AUR shxrk 19ǃ
AUR shxrk 19ǃ across 12 Grand Finals games: 26 eliminations, 9,251 damage, best finish #1. The film opens on their winning game. Switch any Finals game below.
The gameplan — habits across all 12 games, not just this one
- Land Calamari Canyon (12 of 12 games)
- Stay on the drop ~1.8 min before the first move
- Rotate around the shrink — in early 40% of phases, otherwise ~49s behind it
- Proximity contact · v1 — within 25m of a living opponent 27% of the game
- Endgame on height — holding high ground 20% of the game, alive to ~20:44 median
Style: a mixed rotator — early when the zone is kind, patient when it is not. Every number is a median or rate across n=12 Grand Finals games. “Next-circle target” is the circle the source storm record shrinks toward. The film below is one game — evidence, not proof of intent.
Decision review rail
Descriptive signals · current game onlyThis game
Kill-range fingerprint
Longest stops
| Where | At | Held | Doing |
|---|
Activate a row to jump the film there.
All Finals games
| Game | Place | Elims | Dmg |
|---|---|---|---|
| #28 | 2 | 672 | |
| #15 | 3 | 804 | |
| #11 | 2 | 460 | |
| #18 | 1 | 599 | |
| #20 | 1 | 484 | |
| #1 | 3 | 709 | |
| #5 | 2 | 681 | |
| #1 | 4 | 1097 | |
| #2 | 2 | 1071 | |
| #11 | 1 | 807 | |
| #34 | 0 | 796 | |
| #23 | 5 | 1071 |
Definitions used on this film
Proximity contact · v1 means a living opponent was within 25m in the movement-derived classifier; it caught about 75.7% of confirmed fights on held-out Day 2 and is not combat, intent, damage or comms. Shown storm ring interpolates from the previous circle target toward the next-circle target. Stops and aggregate habits show their sample as n.
You are watching film
- Hit Play, or drag the scrubber, to move through the match.
- The coloured line is the route. Red means proximity contact · v1, not a verified fight.
- Big circles = long stops. That is where the game was actually won.
- Activate any row in Longest stops to jump straight to that moment.