffs loses more often than it wins. The match count tells you how much weight to give each one.
How to read these numbers
A win rate only means something when enough matches sit behind it. Next to every number we say how sure we are:
- reliable — 200 matches or more: a solid basis for a verdict.
- fairly reliable — 80 to 199 matches: enough to spot a real pattern.
- early signal — 30 to 79 matches: a hint, not a verdict.
- too few matches — fewer than 30 matches, so we do not show a win rate yet.
A 60% win rate over 40 matches can easily be luck; a 54% win rate over 800 matches is a real edge. Maps and modes with fewer than 30 matches are listed without a win rate on purpose.
Blind-pick safety
Blind-pick safety is coaching metadata, not a meta ranking: it says how risky Ruffs is to lock in before you can see the enemy draft. Ruffs scores 4/10.
Best build
Gadget: Air Support — Instant damage from above on a fixed spot.
Star Power: Field Promotion — Shield on your supply drops makes your team much more durable.
Gears: Damage + Gadget Charge — Your poke and your buffs both scale.
Buff whoever's holding the objective.
More builds: Best Brawl Stars builds
Strengths
As a support, Ruffs is favoured into marksman, assassin.
- With your damage boost and shield you focus Spike: Spike is fragile and his cactus is easy to dodge.
- With your damage boost and shield you focus Stu: assassins have low HP once their dash is on cooldown.
- With your damage boost and shield you focus Crow: Crow has low HP and relies on poke.
- With your damage boost and shield you focus Leon: Leon is visible as soon as he attacks and has low HP.
Weaknesses
Ruffs struggles against tank, sharpshooter and on maps that do not support the support role.
Counters to watch
Strong against
Mode fit for Ruffs in our coaching model
This is the coaches' view of which modes suit the support role of Ruffs; the measured win rates per mode are higher up on this page.
- Gem Grab — fit 5/10
- Hot Zone — fit 5/10
- Brawl Ball — fit 4/10
Draft advice
Ruffs is a late-pick Brawler. Picking it blind invites a hard counter; take it once the enemy draft is visible.
Learn the pick-order logic in the drafting guide.
When not to pick
Skip Ruffs when the map layout works against the support role, when an unfavourable matchup is still open on the enemy side, or when your team already has the same role covered.