Method

How the meta score is calculated

Every number on the tier lists, and where it comes from. Including what it cannot tell you.

The meta score is a single 0–10 number combining how well a brawler performs (75% of the score) with how much it is actually played (25%). It is computed from real battles, not votes, opinion or a panel — and every figure on this page is read directly from the code that produces the lists, so it cannot drift out of date.

Sampling real battles

Every two hours the sampler walks the global leaderboards and reads the battle logs of the players it finds. A battle log holds a player's last ~25 battles and there is no history endpoint, so anything played between visits is lost permanently — the two-hour interval is set by that, not by cost.

The Ranked list counts competitive battles only. Ranked matchmaking pairs comparable opponents, so what is left reflects the brawler rather than who was holding it. The trophy list counts ladder battles, showdown included.

Adjusting the win rate for mode

A raw win rate is not comparable across brawlers, because modes are not comparable. Finishing top four of ten in showdown caps the achievable rate near 40%; the same cohort wins closer to 78% in Brawl Ball. Ranking both on one number puts every showdown brawler at the bottom regardless of how good it is.

So each brawler is measured against the average for the mix of modes it is actually played in, and the difference is re-centred on 50%. An adjusted rate of 53% means “three points better than average, given where this brawler gets played”.

Pulling thin samples toward the average

A 90% win rate over 50 battles is not better than an 86% rate over 1,300, but a naive ranking says it is. Every rate is therefore blended with the average, weighted by 50 pseudo-battles: a brawler needs roughly that many decided battles before its own record outweighs the prior, which is about where the noise stops dominating.

Below 20 decided battles a brawler is not rated at all. “We have not measured this” and “we measured this and it is bad” are different claims, and collapsing them is how tier lists end up implying the second about brawlers they have three battles for.

Correcting for who is holding it

A win rate says the side holding a brawler won. It does not say the brawler is why. Strong players gravitate toward particular brawlers and carry their results with them, and step 2 corrects for where a brawler is played, not who is playing it.

So each brawler is also measured a second way: every player's win rate with it, minus that same player's win rate without it. Comparing a player against themselves removes skill exactly. The published figure is the average of the two estimates, because they are wrong about different things — the first carries the skill of whoever played it, the second compares a showdown specialist's showdown games against their own Brawl Ball games.

The two agree closely (r = +0.77) and disagree where it matters. Bibi ranked 96th on win rate alone and 16th once every player was compared against their own average, because she is played mostly by weaker accounts and their results were being read as hers.

Adding pick rate, on a log scale

Win rate alone cannot tell a genuinely strong staple from a niche pick that happens to win. A brawler played in 0.13% of battles at 52% and one played in 3.4% at 52% score the same, even though only the second is shaping the meta.

Pick rate is log-scaled, because the roster spans two orders of magnitude of usage. On a linear scale everything outside the top handful collapses into the same value.

Fixing the scale, and checking it stays fixed

Both measurements are mapped onto 0–1 between fixed anchors, so a score means the same thing from one week to the next rather than being rescaled by whoever happens to be present. The anchors sit just outside each list's own 5th–95th percentile:

ListAdjusted win ratePick rate
ranked45% – 56%0.04% – 5%
trophy44% – 56%0.20% – 3%

Fixed is not the same as permanent, and that distinction has already cost these lists their calibration once. The anchors were set before the sampling rate rose eighteenfold in August 2026 and nothing re-derived them, so by late September 42% of the Ranked roster sat in D while 41% of the trophy roster sat in S or A. Nothing failed and nobody was told. They are now re-measured on every sampler run, and drifting back outside the scale is reported rather than absorbed.

Turning the score into a tier

The cut-offs are plain thresholds on the score:

  • S7.5+
  • A6.5+
  • B5.5+
  • C4+
  • D3+
  • E2+
  • Fbelow 2

What the meta score cannot tell you

The honest limits, because a number without them is worth less.

  • It mixes strength with popularity, on purpose

    Pick rate is 25% of the score. That weight is measured, not chosen: against an estimator that controls for player skill exactly, the adjusted win rate scores r = +0.77 and pick rate r = +0.22, so popularity is a weak but real strength signal rather than noise — and its share of the combined signal is about a fifth, which is the weight it now carries. It was 35%, where it produced 45% of the actual spread and moved brawlers forty places on popularity alone. Even so, a popular brawler with a mediocre record will still outscore an unpopular one with a better record. Both numbers are printed on every row so you can weigh them yourself.

  • The skill correction is partial, not complete

    Step 4 removes the effect of who is holding a brawler, but the estimator behind it compares a player's games with a brawler against all their other games, across every mode. A specialist is therefore compared against their own play elsewhere, which is its own bias — smaller than the one it removes, and pointing the other way, which is why the two estimates are averaged rather than one being picked. A brawler carried by too few players is not corrected at all and falls back to the mode-adjusted rate.

  • It does not control for who is playing

    A win rate says the brawler was on the winning side, not that it caused the win. Strong players gravitate toward particular brawlers, and the adjustment above corrects for the modes a brawler is played in, not the skill of the people playing it.

  • It is a sample, not a census

    Battles come from players reachable through the global leaderboards and their recent opponents, so the numbers lean toward more active accounts than the game as a whole.

  • The two lists are not comparable

    Ranked and the trophy ladder are different populations against different denominators, and each is calibrated against its own distribution. A 7.0 on one is not a 7.0 on the other, which is why they are never shown side by side.

Questions

How is the Brawl Stars meta score calculated?
The meta score is a 0-10 number combining two measurements: an adjusted win rate, worth 75%, and a log-scaled pick rate, worth 25%. Both come from real battles sampled from global-leaderboard players every two hours, and the Ranked list counts competitive battles only.
What is an adjusted win rate?
A brawler's raw win rate is compared against the average for the modes it is actually played in, then re-centred on 50%. A showdown brawler is judged against showdown, where finishing in the top half caps the ceiling near 40%, and a Brawl Ball brawler against Brawl Ball, where the same cohort wins far more often. One number for both would put every showdown brawler at the bottom.
Why do rarely-played brawlers not top the tier list?
Every win rate is pulled toward the average by 50 pseudo-battles, so a brawler needs roughly that many decided battles before its own record outweighs the prior. Without it the top of the list was whichever rarely-played brawler had a lucky week. Anything under 20 decided battles is not rated at all.
Does the tier list account for player skill?
Partly, and deliberately. Alongside the plain win rate each brawler is measured a second way: every player's win rate with it minus that same player's win rate without it, which removes player skill exactly because it compares people against themselves. The published strength is the average of the two, because each is biased in a different direction. It changes real placements — one brawler ranked 96th on win rate alone and 16th once every player was compared against their own average.
Are the Ranked and trophy scores comparable?
No. They are different populations measured against different denominators, so each list is calibrated against its own distribution. A 7.0 on the Ranked list and a 7.0 on the trophy list are not the same claim, which is why the two are never shown side by side.

See it applied on the Ranked tier list and the trophy tier list, or disagree with it in the tier list maker. Sample sizes behind every figure are on the lists themselves; the roll-ups they are computed from hold 120 days of history.