DТ Rise
DТ Rise across 12 Grand Finals games: 25 eliminations, 5,286 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 near Collider Corridor X (8 of 12 games)
- Stay on the drop ~1.8 min before the first move
- Rotate around the shrink — in early 47% of phases, otherwise ~32s behind it
- Proximity contact · v1 — within 25m of a living opponent 28% of the game
- Endgame on height — holding high ground 22% of the game, alive to ~21:47 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 |
|---|---|---|---|
| #2 | 3 | 356 | |
| #30 | 0 | 86 | |
| #1 | 4 | 720 | |
| #3 | 1 | 529 | |
| #18 | 1 | 349 | |
| #7 | 7 | 711 | |
| #16 | 1 | 526 | |
| #1 | 6 | 906 | |
| #7 | 2 | 467 | |
| #41 | 0 | 270 | |
| #23 | 0 | 266 | |
| #32 | 0 | 100 |
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.