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Highest Rated Maps of All Time

#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., storyboardContains a storyboard that enhances gameplay experience., progressionContains a gradual advancement in difficulty or concept across the map., 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 from 296 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., storyboardContains a storyboard that enhances gameplay experience.
4.20 from 121 votes
#3
DJKurara - Goodbye
SEVEN COLORS 7.20*
Apr 5th, 2019
EijiKuinbii
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., staminaTests a player's ability to tap dense rhythms over long periods of time., 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., techTests uncommon skills., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
4.14 from 155 votes
#4
Megurine Luka - Blue Amber
Upari 5.43*
Feb 13th, 2012
-Upari
playfield constraintRestricts object placement to a certain part of the playfield., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., storyboardContains a storyboard that enhances gameplay experience., custom skinUtilizes custom skin elements and graphics.
4.15 from 101 votes
#5
Camellia - Kono Hoshi de....
Another 6.07*
Jul 25th, 2013
Snow Note
progressionContains a gradual advancement in difficulty or concept across the map., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., 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.
4.13 from 121 votes
#6
Apocalyptica - Shadowmaker
X 7.00*
Oct 7th, 2019
pishifat
marathonA map with a drain time of over 5 minutes., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., 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.
4.15 from 100 votes
#7
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.
4.11 from 113 votes
#8
paraoka feat. haru*nya - Hokori Yuki
BabeLisM 5.82*
Jun 10th, 2022
Xilver15
freeformAn unrestrained and loose approach towards visual structure., repetitionFeatures the use of recognizable identical patterns or gameplay elements., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., finger controlUses complex applications of rhythms in order to test the player's tapping ability., staminaTests a player's ability to tap dense rhythms over long periods of time., marathonA map with a drain time of over 5 minutes., progressionContains a gradual advancement in difficulty or concept across the map., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., 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.
4.04 from 161 votes
#9
Nhato - Miss You
Selentia 5.83*
Apr 9th, 2014
HanzeR
aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., marathonA map with a drain time of over 5 minutes., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., techTests uncommon skills., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream.
4.00 from 214 votes
#10
KOTOKO - Oboetete Ii yo
Insane 5.21*
Oct 23rd, 2012
cRyo[iceeicee]
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.
4.06 from 133 votes
#11
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.
4.16 from 83 votes
#12
Halozy - Deconstruction Star
Beat Heaven 7.54*
Nov 15th, 2015
Hollow Wings
marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., gimmickFocused on a single unique design or gameplay idea., finger controlUses complex applications of rhythms in order to test the player's tapping ability., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., repetitionFeatures the use of recognizable identical patterns or gameplay elements., 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.
4.01 from 198 votes
#13
Sota Fujimori - Move That Body -Extended Mix-
Extreme 6.17*
Dec 11th, 2014
Skystar
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., slidershapesUses a large variety of slider designs.
4.17 from 78 votes
#14
Hatsuki Yura - Yoiyami Hanabi
Lan 5.60*
Nov 22nd, 2013
Lan wings
progressionContains a gradual advancement in difficulty or concept across the map., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., mapping contestAn entry for a mapping contest., finger controlUses complex applications of rhythms in order to test the player's tapping ability., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.09 from 100 votes
#15
Halozy - Kikoku Doukoku Jigokuraku
Notch Hell 5.74*
Sep 8th, 2016
Hollow Wings
gimmickFocused on a single unique design or gameplay idea., slidershapesUses a large variety of slider designs., high svFeatures prominent high slider velocity usage as a key part of map design., progressionContains a gradual advancement in difficulty or concept across the map., slider techTests uncommon skills involving sliders, such as heavy use of kicksliders or aim on complex slidershapes., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., freeformAn unrestrained and loose approach towards visual structure., finger controlUses complex applications of rhythms in order to test the player's tapping ability., 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.
3.95 from 274 votes
#16
Demetori - Crimson Belvedere ~ Eastern Dream
Dream 5.18*
Sep 4th, 2013
jonathanlfj
simpleAccessible and straightforward map design., gungathonA map with a drain time of over 10 minutes., 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., storyboardContains a storyboard that enhances gameplay experience.
4.03 from 135 votes
#17
aran - Graces of Heaven
Debug 7.26*
Feb 5th, 2014
rustbell
marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, gimmickFocused on a single unique design or gameplay idea., 2BIncludes gameplay elements with two or more objects placed simultaneously. The term originates from a Chinese transliteration of 'idiot'., chaoticUnpredictable map design, often testing unusual skillsets., 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., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles.
4.05 from 120 votes
#18
Kikuo - Hole Dwelling
Bottomless 5.64*
Oct 21st, 2021
melonboy
gimmickFocused on a single unique design or gameplay idea., 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., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, marathonA map with a drain time of over 5 minutes., storyboardContains a storyboard that enhances gameplay experience., playfield usageIncludes deliberate use of the playfield within the map design.
4.04 from 109 votes
#19
Camellia - Exit This Earth's Atomosphere
Evolution 7.77*
Nov 9th, 2016
rrtyui
techTests uncommon skills., marathonA map with a drain time of over 5 minutes., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, 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., chaoticUnpredictable map design, often testing unusual skillsets., geometricIncorporates geometric shapes within the map's visual 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., slidershapesUses a large variety of slider designs.
3.90 from 275 votes
#20
ELECTROCUTICA feat. F9 - Triplaneta
FALL 5.32*
Aug 24th, 2019
ac8129464363
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., marathonA map with a drain time of over 5 minutes., progressionContains a gradual advancement in difficulty or concept across the map., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., simpleAccessible and straightforward map design.
3.95 from 155 votes
#21
Nekomata Master - Byakuya Gentou
EX 5.90*
Dec 12th, 2011
v2b
grid snapObjects are placed along a square grid, typically using osu!'s in-built grid snap feature., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., finger controlUses complex applications of rhythms in order to test the player's tapping ability., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., swingA map that uses the 1/3, 1/6, and 1/12 snap divisors for most/all of the objects., storyboardContains a storyboard that enhances gameplay experience.
4.04 from 93 votes
#22
Neru - Ningen Shikkaku
Posthumous 5.94*
Jun 15th, 2013
Ulysses
storyboardContains a storyboard that enhances gameplay experience., 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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
3.98 from 127 votes
#23
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.
4.12 from 70 votes
#24
DJ TOTTO feat. Sunao Yoshikawa - Arousing
HW's Extra 6.29*
Jul 29th, 2014
Hollow Wings
freeformAn unrestrained and loose approach towards visual structure., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., high svFeatures prominent high slider velocity usage as a key part of map design.
4.27 from 44 votes
#25
Reol - Asymmetry
cRyo[Skystar]'s Farewell 6.59*
Sep 5th, 2015
cRyo[iceeicee] and Skystar
burstsPatterns requiring continuous movement and alternating, typically 9 notes or less., collabA map with two or more associated mappers., storyboardContains a storyboard that enhances gameplay experience., 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., 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.
3.93 from 162 votes
#26
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.
4.27 from 38 votes
#27
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.
4.02 from 89 votes
#28
U1 overground - Dopamine
C6H3(OH)2-CH2-CH2-NH2 6.99*
Mar 18th, 2015
fanzhen0019
techTests uncommon skills., chaoticUnpredictable map design, often testing unusual skillsets., finger controlUses complex applications of rhythms in order to test the player's tapping ability., complex svFeatures large changes in slider velocity., 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.
3.95 from 127 votes
#29
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.
4.08 from 61 votes
#30
zts - Umineko no Naku Koro ni Compilation
When They Cry 5.47*
Feb 24th, 2020
-kevincela-, Rue, Leader, Okoayu, Nemis and Mirash
collabA map with two or more associated mappers., gungathonA map with a drain time of over 10 minutes., simpleAccessible and straightforward map design., 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., streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps., multi-songContains multiple songs within the audio., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
4.05 from 68 votes
#31
ELECTROCUTICA - Dependence Intension
AQUARIUM+ 5.73*
Aug 17th, 2021
Scub
repetitionFeatures the use of recognizable identical patterns or gameplay elements., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., techTests uncommon skills., finger controlUses complex applications of rhythms in order to test the player's tapping ability., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., double tapsPatterns that require tapping on both keys simultaneously, through 2B or very fast doubles.
4.07 from 61 votes
#32
hasu - Warcry
THOUSAND PUNCH (kills instantly) 7.63*
Nov 17th, 2024
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., storyboardContains a storyboard that enhances gameplay experience., aim staminaFeatures extended strenuous aim sections with little or no moments of rest.
4.16 from 45 votes
#33
King Gizzard & The Lizard Wizard - Robot Stop
REDLIGHT (VIP) 7.38*
Nov 19th, 2021
olc
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., tournament customA custom map for a playing tournament., high contrastUses flashy ideas to follow changes in the music, creating stark differences between different sections of the song., marathonA map with a drain time of over 5 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., time signaturesAudio contains many changes in time signature or uses an uncommon time signature., chaoticUnpredictable map design, often testing unusual skillsets., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.84 from 302 votes
#34
Black Sun Empire - Dawn Of A Dark Day (Receptor Remix)
Marathon 5.44*
Dec 18th, 2013
Natteke
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., burstsPatterns requiring continuous movement and alternating, typically 9 notes or less.
4.13 from 48 votes
#35
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.
4.14 from 49 votes
#36
Gentle Stick X M2U - Hades in the Heaven
Lan's Extra 5.08*
Dec 25th, 2013
Lan wings
sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., 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., altColloquial term for maps which use rhythms that encourage the player to alternate notes. Typically distinct from burst or stream maps.
4.04 from 67 votes
#37
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.
3.99 from 90 votes
#38
bermei.inazawa feat. Shimotsuki Haruka - Taitou no Suika
where i was buried 7.06*
May 29th, 2024
fanzhen0019
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., progressionContains a gradual advancement in difficulty or concept across the map., linear aimPatterns, usually jumps, that require the player to move continuously in a straight or nearly straight line., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream., overlap readingContains patterns where overlapped objects make determining note order and/or timing difficult., marathonA map with a drain time of over 5 minutes., avant-gardeEmploys boundary-pushing and experimental philosophies to map design, often foregoing gameplay and aesthetic conventions to extreme measures., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., slider animationSuccession of sliders as individual frames to create the illusion of fluid motion.
3.85 from 196 votes
#39
ayaponzu* - Yakubyougami
B( 7.33*
May 13th, 2016
cRyo[iceeicee]
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., spaced streamsStreams with large spacing, typically ones where the notes don't overlap., cutstreamsStreams in which the spacing of certain notes is much larger than the rest of the stream.
4.26 from 36 votes
#40
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.
3.96 from 90 votes
#41
Michael Cera Palin - Laughing Makes It Worse
Expert 6.03*
Jan 18th, 2022
pishifat
simpleAccessible and straightforward map design., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects., marathonA map with a drain time of over 5 minutes., variable timingContains multiple timing points, usually required for songs not recorded to a metronome., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, 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.
3.94 from 94 votes
#42
cosMo@BousouP - Oceanus
Divinity 6.62*
Jan 1st, 2016
Broccoly
streamsPatterns requiring continuous movement and alternating, typically more than 9 notes., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., staminaTests a player's ability to tap dense rhythms over long periods of time., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.95 from 95 votes
#43
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.
3.85 from 198 votes
#44
Rita - dorchadas
Sharnoth 6.35*
Jun 22nd, 2017
Delis
featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, 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., aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern.
3.90 from 116 votes
#45
Oratorio The World God Only Knows - God only knows -Secrets of the Goddess-
The World Guy Only Knows 5.01*
Oct 25th, 2013
Guy
gungathonA map with a drain time of over 10 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., cleanVisually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects.
3.93 from 103 votes
#46
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.
4.00 from 71 votes
#47
paraoka - Manima ni
('(oo)') 5.04*
Feb 19th, 2012
Sandpig
simpleAccessible and straightforward map design., freeformAn unrestrained and loose approach towards visual structure., improvisationUses patterns that do not correspond to sounds in the music, often using hitsounds to add sounds in., sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., storyboardContains a storyboard that enhances gameplay experience.
4.04 from 60 votes
#48
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.
3.86 from 141 votes
#49
A.SAKA - Nanatsu Issenzakura
Whirl 6.52*
May 25th, 2015
Hollow Wings
sharp aimPatterns with heavy use of sharp angle movement, either between circles or into sliders., freeformAn unrestrained and loose approach towards visual structure., featured artistFeatures song(s) composed by artists in osu!’s Featured Artist listing, aim controlPatterns with velocity or direction changes which strongly go against a player's natural movement pattern., mapping contestAn entry for a mapping contest.
3.96 from 82 votes
#50
M2U - Gypsy Tronic
Insane 5.58*
Apr 3rd, 2013
LKs
finger controlUses complex applications of rhythms in order to test the player's tapping ability., flow aimPatterns with fully continuous cursor movement, usually due to a combination of wide angles and little time between objects., 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.
4.14 from 44 votes
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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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