Highest Rated Maps of All Time
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#651
Linkin Park - Guilty All The Same (feat. Rakim)
ACT 3B | "SHACKLES OF GREED" 6.47*
Dec 7th, 2022
pw384
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6., marathonA map with a drain time of over 5 minutes., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
ACT 3B | "SHACKLES OF GREED" 6.47*
Dec 7th, 2022
pw384
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6., marathonA map with a drain time of over 5 minutes., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.77
from
32 votes
#652
Kanon Wakeshima - Love your enemies
Extra 5.78*
May 26th, 2017
Delis
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extra 5.78*
May 26th, 2017
Delis
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.82
from
30 votes
#653
Camellia - Kimi ga Shinu no o Nagamete Iru yo
Extra 6.35*
May 25th, 2019
pishifat
simpleAccessible and straightforward map design., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., progressionContains a gradual advancement in difficulty or concept across the map.
Extra 6.35*
May 25th, 2019
pishifat
simpleAccessible and straightforward map design., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., progressionContains a gradual advancement in difficulty or concept across the map.
3.61
from
71 votes
#654
yambabom - Over my head
Insane AR10 6.31*
Aug 18th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Insane AR10 6.31*
Aug 18th, 2012
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.86
from
24 votes
#655
Yorushika - Itte.
Clearly 5.10*
Jun 19th, 2019
ac8129464363
repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Clearly 5.10*
Jun 19th, 2019
ac8129464363
repetitionFeatures the use of recognizable identical patterns or gameplay elements., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.68
from
45 votes
#656
Jenny Rom - The Game of Love (E=MC2) Mix
Insane 4.90*
Mar 31st, 2010
ztrot
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
Insane 4.90*
Mar 31st, 2010
ztrot
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., distance snappedUses osu's in-built distance snap feature for most/all of the map.
3.83
from
29 votes
#657
Hatsune Miku - Sakura Zensen Ijou Nashi
Ijou Nashi 6.20*
Apr 24th, 2012
Lalarun
simpleAccessible and straightforward map design., gimmickFocused on a single unique design or gameplay idea., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Ijou Nashi 6.20*
Apr 24th, 2012
Lalarun
simpleAccessible and straightforward map design., gimmickFocused on a single unique design or gameplay idea., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.75
from
36 votes
#658
DystopiaGround - AugoEidEs
Aphotic 6.18*
Sep 16th, 2012
happy30
marathonA map with a drain time of over 5 minutes., freeformAn unrestrained and loose approach towards visual structure., progressionContains a gradual advancement in difficulty or concept across the map., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., storyboardContains a storyboard that enhances gameplay experience.
Aphotic 6.18*
Sep 16th, 2012
happy30
marathonA map with a drain time of over 5 minutes., freeformAn unrestrained and loose approach towards visual structure., progressionContains a gradual advancement in difficulty or concept across the map., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., storyboardContains a storyboard that enhances gameplay experience.
3.68
from
44 votes
#659
The Ting Tings - Keep Your Head (NIGHTMARECORE MIX)
NiGHtCoREEzZZ~ 5.97*
Jan 26th, 2017
Jarby
storyboardContains a storyboard that enhances gameplay experience., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., distance snappedUses osu's in-built distance snap feature for most/all of the map., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design.
NiGHtCoREEzZZ~ 5.97*
Jan 26th, 2017
Jarby
storyboardContains a storyboard that enhances gameplay experience., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., distance snappedUses osu's in-built distance snap feature for most/all of the map., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high svFeatures prominent high slider velocity usage as a key part of map design.
4.28
from
21 votes
#660
umu. - Dareka no Shinzou ni Nareta Nara
Expert 6.80*
May 11th, 2020
xbopost
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
Expert 6.80*
May 11th, 2020
xbopost
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
3.86
from
28 votes
#661
Akiyama Uni - Odoru Mizushibuki
Extra 6.61*
Dec 15th, 2015
Hollow Wings
high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., jump aimFocuses 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 aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
Extra 6.61*
Dec 15th, 2015
Hollow Wings
high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., jump aimFocuses 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 aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
3.76
from
31 votes
#662
Shimotsuki Haruka - Secret Liqueur
Last Order 6.87*
Dec 5th, 2017
Fushimi Rio and ID => 1269067
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., jump aimFocuses 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., collabA map with two or more associated mappers., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Last Order 6.87*
Dec 5th, 2017
Fushimi Rio and ID => 1269067
marathonA map with a drain time of over 5 minutes., simpleAccessible and straightforward map design., jump aimFocuses 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., collabA map with two or more associated mappers., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.63
from
69 votes
#663
CLIFF EDGE feat. Nakamura Maiko - The Distance
Master 5.55*
Mar 2nd, 2017
hehe
gimmickFocused on a single unique design or gameplay idea., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Master 5.55*
Mar 2nd, 2017
hehe
gimmickFocused on a single unique design or gameplay idea., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.79
from
32 votes
#664
Keeno - EOS
Insane 5.32*
Sep 25th, 2016
Yoges
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
Insane 5.32*
Sep 25th, 2016
Yoges
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult.
3.70
from
39 votes
#665
New Order - Temptation
Green Eyes Blue Eyes Grey Eyes 4.61*
Dec 30th, 2024
pumice
marathonA map with a drain time of over 5 minutes., freeformAn unrestrained and loose approach towards visual structure., finger controlUses complex applications of rhythms in order to test the player's tapping ability., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Green Eyes Blue Eyes Grey Eyes 4.61*
Dec 30th, 2024
pumice
marathonA map with a drain time of over 5 minutes., freeformAn unrestrained and loose approach towards visual structure., finger controlUses complex applications of rhythms in order to test the player's tapping ability., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.71
from
39 votes
#666
Nanahoshi Kangengakudan - Meikaruza
Extra 5.79*
Oct 10th, 2015
pkk
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
Extra 5.79*
Oct 10th, 2015
pkk
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., simpleAccessible and straightforward map design., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects.
3.65
from
55 votes
#667
paraoka feat. haru*nya - Tyranny
melon's KACHOW 7.91*
Feb 18th, 2025
melonboy
tournament customA custom map for a playing tournament., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
melon's KACHOW 7.91*
Feb 18th, 2025
melonboy
tournament customA custom map for a playing tournament., jump aimFocuses 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 aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.83
from
27 votes
#668
FELT - New World
z1's Another 6.13*
Jan 16th, 2018
z1085684963
geometricIncorporates geometric shapes within the map's visual design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
z1's Another 6.13*
Jan 16th, 2018
z1085684963
geometricIncorporates geometric shapes within the map's visual design., repetitionFeatures the use of recognizable identical patterns or gameplay elements., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.88
from
23 votes
#669
eyemedia - Bloody Purity
Expert 5.02*
Apr 6th, 2013
tsuka
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Expert 5.02*
Apr 6th, 2013
tsuka
cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
4.07
from
26 votes
#670
Feryquitous - Qavsell
Expert 6.13*
Mar 9th, 2023
coco
simpleAccessible and straightforward map design., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., geometricIncorporates geometric shapes within the map's visual design.
Expert 6.13*
Mar 9th, 2023
coco
simpleAccessible and straightforward map design., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., geometricIncorporates geometric shapes within the map's visual design.
3.61
from
62 votes
#671
rN - My Dearest Nightmare
Expert 8.05*
Aug 20th, 2021
Mirash
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., slidershapesUses a large variety of slider designs., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Expert 8.05*
Aug 20th, 2021
Mirash
messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., slidershapesUses a large variety of slider designs., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.88
from
22 votes
#672
Kenshi Yonezu - KICK BACK
IMPURE'S CHAIN 6.73*
Nov 12th, 2022
Eithne
techTests uncommon skills., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
IMPURE'S CHAIN 6.73*
Nov 12th, 2022
Eithne
techTests uncommon skills., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.71
from
41 votes
#673
Henry Salvia, Kathleen Enright - Brick by Brick
Tock by Tick 6.46*
Jan 26th, 2022
moonpoint
geometricIncorporates geometric shapes within the map's visual design., progressionContains a gradual advancement in difficulty or concept across the map., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
Tock by Tick 6.46*
Jan 26th, 2022
moonpoint
geometricIncorporates geometric shapes within the map's visual design., progressionContains a gradual advancement in difficulty or concept across the map., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
3.65
from
49 votes
#674
Nanamori-chu * Goraku-bu - My Pace de Ikimashou
Yuri 5.92*
Oct 12th, 2011
bakabaka
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Yuri 5.92*
Oct 12th, 2011
bakabaka
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.64
from
55 votes
#675
Manabu Namiki - Tenshi
Inbachi 8.98*
Oct 5th, 2013
Snow Note
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Inbachi 8.98*
Oct 5th, 2013
Snow Note
simpleAccessible and straightforward map design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.78
from
30 votes
#676
Ayakura Mei + mican* - Saigetsu
Hard 4.54*
Dec 24th, 2010
James and Alace
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Hard 4.54*
Dec 24th, 2010
James and Alace
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., colorhaxFeatures intentional use of combo colors aligning with the intensity, structure, or other traits of the song. Often used to create a more visually immersive experience., simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.19
from
24 votes
#677
FELT - our song
expert 5.89*
Dec 25th, 2019
UndeadCapulet
freeformAn unrestrained and loose approach towards visual structure., progressionContains a gradual advancement in difficulty or concept across the map., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
expert 5.89*
Dec 25th, 2019
UndeadCapulet
freeformAn unrestrained and loose approach towards visual structure., progressionContains a gradual advancement in difficulty or concept across the map., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures.
3.78
from
31 votes
#678
Troye Sivan - Rush
My High 5.36*
Feb 4th, 2024
yiyi
simpleAccessible and straightforward map design., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
My High 5.36*
Feb 4th, 2024
yiyi
simpleAccessible and straightforward map design., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.58
from
80 votes
#679
Kanpyohgo - Unmei no Dark Side -Rolling Gothic mix
yf's Expert 6.48*
Mar 28th, 2017
yf_bmp
mapping contestAn entry for a mapping contest., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
yf's Expert 6.48*
Mar 28th, 2017
yf_bmp
mapping contestAn entry for a mapping contest., simpleAccessible and straightforward map design., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.80
from
30 votes
#680
Junky Infinity ChouCho - Kagaribi
Whisper 6.92*
Apr 7th, 2021
Kalibe
marathonA map with a drain time of over 5 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., storyboardContains a storyboard that enhances gameplay experience.
Whisper 6.92*
Apr 7th, 2021
Kalibe
marathonA map with a drain time of over 5 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., storyboardContains a storyboard that enhances gameplay experience.
3.80
from
29 votes
#681
t+pazolite - cheatreal
RLC's Extra 5.92*
Mar 30th, 2015
RLC
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
RLC's Extra 5.92*
Mar 30th, 2015
RLC
simpleAccessible and straightforward map design., jump aimFocuses 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.78
from
30 votes
#682
556t - moon
end 6.73*
Dec 4th, 2021
revurii
wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., slidershapesUses a large variety of slider designs.
end 6.73*
Dec 4th, 2021
revurii
wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., slidershapesUses a large variety of slider designs.
3.87
from
23 votes
#683
Mysteka - Hesperos
3dyoshispin 6.53*
May 16th, 2022
Acylica
tournament customA custom map for a playing tournament., techTests uncommon skills., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience., keysoundsContains hitsounds that use various pitched samples to create a melody, typically following one within the song.
3dyoshispin 6.53*
May 16th, 2022
Acylica
tournament customA custom map for a playing tournament., techTests uncommon skills., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience., keysoundsContains hitsounds that use various pitched samples to create a melody, typically following one within the song.
3.69
from
44 votes
#684
Hanatan - Airman ga Taosenai (SOUND HOLIC Ver.)
CRN's Extra 6.36*
Apr 25th, 2014
caren_sk
simpleAccessible and straightforward map design., jump aimFocuses 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 aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
CRN's Extra 6.36*
Apr 25th, 2014
caren_sk
simpleAccessible and straightforward map design., jump aimFocuses 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 aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.71
from
36 votes
#685
False Noise - Space Angel
†Seraphim's Divine Choir† 6.44*
Dec 29th, 2020
Lince Cosmico, Julian Alvarez and MaestroSplinter
collabA map with two or more associated mappers., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., slidershapesUses a large variety of slider designs., mapping contestAn entry for a mapping contest., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
†Seraphim's Divine Choir† 6.44*
Dec 29th, 2020
Lince Cosmico, Julian Alvarez and MaestroSplinter
collabA map with two or more associated mappers., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., slidershapesUses a large variety of slider designs., mapping contestAn entry for a mapping contest., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.55
from
97 votes
#686
The Doors - Light My Fire
Light My Fire 5.27*
Jan 15th, 2025
moonpoint
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6., marathonA map with a drain time of over 5 minutes., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
Light My Fire 5.27*
Jan 15th, 2025
moonpoint
precisionColloquial term for maps which require fine, precise movement to aim correctly. Typically refers to maps with circle sizes above and including 6., marathonA map with a drain time of over 5 minutes., wide aimPatterns, usually jumps, with heavy use of wide angle movement., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.76
from
34 votes
#687
senya - Kanjou Chemistry (Drum 'n' Bass Remix)
Exw 5.78*
Aug 22nd, 2013
wring
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Exw 5.78*
Aug 22nd, 2013
wring
simpleAccessible and straightforward map design., jump aimFocuses 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.79
from
30 votes
#688
Lily - Scarlet Rose
0108 style 5.79*
Jan 27th, 2012
val0108
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
0108 style 5.79*
Jan 27th, 2012
val0108
altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., slidershapesUses a large variety of slider designs., storyboardContains a storyboard that enhances gameplay experience., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, high tickrateUtilizes a high slider tickrate setting, requiring players to aim sliders more accurately to avoid breaking combo.
3.52
from
149 votes
#689
SWAN K feat. Asuka M - LOVE B.B.B
subahibi's Atomosphere 6.95*
Jul 29th, 2024
subahibi
techTests uncommon skills., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
subahibi's Atomosphere 6.95*
Jul 29th, 2024
subahibi
techTests uncommon skills., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.68
from
42 votes
#690
Camellia - Routing
Metro 7.09*
May 15th, 2024
wyit
gimmickFocused on a single unique design or gameplay idea., geometricIncorporates geometric shapes within the map's visual design., slidershapesUses a large variety of slider designs., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Metro 7.09*
May 15th, 2024
wyit
gimmickFocused on a single unique design or gameplay idea., geometricIncorporates geometric shapes within the map's visual design., slidershapesUses a large variety of slider designs., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.58
from
74 votes
#691
Dustvoxx - Deep Dream
#{{Lu:cid]$ 7.39*
Jan 31st, 2022
garvanturr
finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
#{{Lu:cid]$ 7.39*
Jan 31st, 2022
garvanturr
finger controlUses complex applications of rhythms in order to test the player's tapping ability., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.82
from
27 votes
#692
M2U - Placebo Dying
ExtrA 6.32*
Dec 1st, 2012
AngelHoney
freeformAn unrestrained and loose approach towards visual structure., jump aimFocuses 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
ExtrA 6.32*
Dec 1st, 2012
AngelHoney
freeformAn unrestrained and loose approach towards visual structure., jump aimFocuses 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
3.64
from
53 votes
#693
SYUNN - Megalara Garuda
rustbell 9.43*
Nov 22nd, 2016
rustbell
chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'.
rustbell 9.43*
Nov 22nd, 2016
rustbell
chaoticUnpredictable map design, often testing unusual skillsets., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'.
3.84
from
25 votes
#694
Minami Yasuhiro - carnation.lnk
Deconcentration 7.64*
Aug 4th, 2021
Hollow Wings
wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., high svFeatures prominent high slider velocity usage as a key part of map design.
Deconcentration 7.64*
Aug 4th, 2021
Hollow Wings
wide aimPatterns, usually jumps, with heavy use of wide angle movement., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., high svFeatures prominent high slider velocity usage as a key part of map design.
3.70
from
41 votes
#695
yuikonnu & ayaponzu* - Super Nuko World
Guy's Extra 6.09*
Jan 3rd, 2015
Guy
simpleAccessible and straightforward map design., jump aimFocuses 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
Guy's Extra 6.09*
Jan 3rd, 2015
Guy
simpleAccessible and straightforward map design., jump aimFocuses 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
3.59
from
70 votes
#696
Space Cube - Session
Terpsichore 6.89*
Sep 1st, 2026
Bive
geometricIncorporates geometric shapes within the map's visual design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., repetitionFeatures the use of recognizable identical patterns or gameplay elements., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., marathonA map with a drain time of over 5 minutes., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
Terpsichore 6.89*
Sep 1st, 2026
Bive
geometricIncorporates geometric shapes within the map's visual design., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., repetitionFeatures the use of recognizable identical patterns or gameplay elements., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., marathonA map with a drain time of over 5 minutes., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline.
3.77
from
28 votes
#697
Linked Horizon - Shoukei to Shikabane no Michi
Icy Depths of the Ninth Circle 8.99*
Nov 18th, 2019
nhlx
high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., complex svFeatures large changes in slider velocity., keysoundsContains hitsounds that use various pitched samples to create a melody, typically following one within the song., high svFeatures prominent high slider velocity usage as a key part of map design.
Icy Depths of the Ninth Circle 8.99*
Nov 18th, 2019
nhlx
high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., complex svFeatures large changes in slider velocity., keysoundsContains hitsounds that use various pitched samples to create a melody, typically following one within the song., high svFeatures prominent high slider velocity usage as a key part of map design.
3.83
from
24 votes
#698
Hitori Tori - perthed again (yambabom remix)
Extra 7.40*
Apr 2nd, 2026
Beomsan
jump aimFocuses 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., high svFeatures prominent high slider velocity usage as a key part of map design., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Extra 7.40*
Apr 2nd, 2026
Beomsan
jump aimFocuses 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., high svFeatures prominent high slider velocity usage as a key part of map design., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.59
from
67 votes
#699
M2U feat. Guriri - Magnolia
AngelHoney's ExtrA 5.97*
Oct 15th, 2014
AngelHoney
techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., storyboardContains a storyboard that enhances gameplay experience., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
AngelHoney's ExtrA 5.97*
Oct 15th, 2014
AngelHoney
techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., storyboardContains a storyboard that enhances gameplay experience., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay.
3.69
from
40 votes
#700
fizzd - Super Battleworn Insomniac
Pyo's Extra (#1) 6.72*
Aug 14th, 2024
Pyo
mapping contestAn entry for a mapping contest., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., slidershapesUses a large variety of slider designs.
Pyo's Extra (#1) 6.72*
Aug 14th, 2024
Pyo
mapping contestAn entry for a mapping contest., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., slidershapesUses a large variety of slider designs.
3.76
from
29 votes
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Info
The chart is based on an implementation of the Bayesian average method. It updates once every day.
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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. Click here to read more!
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