About

What the product tracks

LeaderboardsPlayer, club, and brawler trophy ladders.
  • Player rankings are ordered by trophy snapshots from the public leaderboard data.
  • Club rankings use total club trophies, then add compact enrichment like members, average trophies, top member, prestige, and update age when available.
  • Brawler rankings show the highest trophy players for a selected brawler and estimate non-top-200 placement with percentile-style context where the API allows it.
BrawlersCatalog metadata plus tracked performance stats.
  • Static metadata covers names, rarities, classes, ability text, gadgets, star powers, gears, hypercharges, and icons.
  • Performance rows use tracked battle aggregates. Win rate and pick rate are not hand-authored labels.
  • Tier labels are derived from win rate and sample volume so low-data rows do not look stronger than they are.
MapsLive rotation context and map-level brawler data.
  • The maps page combines layout metadata, mode labels, observed battle volume, and live rotation markers.
  • The spotlight map is the map with the most tracked battles in the current data, not a subjective recommendation.
  • Per-map brawler tables aggregate picks and wins before calculating win rate.
Player profilesPublic account stats, brawler lists, clubs, and recent battles.
  • Profiles use public player data and recent battle logs for current context.
  • Prestige, peak brawlers, club links, and battle rows appear only when the upstream data includes enough information.
  • Team quality labels should be read as formulas based on battle context, not as proof that a player made the correct decision.

Metric rules

Win rateWins divided by picks after counts are aggregated.
wins / picks * 100

Counts are summed before the rate is calculated. A row with 10 picks does not receive the same influence as a row with 1,000 picks.

Pick rateA brawler's picks compared with the eligible tracked pool.
brawler picks / total eligible picks * 100

Pick rate is a popularity and confidence signal. It does not mean the brawler is stronger by itself.

Tier scoreA compact score built from win rate, sample size, and stability.
  • Win rate is the primary input.
  • Volume uses a softened/log-style contribution so popularity matters without dominating.
  • Stability rewards brawlers that qualify across more than one slice of the data.
  • Rows with very low samples are guarded so one lucky batch does not become the top recommendation.
Leaderboard placementTop rows use true rank; non-top rows use calculated context.

When a player or brawler is not in a visible top list, BrawlLens estimates context from available ordered data rather than showing a blank dash. The label is meant to be directional, not a permanent official rank.

Data quality

FreshnessDifferent surfaces update on different rhythms.
  • Static brawler metadata changes only when the source catalog changes.
  • Leaderboards depend on public ranking snapshots.
  • Tracked brawler and map aggregates depend on collected battle rows.
  • Recent battle rows can shift faster than season-level rankings.
Empty statesUsually a filter or sample-size issue, not a broken page.

If a table is empty, the selected map, mode, rarity, class, region, or minimum-pick filter may not have enough matching data. Clearing filters is the fastest check.

InterpretationStats compare signals; they do not remove game context.

A high win rate can come from map shape, mode, team composition, player skill, matchup pool, or sample size. Use the number as a starting signal, then inspect the surrounding columns.

Privacy and contact

PrivacyMost of the app uses public game data and local UI state.
  • No account is required for public lookup and rankings.
  • Player searches request public game data for the searched tag.
  • Small interface preferences can be stored locally in the browser.
  • Contact form submissions use the email you provide so a reply can be sent.
ContactSend bugs, confusing stats, missing data, or design notes.