Highest Rated Maps of All Time
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#1
Halozy - Sentimental Skyscraper
Myouren Hijiri 7.48*
May 27th, 2014
Hollow Wings
wide aimPatterns, usually jumps, with heavy use of wide angle movement., marathonA map with a drain time of over 5 minutes., progressionContains a gradual advancement in difficulty or concept across the map., storyboardContains a storyboard that enhances gameplay experience., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., 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.
Myouren Hijiri 7.48*
May 27th, 2014
Hollow Wings
wide aimPatterns, usually jumps, with heavy use of wide angle movement., marathonA map with a drain time of over 5 minutes., progressionContains a gradual advancement in difficulty or concept across the map., storyboardContains a storyboard that enhances gameplay experience., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., 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.
4.18
/ 5.00 from
292 votes
#2
Kalafina - Kimi no Gin no Niwa
Extra 5.26*
Oct 13th, 2014
Hollow Wings
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., marathonA map with a drain time of over 5 minutes., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
Extra 5.26*
Oct 13th, 2014
Hollow Wings
improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., marathonA map with a drain time of over 5 minutes., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
4.19
/ 5.00 from
120 votes
#3
Rohi - Kakuzetsu Thanatos
Rin 6.56*
Feb 13th, 2013
NatsumeRin
wide aimPatterns, usually jumps, with heavy use of wide angle movement., distance snappedUses osu's in-built distance snap feature for most/all of the map., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, finger controlUses complex applications of rhythms in order to test the player's tapping ability., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
Rin 6.56*
Feb 13th, 2013
NatsumeRin
wide aimPatterns, usually jumps, with heavy use of wide angle movement., distance snappedUses osu's in-built distance snap feature for most/all of the map., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, finger controlUses complex applications of rhythms in order to test the player's tapping ability., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
4.11
/ 5.00 from
112 votes
#4
Jerico - Industrial Nation
Made in Korea 5.66*
Apr 18th, 2015
Kloyd
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., 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.
Made in Korea 5.66*
Apr 18th, 2015
Kloyd
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., 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.
4.19
/ 5.00 from
82 votes
#5
Eagle - S!ck
Extreme 5.62*
Feb 9th, 2014
tsuka
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., wide aimPatterns, usually jumps, with heavy use of wide angle movement., slidershapesUses a large variety of slider designs.
Extreme 5.62*
Feb 9th, 2014
tsuka
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., techTests uncommon skills., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., wide aimPatterns, usually jumps, with heavy use of wide angle movement., slidershapesUses a large variety of slider designs.
4.12
/ 5.00 from
70 votes
#6
Shimotsuki Haruka - SilentFlame
Gensou 5.87*
Aug 10th, 2018
gust
simpleAccessible and straightforward map design., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Gensou 5.87*
Aug 10th, 2018
gust
simpleAccessible and straightforward map design., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.28
/ 5.00 from
38 votes
#7
hasu - Warcry
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
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., staminaTests a player's ability to tap dense rhythms over long periods of time., tournament customA custom map for a playing tournament., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
THOUSAND PUNCH (kills instantly) 7.55*
Feb 17th, 2025
melonboy
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., staminaTests a player's ability to tap dense rhythms over long periods of time., tournament customA custom map for a playing tournament., geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.24
/ 5.00 from
39 votes
#8
JUNNA - Here
Extra 6.09*
Apr 17th, 2018
Mirash
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., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
Extra 6.09*
Apr 17th, 2018
Mirash
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., 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., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., variable timingContains multiple timing points, usually required for songs not recorded to a metronome.
4.01
/ 5.00 from
89 votes
#9
Expander - Move That Body
EXTREME 5.76*
Feb 12th, 2014
fanzhen0019
techTests uncommon skills., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
EXTREME 5.76*
Feb 12th, 2014
fanzhen0019
techTests uncommon skills., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., slidershapesUses a large variety of slider designs.
4.08
/ 5.00 from
60 votes
#10
Yousei Teikoku - Deep Sea
LC 5.29*
Sep 9th, 2013
La Cataline
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
LC 5.29*
Sep 9th, 2013
La Cataline
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes.
4.13
/ 5.00 from
49 votes
#11
Hana - Shuumatsu no Bishou
Through the Looking Glass 5.36*
Dec 21st, 2018
PandaHero
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., marathonA map with a drain time of over 5 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
Through the Looking Glass 5.36*
Dec 21st, 2018
PandaHero
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., marathonA map with a drain time of over 5 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice.
4.00
/ 5.00 from
89 votes
#12
Traktion - The Near Distant Future
Lapse 5.63*
Apr 13th, 2014
RLC
marathonA map with a drain time of over 5 minutes., 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., 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.
Lapse 5.63*
Apr 13th, 2014
RLC
marathonA map with a drain time of over 5 minutes., 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., 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.
3.86
/ 5.00 from
193 votes
#13
Black Hole - Pluto
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., accelerating bpmFeatures progressively increasing tempo.
Challenge 6.60*
Sep 16th, 2012
Snow Note
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., accelerating bpmFeatures progressively increasing tempo.
3.96
/ 5.00 from
89 votes
#14
ESTi - HELIX (Edit ver.)
fanzhen's EX 6.50*
Nov 9th, 2015
fanzhen0019
wide aimPatterns, usually jumps, with heavy use of wide angle movement., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., spaced streamsStreams with large spacing, typically ones where the notes don't overlap.
fanzhen's EX 6.50*
Nov 9th, 2015
fanzhen0019
wide aimPatterns, usually jumps, with heavy use of wide angle movement., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., repetitionFeatures the use of recognizable identical patterns or gameplay elements., spaced streamsStreams with large spacing, typically ones where the notes don't overlap.
4.01
/ 5.00 from
70 votes
#15
Apink - NoNoNo
baka 6.84*
Jul 18th, 2026
Maria Iskariot
complex svFeatures large changes in slider velocity., 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., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., playfield usageIncludes deliberate use of the playfield within the map design., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
baka 6.84*
Jul 18th, 2026
Maria Iskariot
complex svFeatures large changes in slider velocity., 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., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., playfield usageIncludes deliberate use of the playfield within the map design., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.86
/ 5.00 from
130 votes
#16
Hitori Tori - perthed again (yambabom remix)
Zapy's Extra 6.73*
May 5th, 2015
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
Zapy's Extra 6.73*
May 5th, 2015
Zapy
symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing
3.93
/ 5.00 from
84 votes
#17
Lia - Kokoro ni Todoku Uta
Holo 5.05*
May 2nd, 2011
Holoaz
simpleAccessible and straightforward map design., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
Holo 5.05*
May 2nd, 2011
Holoaz
simpleAccessible and straightforward map design., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
4.07
/ 5.00 from
50 votes
#18
Yousei Teikoku - Mischievous of Alice
Extreme 6.41*
Apr 6th, 2018
Delis
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Extreme 6.41*
Apr 6th, 2018
Delis
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.10
/ 5.00 from
43 votes
#19
siraph - damp damp
incandescence 6.66*
Jul 25th, 2025
surgis
slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., 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.
incandescence 6.66*
Jul 25th, 2025
surgis
slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., 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.
4.01
/ 5.00 from
49 votes
#20
Cranky - Hanaarashi
Collab Extra 6.40*
May 13th, 2018
CalstoneLightO and Mirash
wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., collabA map with two or more associated mappers., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
Collab Extra 6.40*
May 13th, 2018
CalstoneLightO and Mirash
wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., collabA map with two or more associated mappers., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult.
4.08
/ 5.00 from
43 votes
#21
Ciel - If you're my destiny, end this fated determination.
Cruel Fate 6.07*
Jun 26th, 2018
Kalibe
marathonA map with a drain time of over 5 minutes., 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.
Cruel Fate 6.07*
Jun 26th, 2018
Kalibe
marathonA map with a drain time of over 5 minutes., 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.
3.98
/ 5.00 from
56 votes
#22
Chata - len
emptiness 5.63*
Feb 13th, 2019
Kalibe
wide aimPatterns, usually jumps, with heavy use of wide angle movement., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., storyboardContains a storyboard that enhances gameplay experience.
emptiness 5.63*
Feb 13th, 2019
Kalibe
wide aimPatterns, usually jumps, with heavy use of wide angle movement., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., storyboardContains a storyboard that enhances gameplay experience.
3.95
/ 5.00 from
60 votes
#23
Yorushika - Hachigatsu, Bou, Tsukiakari
Collab Extra 7.39*
May 22nd, 2019
Delis and Mirash
collabA map with two or more associated mappers., geometricIncorporates geometric shapes within the map's visual 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., 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., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
Collab Extra 7.39*
May 22nd, 2019
Delis and Mirash
collabA map with two or more associated mappers., geometricIncorporates geometric shapes within the map's visual 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., 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., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in.
3.83
/ 5.00 from
109 votes
#24
Siestail - Magic Lip Service
Magic Lip Service to You 5.47*
May 6th, 2016
Hollow Wings
chaoticUnpredictable map design, often testing unusual skillsets., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., 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., storyboardContains a storyboard that enhances gameplay experience.
Magic Lip Service to You 5.47*
May 6th, 2016
Hollow Wings
chaoticUnpredictable map design, often testing unusual skillsets., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., 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., storyboardContains a storyboard that enhances gameplay experience.
4.09
/ 5.00 from
42 votes
#25
Tamura Yukari feat. motsu from m.o.v.e - You & Me
Insane 4.87*
May 23rd, 2013
cRyo[iceeicee]
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Insane 4.87*
May 23rd, 2013
cRyo[iceeicee]
download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.19
/ 5.00 from
30 votes
#26
Felt - Protagonists
2012 4.88*
Sep 4th, 2012
Rue
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
2012 4.88*
Sep 4th, 2012
Rue
simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.01
/ 5.00 from
44 votes
#27
Ayane - Nageki no Mori
Elviscent's Matsuri 6.31*
Mar 14th, 2020
CalstoneLightO and Luscent
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
Elviscent's Matsuri 6.31*
Mar 14th, 2020
CalstoneLightO and Luscent
collabA map with two or more associated mappers., marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
4.14
/ 5.00 from
32 votes
#28
Falcom Sound Team jdk - The Azure Arbitrator
Chrono Collapse 8.01*
Jun 4th, 2016
jonathanlfj
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., 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.
Chrono Collapse 8.01*
Jun 4th, 2016
jonathanlfj
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., 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.
3.86
/ 5.00 from
75 votes
#29
Gesu no Kiwami Otome. - Romance ga Ariamaru
Extra 5.90*
Dec 19th, 2020
toybot
simpleAccessible and straightforward map design., 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.
Extra 5.90*
Dec 19th, 2020
toybot
simpleAccessible and straightforward map design., 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.
3.90
/ 5.00 from
63 votes
#30
FELT - RESISTANCE
ENDURANCE 7.03*
Aug 31st, 2019
Kalibe
marathonA map with a drain time of over 5 minutes., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
ENDURANCE 7.03*
Aug 31st, 2019
Kalibe
marathonA map with a drain time of over 5 minutes., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
3.80
/ 5.00 from
100 votes
#31
07th Expansion - Eiji Kuinbii
Collapse 4.94*
Dec 27th, 2011
Natteke
simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
Collapse 4.94*
Dec 27th, 2011
Natteke
simpleAccessible and straightforward map design., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., staminaTests a player's ability to tap dense rhythms over long periods of time., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
3.87
/ 5.00 from
71 votes
#32
YURiKA - Kyoumen no Nami
Expert 5.25*
Apr 18th, 2019
Vell
storyboardContains a storyboard that enhances gameplay experience., simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Expert 5.25*
Apr 18th, 2019
Vell
storyboardContains a storyboard that enhances gameplay experience., simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.07
/ 5.00 from
37 votes
#33
Zensou Sagi no Hito - Ginza vs Ginza
Ex 6.69*
May 19th, 2018
Delis
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
Ex 6.69*
May 19th, 2018
Delis
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement.
3.93
/ 5.00 from
55 votes
#34
Silversun Pickups - Lazy Eye
Crossing the Burning Horizon 6.65*
Oct 11th, 2017
squirrelpascals
high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., marathonA map with a drain time of over 5 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., 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.
Crossing the Burning Horizon 6.65*
Oct 11th, 2017
squirrelpascals
high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., marathonA map with a drain time of over 5 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., 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.
3.84
/ 5.00 from
77 votes
#35
Akiyama Uni - Odoru Mizushibuki
Death Dance 7.33*
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., 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.
Death Dance 7.33*
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., 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.
3.78
/ 5.00 from
105 votes
#36
S.S.H. - The Decisive Battle with the Fugitives
wkyik's Extra 7.21*
Jan 10th, 2015
Rizia
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
wkyik's Extra 7.21*
Jan 10th, 2015
Rizia
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.14
/ 5.00 from
32 votes
#37
Dark PHOENiX - Taketori Hishou
Extra 5.76*
Feb 23rd, 2011
KanbeKotori
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Extra 5.76*
Feb 23rd, 2011
KanbeKotori
geometricIncorporates geometric shapes within the map's visual design., symmetricalEmploys symmetry within the map design, often mirroring elements along the horizontal centreline., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.02
/ 5.00 from
39 votes
#38
Ito Kanako - Glass no Kutsu
Saya 4.46*
May 10th, 2017
Delis
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Saya 4.46*
May 10th, 2017
Delis
simpleAccessible and straightforward map design., geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.13
/ 5.00 from
30 votes
#39
Hardcore United Tokyo (teranoid & DJ TECHNORCH) - BRAINSTORM (Original Extended)
Extra 6.18*
Sep 23rd, 2021
Kloyd
marathonA map with a drain time of over 5 minutes., repetitionFeatures the use of recognizable identical patterns or gameplay elements., techTests uncommon skills., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Extra 6.18*
Sep 23rd, 2021
Kloyd
marathonA map with a drain time of over 5 minutes., repetitionFeatures the use of recognizable identical patterns or gameplay elements., techTests uncommon skills., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.20
/ 5.00 from
25 votes
#40
DJ S3RL - T-T-Techno (feat. Jesskah)
fanzhen's X-Tra 5.70*
Mar 31st, 2015
fanzhen0019
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., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
fanzhen's X-Tra 5.70*
Mar 31st, 2015
fanzhen0019
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., 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.86
/ 5.00 from
59 votes
#41
sasakure.UK - the EmpErroR (Full Ver.)
384's eXXXceed 7.69*
Nov 13th, 2024
pw384
wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
384's eXXXceed 7.69*
Nov 13th, 2024
pw384
wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
4.11
/ 5.00 from
28 votes
#42
Drake - Nice For What
Expert 6.35*
Jan 10th, 2019
UndeadCapulet
wide aimPatterns, usually jumps, with heavy use of wide angle movement., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., freeformAn unrestrained and loose approach towards visual structure., 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.
Expert 6.35*
Jan 10th, 2019
UndeadCapulet
wide aimPatterns, usually jumps, with heavy use of wide angle movement., difficulty spikeContains a sudden and significant increase in challenge within the map's gameplay., messyVisually chaotic and intentionally disorganised patterns, often involving many overlaps and unequal visual spacing between objects., freeformAn unrestrained and loose approach towards visual structure., 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.
3.72
/ 5.00 from
139 votes
#43
Traktion - Mission ASCII
Another 5.78*
Nov 24th, 2014
galvenize
geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Another 5.78*
Nov 24th, 2014
galvenize
geometricIncorporates geometric shapes within the map's visual 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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.90
/ 5.00 from
50 votes
#44
Hana - Kuukirikigaku Shoujo to Shounen no Uta
Mirash & Delis' Collab Extra 5.66*
Dec 27th, 2020
Delis and Mirash
keysoundsContains hitsounds that use various pitched samples to create a melody, typically following one within the song., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., collabA map with two or more associated mappers., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
Mirash & Delis' Collab Extra 5.66*
Dec 27th, 2020
Delis and Mirash
keysoundsContains hitsounds that use various pitched samples to create a melody, typically following one within the song., download unavailableCannot be downloaded from the osu! website, often due to a DMCA takedown notice., simpleAccessible and straightforward map design., wide aimPatterns, usually jumps, with heavy use of wide angle movement., visually denseContains patterns where the amount of visible notes makes determining note order and/or timing difficult., collabA map with two or more associated mappers., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.84
/ 5.00 from
63 votes
#45
Yousei Teikoku - Hades: The rise
Extra 6.70*
Dec 29th, 2017
Delis
simpleAccessible and straightforward map design., 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.
Extra 6.70*
Dec 29th, 2017
Delis
simpleAccessible and straightforward map design., 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.
3.95
/ 5.00 from
37 votes
#46
DJ Genericname - Dear You
Dear Rue 4.83*
Feb 21st, 2012
Rue
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
Dear Rue 4.83*
Feb 21st, 2012
Rue
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., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.74
/ 5.00 from
107 votes
#47
School Food Punishment - light prayer
Kalibe's Extra 6.02*
Mar 16th, 2021
Kalibe
freeformAn unrestrained and loose approach towards visual structure., 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., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., slidershapesUses a large variety of slider designs.
Kalibe's Extra 6.02*
Mar 16th, 2021
Kalibe
freeformAn unrestrained and loose approach towards visual structure., 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., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., slidershapesUses a large variety of slider designs.
4.15
/ 5.00 from
27 votes
#48
sasakure.UK - ChRoNiClESeVeN feat. Annabel
Insane 5.94*
Jan 5th, 2018
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., 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.
Insane 5.94*
Jan 5th, 2018
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., 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.
4.07
/ 5.00 from
28 votes
#49
TRakker - Trail of Dust
Trail of Star 6.20*
Apr 5th, 2015
Skystar
marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
Trail of Star 6.20*
Apr 5th, 2015
Skystar
marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., wide aimPatterns, usually jumps, with heavy use of wide angle movement., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., slidershapesUses a large variety of slider designs.
3.98
/ 5.00 from
40 votes
#50
zakuro - Inochi ni Kirawarete Iru.
Delis' Extra 5.83*
Jun 29th, 2018
Delis
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., 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.
Delis' Extra 5.83*
Jun 29th, 2018
Delis
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., 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.
4.00
/ 5.00 from
35 votes
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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.
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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