Highest Rated Maps of All Time
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#1
Halozy - Sentimental Skyscraper
Myouren Hijiri 6.95*
May 27th, 2014
Hollow Wings
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song.
Myouren Hijiri 6.95*
May 27th, 2014
Hollow Wings
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , progression Contains a gradual advancement in difficulty or concept across the map. , marathon A map with a drain time of over 5 minutes. , storyboard Contains a storyboard that enhances gameplay experience. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song.
4.16 / 5.00 from 285 votes
#2
Kalafina - Kimi no Gin no Niwa
Extra 5.13*
Oct 13th, 2014
Hollow Wings
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Extra 5.13*
Oct 13th, 2014
Hollow Wings
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , marathon A map with a drain time of over 5 minutes. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
4.19 / 5.00 from 115 votes
#3
Rohi - Kakuzetsu Thanatos
Rin 6.14*
Feb 13th, 2013
NatsumeRin
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
Rin 6.14*
Feb 13th, 2013
NatsumeRin
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , distance snapped Uses osu's in-built distance snap feature for most/all of the map. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing , finger control Uses complex applications of rhythms in order to test the player's tapping ability. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
4.11 / 5.00 from 111 votes
#4
Jerico - Industrial Nation
Made in Korea 5.47*
Apr 18th, 2015
Kloyd
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Made in Korea 5.47*
Apr 18th, 2015
Kloyd
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.19 / 5.00 from 78 votes
#5
JUNNA - Here
Extra 5.81*
Apr 17th, 2018
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
Extra 5.81*
Apr 17th, 2018
Mirash
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome.
4.04 / 5.00 from 89 votes
#6
APINK - NoNoNo
baka 6.56*
Mar 18th, 2024
Melter
complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design.
baka 6.56*
Mar 18th, 2024
Melter
complex sv Changes slider velocity by large amounts in order to test the player's reading ability. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , playfield usage Includes deliberate use of the playfield within the map design.
4.04 / 5.00 from 84 votes
#7
Traktion - The Near Distant Future
Lapse 5.40*
Apr 13th, 2014
RLC
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Lapse 5.40*
Apr 13th, 2014
RLC
bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.90 / 5.00 from 187 votes
#8
Shimotsuki Haruka - SilentFlame
Gensou 5.76*
Aug 10th, 2018
gust
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Gensou 5.76*
Aug 10th, 2018
gust
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.27 / 5.00 from 36 votes
#9
Yousei Teikoku - Deep Sea
LC 5.18*
Sep 9th, 2013
La Cataline
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
LC 5.18*
Sep 9th, 2013
La Cataline
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design.
4.15 / 5.00 from 49 votes
#10
Hana - Shuumatsu no Bishou
Through the Looking Glass 5.36*
Dec 21st, 2018
PandaHero
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Through the Looking Glass 5.36*
Dec 21st, 2018
PandaHero
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.00 / 5.00 from 89 votes
#11
Cranky - Hanaarashi
Collab Extra 6.15*
May 13th, 2018
Osu Mapman and Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
Collab Extra 6.15*
May 13th, 2018
Osu Mapman and Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , collab A map with two or more associated mappers. , featured artist Features song(s) composed by artists in osu!’s Featured Artist listing
4.16 / 5.00 from 42 votes
#12
siraph - damp damp
incandescence 6.41*
Jul 25th, 2025
surgis
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
incandescence 6.41*
Jul 25th, 2025
surgis
slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.10 / 5.00 from 44 votes
#13
ESTi - HELIX (Edit ver.)
fanzhen's EX 6.53*
Nov 9th, 2015
fanzhen0019
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , repetition Features the use of recognizable identical patterns or gameplay elements. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
fanzhen's EX 6.53*
Nov 9th, 2015
fanzhen0019
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , repetition Features the use of recognizable identical patterns or gameplay elements. , spaced streams Streams with large spacing, typically ones where the notes don't overlap. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.00 / 5.00 from 66 votes
#14
Lia - Kokoro ni Todoku Uta
Holo 5.03*
May 2nd, 2011
Holoaz
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
Holo 5.03*
May 2nd, 2011
Holoaz
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
4.07 / 5.00 from 50 votes
#15
Black Hole - Pluto
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , accelerating bpm Features progressively increasing tempo.
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , accelerating bpm Features progressively increasing tempo.
3.93 / 5.00 from 86 votes
#16
Hitori Tori - perthed again (yambabom remix)
Zapy's Extra 6.55*
May 5th, 2015
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , geometric Incorporates geometric shapes within the map's visual design.
Zapy's Extra 6.55*
May 5th, 2015
Zapy
symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , geometric Incorporates geometric shapes within the map's visual design.
3.92 / 5.00 from 84 votes
#17
Ciel - If you're my destiny, end this fated determination.
Cruel Fate 6.02*
Jun 26th, 2018
Kalibe
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , marathon A map with a drain time of over 5 minutes.
Cruel Fate 6.02*
Jun 26th, 2018
Kalibe
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , marathon A map with a drain time of over 5 minutes.
4.00 / 5.00 from 56 votes
#18
Gesu no Kiwami Otome. - Romance ga Ariamaru
Extra 5.72*
Dec 19th, 2020
toybot
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 5.72*
Dec 19th, 2020
toybot
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.99 / 5.00 from 59 votes
#19
Yousei Teikoku - Mischievous of Alice
Extreme 6.29*
Apr 6th, 2018
Delis
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
Extreme 6.29*
Apr 6th, 2018
Delis
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
4.09 / 5.00 from 41 votes
#20
Yorushika - Hachigatsu, Bou, Tsukiakari
Collab Extra 7.10*
May 22nd, 2019
Delis and Mirash
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , collab A map with two or more associated mappers. , geometric Incorporates geometric shapes within the map's visual design.
Collab Extra 7.10*
May 22nd, 2019
Delis and Mirash
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , collab A map with two or more associated mappers. , geometric Incorporates geometric shapes within the map's visual design.
3.82 / 5.00 from 106 votes
#21
07th Expansion - Eiji Kuinbii
Collapse 4.64*
Dec 27th, 2011
Natteke
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Collapse 4.64*
Dec 27th, 2011
Natteke
streams Patterns requiring continuous movement and alternating, typically more than 9 notes. , simple Accessible and straightforward map design. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.89 / 5.00 from 72 votes
#22
Siestail - Magic Lip Service
Magic Lip Service to You 5.48*
May 6th, 2016
Hollow Wings
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , chaotic Unpredictable map design, often testing unusual skillsets. , storyboard Contains a storyboard that enhances gameplay experience.
Magic Lip Service to You 5.48*
May 6th, 2016
Hollow Wings
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , chaotic Unpredictable map design, often testing unusual skillsets. , storyboard Contains a storyboard that enhances gameplay experience.
4.08 / 5.00 from 40 votes
#23
Falcom Sound Team jdk - The Azure Arbitrator
Chrono Collapse 7.68*
Jun 4th, 2016
jonathanlfj
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
Chrono Collapse 7.68*
Jun 4th, 2016
jonathanlfj
marathon A map with a drain time of over 5 minutes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design.
3.86 / 5.00 from 75 votes
#24
hasu - Warcry
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , stamina Tests a player's ability to tap dense rhythms over long periods of time. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , tournament custom A custom map for a playing tournament. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.21 / 5.00 from 23 votes
#25
Silversun Pickups - Lazy Eye
Crossing the Burning Horizon 6.49*
Oct 11th, 2017
squirrelpascals
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Crossing the Burning Horizon 6.49*
Oct 11th, 2017
squirrelpascals
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , marathon A map with a drain time of over 5 minutes. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.83 / 5.00 from 74 votes
#26
Dark PHOENiX - Taketori Hishou
Extra 5.64*
Feb 23rd, 2011
KanbeKotori
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
Extra 5.64*
Feb 23rd, 2011
KanbeKotori
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design. , symmetrical Employs symmetry within the map design, often mirroring elements along the horizontal centreline.
4.00 / 5.00 from 37 votes
#27
Ito Kanako - Glass no Kutsu
Saya 4.41*
May 10th, 2017
Delis
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
Saya 4.41*
May 10th, 2017
Delis
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , geometric Incorporates geometric shapes within the map's visual design.
4.12 / 5.00 from 29 votes
#28
Mago de Oz - Xanandra
Insane 6.23*
Mar 2nd, 2014
Luvdic
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , repetition Features the use of recognizable identical patterns or gameplay elements. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
Insane 6.23*
Mar 2nd, 2014
Luvdic
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , repetition Features the use of recognizable identical patterns or gameplay elements. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line.
3.77 / 5.00 from 90 votes
#29
Akiyama Uni - Odoru Mizushibuki
Death Dance 7.26*
Dec 15th, 2015
Hollow Wings
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
Death Dance 7.26*
Dec 15th, 2015
Hollow Wings
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay.
3.74 / 5.00 from 97 votes
#30
Acme Iku - chaosmaid (demo)
Lesjuh '09 5.40*
Nov 28th, 2011
Lesjuh
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
Lesjuh '09 5.40*
Nov 28th, 2011
Lesjuh
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , geometric Incorporates geometric shapes within the map's visual design.
3.81 / 5.00 from 56 votes
#31
Drake - Nice For What
Expert 6.10*
Jan 10th, 2019
UndeadCapulet
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
Expert 6.10*
Jan 10th, 2019
UndeadCapulet
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , difficulty spike Contains a sudden and significant increase in challenge within the map's gameplay. , messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , freeform An unrestrained and loose approach towards visual structure.
3.66 / 5.00 from 132 votes
#32
Yin Lin - Lu Gu Xun Meng
May 5.25*
Mar 6th, 2019
AIR
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
May 5.25*
Mar 6th, 2019
AIR
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects. , slidershapes Uses a large variety of slider designs.
3.97 / 5.00 from 29 votes
#33
Liz Triangle - Koisuru <3 Recipe
Lunatic 5.28*
Jun 23rd, 2024
Holoaz
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Lunatic 5.28*
Jun 23rd, 2024
Holoaz
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , clean Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.76 / 5.00 from 54 votes
#34
Cocteau Twins - Summerhead
nomadic 5.87*
Nov 21st, 2023
mapping cancer
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
nomadic 5.87*
Nov 21st, 2023
mapping cancer
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , flow aim Patterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.73 / 5.00 from 63 votes
#35
Shimotsuki Haruka - Re:Call
Re:Call 4.95*
Apr 4th, 2015
ID => 1269067
gimmick Focused on a single unique design or gameplay idea. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Re:Call 4.95*
Apr 4th, 2015
ID => 1269067
gimmick Focused on a single unique design or gameplay idea. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , sharp aim Patterns with heavy use of sharp angle movement, either between circles or into sliders. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.73 / 5.00 from 61 votes
#36
jun - KIMONO <3 PRINCESS
deetz' EX 6.09*
Jan 6th, 2024
ac8129464363
wide aim Patterns, usually jumps, with heavy use of wide angle movement.
deetz' EX 6.09*
Jan 6th, 2024
ac8129464363
wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.71 / 5.00 from 64 votes
#37
Chikamori Kayako - Kigurumi Sungeki
Labyrinth of Steam 6.39*
May 6th, 2021
Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tournament custom A custom map for a playing tournament. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , geometric Incorporates geometric shapes within the map's visual design.
Labyrinth of Steam 6.39*
May 6th, 2021
Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , tournament custom A custom map for a playing tournament. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , geometric Incorporates geometric shapes within the map's visual design.
3.64 / 5.00 from 93 votes
#38
LiLA'c Records - Maze of Vapor (Brutal Core mix)
Mirash's Extra 6.15*
Dec 30th, 2022
Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , tournament custom A custom map for a playing tournament.
Mirash's Extra 6.15*
Dec 30th, 2022
Mirash
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , tournament custom A custom map for a playing tournament.
3.99 / 5.00 from 23 votes
#39
BAND-MAID - RINNE
REINCARNATION 6.75*
Jul 20th, 2020
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets.
REINCARNATION 6.75*
Jul 20th, 2020
Delis
progression Contains a gradual advancement in difficulty or concept across the map. , high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , chaotic Unpredictable map design, often testing unusual skillsets.
3.67 / 5.00 from 73 votes
#40
Hiroyuki Sawano feat. Mika Kobayashi - Bios
LKs' Another 6.11*
Jun 28th, 2012
LKs
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , freeform An unrestrained and loose approach towards visual structure.
LKs' Another 6.11*
Jun 28th, 2012
LKs
improvisation Uses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , freeform An unrestrained and loose approach towards visual structure.
3.81 / 5.00 from 40 votes
#41
Sound Horizon - Raijin no Hidariude
Insane 5.24*
Jul 27th, 2010
AngelHoney
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , custom skin Utilizes custom skin elements and graphics.
Insane 5.24*
Jul 27th, 2010
AngelHoney
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , storyboard Contains a storyboard that enhances gameplay experience. , custom skin Utilizes custom skin elements and graphics.
3.78 / 5.00 from 41 votes
#42
ESTi - HELIX (Edit ver.)
EX EX 6.83*
Nov 9th, 2015
Hollow Wings
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , geometric Incorporates geometric shapes within the map's visual design. , low sv Features prominent low sv usage as a key part of map design. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
EX EX 6.83*
Nov 9th, 2015
Hollow Wings
aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , geometric Incorporates geometric shapes within the map's visual design. , low sv Features prominent low sv usage as a key part of map design. , slider tech Tests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.65 / 5.00 from 75 votes
#43
IOSYS - Hinarin no Yakui Kankei (Edit ver.)
Kuru-kurunatic 6.46*
Dec 7th, 2023
Luscent
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , tournament custom A custom map for a playing tournament. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Kuru-kurunatic 6.46*
Dec 7th, 2023
Luscent
repetition Features the use of recognizable identical patterns or gameplay elements. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , linear aim Patterns, usually jumps, that require the player to move continuously in a straight or nearly straight line. , tournament custom A custom map for a playing tournament. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult.
3.61 / 5.00 from 89 votes
#44
Koronba - Iwashi ga Tsuchi kara Haete Kurunda
Sardine 5.08*
Apr 21st, 2018
Damnjelly
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
Sardine 5.08*
Apr 21st, 2018
Damnjelly
wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , visually dense Contains patterns where the amount of visible notes makes determining note order and/or timing difficult. , geometric Incorporates geometric shapes within the map's visual design.
3.81 / 5.00 from 33 votes
#45
paraoka feat. haru*nya - Tyranny
melon's KACHOW 7.58*
Feb 18th, 2025
melonboy
tournament custom A custom map for a playing tournament. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
melon's KACHOW 7.58*
Feb 18th, 2025
melonboy
tournament custom A custom map for a playing tournament. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.87 / 5.00 from 27 votes
#46
Hana - Sakura no Uta
litoluna's Extra 5.83*
Dec 4th, 2015
litoluna
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
litoluna's Extra 5.83*
Dec 4th, 2015
litoluna
jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , simple Accessible and straightforward map design. , download unavailable Cannot be downloaded from the osu! website, often due to a DMCA takedown notice.
3.79 / 5.00 from 34 votes
#47
Jin Yan Xie - Dancing Kong Fu
Insane 4.88*
Dec 16th, 2011
bakabaka
wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Insane 4.88*
Dec 16th, 2011
bakabaka
wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.63 / 5.00 from 67 votes
#48
Tiny Moving Parts - Good Enough / Birdhouse / Minnow
Indecisive Forthcomings 6.08*
Mar 4th, 2019
vrnl
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , marathon A map with a drain time of over 5 minutes. , multi-song Contains multiple songs within the audio. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
Indecisive Forthcomings 6.08*
Mar 4th, 2019
vrnl
messy Visually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects. , jump aim Focuses heavily on jumps, i.e. circles spaced far apart that require the player to move towards, slow down to hit, then speed up to move towards the next object. , marathon A map with a drain time of over 5 minutes. , multi-song Contains multiple songs within the audio. , variable timing Contains multiple timing points, usually required for songs not recorded to a metronome. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , aim control Patterns with velocity or direction changes which strongly go against a player's natural movement pattern. , slidershapes Uses a large variety of slider designs. , freeform An unrestrained and loose approach towards visual structure.
3.89 / 5.00 from 25 votes
#49
DystopiaGround - AugoEidEs
Aphotic 5.96*
Sep 16th, 2012
happy30
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
Aphotic 5.96*
Sep 16th, 2012
happy30
progression Contains a gradual advancement in difficulty or concept across the map. , wide aim Patterns, usually jumps, with heavy use of wide angle movement. , bursts Patterns requiring continuous movement and alternating, typically 9 notes or less. , marathon A map with a drain time of over 5 minutes. , freeform An unrestrained and loose approach towards visual structure.
3.69 / 5.00 from 44 votes
#50
Hail the Sun - Missed Injections
Underwater 6.39*
Oct 12th, 2020
Hobbes2
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
Underwater 6.39*
Oct 12th, 2020
Hobbes2
high contrast Uses flashy ideas to follow changes in the music, creating stark differences between different sections of the song. , wide aim Patterns, usually jumps, with heavy use of wide angle movement.
3.80 / 5.00 from 30 votes
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The chart is based on an implementation of the Bayesian average method. It updates once every day.
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Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
Info
The chart is based on an implementation of the Bayesian average method. It updates once every day.
The next update will happen in ---
Ratings are weighed based on user rating quality, one contributing factor being their rating distribution.
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