European Pro League Series 7 Play-In

May 23rd - Jun 3rd

Map Pool

Nuke

64%

36%

5

15

Overpass

60%

40%

4

16

Ancient

56%

44%

11

8

Anubis

50%

50%

11

9

Dust II

48%

52%

9

11

Mirage

45%

55%

8

10

Inferno

42%

58%

5

15

FAQ
The tournament is currently in the Play-In single-elimination stage, which is the active phase as of now and will wrap up on June 3. Most group play has finished and the remaining matches are knockout affairs where a single loss eliminates you, so every map and veto carries extra weight. This format tends to favor teams that can quickly impose their gameplan and adapt mid-series, making each scheduled match high-stakes for both established squads and newcomers.
GenOne has been a standout, taking a Decider match win over DONSTU and also beating CYBERSHOKE Prospects in the Play-In opening round, while Entropy secured a crucial Decider victory against Project 91 in Group B and will face Young Ninjas next. Brazylijski luz also notched a win over Atreides in the opening Play-In slate. Those results matter because they show which sides are carrying momentum into the remaining single-elimination bracket and which lineups are handling pressure moments well.
The next scheduled match is Young Ninjas vs Entropy on June 3 at 08:00, and it’s an opening match in the Play-In bracket. With the event in a single-elimination phase, the winner stays in contention while the loser is knocked out, so this match will decide which team keeps their run alive. For Entropy, coming off a Decider win, it’s a chance to confirm momentum; for Young Ninjas it’s about proving they can navigate knockout pressure against a team already battle-tested in the groups.
Yes — recent series show consistent patterns: teams frequently pick Ancient and Dust2, while Nuke, Mirage and Inferno appear commonly banned depending on the matchup, and Anubis has repeatedly been used as the decider ban. That suggests many squads are either more comfortable on Ancient/Dust2 or are prioritising their bans to force favorable matchups, and teams seem wary of leaving Anubis as the final decider. Understanding these trends is useful for predicting future vetoes and for fans trying to anticipate map pools in upcoming matchups.
GenOne’s vetoes have been notably consistent — they’ve favored banning Mirage and leaned toward picking Dust2 in recent matches — which points to a deliberate preparatory approach from their coaching staff. Similarly, other teams have repeatedly placed Anubis as the decider ban, hinting that coaches are collectively treating that map as a last-resort option rather than a go-to. These repeat patterns reflect coaching preferences and can be decisive in best-of-one or best-of-three knockout settings where the map order shapes the flow of a match.
The immediate meta signal is the prominence of Ancient and Dust2 in actual picks, while newer or more volatile maps are often reserved for decider situations or banned outright, suggesting teams prefer stability in high-pressure knockout games. That conservative approach can indicate a temporary meta tilt toward relying on well-rehearsed map strategies rather than experimenting in the Play-In’s single-elimination environment. For fans, this means matches tend to showcase polished executes and set-piece discipline rather than wildcard strategies.
While full player-level stats aren’t listed here, the presence and performance of squads like CYBERSHOKE Prospects reaching the Play-In and competing against established names indicate that younger rosters are getting important exposure. Even in defeat, prospects gain valuable high-pressure experience and visibility, and tight series or competitive map scores can turn into career-making film for individual players. For the community, these moments are where future stars first attract attention from larger organizations and the broader fanbase.
The tournament entry currently lists no public prize breakdown for the Play-In stage and the overall prize pool is shown as zero, with no further details published. Play-In events sometimes focus on qualification spots and exposure rather than large cash prizes, but official prize or payout information hasn’t been provided yet for this stage. If organizers update the payout or commercial details, those figures will change the financial stakes for teams and could influence roster or strategic decisions going forward.
The Play-In has mixed established sides and emerging squads, creating narrative matchups between veteran teams and newer lineups fighting for spotlight, which fuels rivalries and fan interest even in an online setting. Decider matches like Entropy vs Project 91 and GenOne’s wins over regional opponents have added competitive drama and set up intriguing knockout clashes. These matchups are significant because strong Play-In showings can re-energize old rivalries or birth new narratives that carry into the main series and future events.
A deep run in the Play-In can be pivotal: it raises visibility, proves a team can handle high-pressure single-elimination matches, and often leads to greater broadcast exposure and scouting attention. For individual players, standout maps or clutch moments in knockout matches can translate into transfer interest, trial offers, or permanent roster upgrades. Beyond immediate results, performing well here helps build reputation and momentum heading into larger events, making every win materially important for career trajectories.