What It Takes to Reach the CSR2 Global Top 100
The entry ticket to the CSR Racing 2 top 100 is 6.791 seconds. Every car in it is Tier 5, five-star, and carries one of just three PP values.
The top ten of CSR Racing 2 is interesting but unreachable for almost everyone. The top hundred is a target a committed player can actually aim at, and the record sheet describes exactly what membership requires.
It turns out to be an unusually uniform group.
The entry ticket is 6.791 seconds
The hundredth-fastest recorded time in the game is 6.791. Anything slower than that is outside. The fastest is 6.505, so the entire top hundred is covered by 0.286 seconds.
To put that in context against the rest of the field:
| Rank 1 | 6.505s | |
|---|---|---|
| Rank 10 | 6.579s | |
| Rank 100 | 6.791s | |
| Rank 200 | 6.923s |
Rank 10 to rank 100 is 0.212s. Rank 100 to rank 200 is 0.132s. The field thickens fast.
Notice how much closer together ranks 100 and 200 are than ranks 10 and 100. Below the top hundred the field is densely packed, which cuts both ways: getting from 200th to 100th is only 0.132 seconds of work, but losing a tenth drops you dozens of places.
Every single one is Tier 5
All 100 are Tier 5 cars. Not 95, not 98. There is no Tier 4 car anywhere in the global top hundred, and the fastest Tier 4 car in the game records 9.352 against the top-100 cut-off of 6.791.
That is a consequence of race distance rather than car quality — the tiers are not measuring the same thing — but it does mean the global leaderboard is effectively a Tier 5 leaderboard, and chasing a global rank from any other tier is not a project that can succeed.
The profile is remarkably narrow
| Attribute | Across the top 100 |
|---|---|
| Tier | Tier 5 — all 100 |
| Star count | Five stars — all 100 |
| Purple stars | 97 of 100 |
| PP | Only three values: 712, 713 or 714 |
| EVO | 2,430 to 2,699 (median 2,553) |
| Elite Customs cars | 6 of 100 |
| Median dyno gap | 0.070s |
Three things in that table are worth sitting with.
First, PP spans three values across a hundred cars. The number the game shows you most prominently cannot distinguish first place from hundredth, because almost everyone there has the same figure. If you are using PP to judge whether you are close, you are reading a column that has stopped varying.
Second, 97 of 100 carry purple stars. Fusion is not an advantage at this level, it is the entry requirement. The three gold-star cars in the top hundred are the exceptions that prove it.
Third, only 6 of the 100 are Elite Customs cars. That surprised us. Elite Customs is the single most powerful upgrade path we have measured — a median 0.907 seconds across a full climb — and yet 94% of the top hundred got there without it. The top of this game is mostly occupied by cars that were quick to begin with.
It is not one brand's leaderboard
A hundred cars drawn from 37 different manufacturers. The top of CSR2 is far less concentrated than the fastest-car lists suggest:
| Chevrolet | 11 | |
|---|---|---|
| Ford | 9 | |
| Porsche | 7 | |
| Aston Martin | 6 | |
| Lamborghini | 5 | |
| Ferrari | 5 | |
| Rimac | 4 | |
| Bugatti | 4 |
The largest single share is 11%. No manufacturer owns this leaderboard.
Chevrolet and Ford lead on raw count, which tends to surprise players who assume the top of the game is European hypercars. Rimac is the efficiency story — four cars in the game, four in the top hundred.
Six of the hundred are cars that appear on the sheet twice under one name, where the purple-star copy made the cut and the gold-star copy did not. That is the clearest possible illustration of fusion being the entry requirement rather than an optional extra.
EVO is the number that actually tracks membership
EVO runs from 2,430 to 2,699 across the hundred, with a median of 2,553. Unlike PP, it varies meaningfully, and it is the one figure on the car screen that gives you a usable sense of whether you are in range.
A rough rule from this data: under about 2,430 EVO you are not going to be in the top hundred, regardless of what else is true about the car. Above it you have a chance, but EVO stops ordering cars reliably once you are inside — the second-fastest car in the game carries 2,525, lower than most of the cars behind it.
Breaking the hundred down by EVO band shows how tight the real requirement is: 13 cars sit under 2,500, 64 are between 2,500 and 2,600, and 22 are above 2,600. Nearly two thirds of the top hundred lives inside a hundred-point EVO window.
Driving matters less here than anywhere
The median car in the top hundred beats its dyno by 0.070 seconds. Across the whole sheet the figure is 0.115, and in Tier 1 it is 0.316.
So the leaderboard rewards driving least precisely where the competition is hardest. These cars are built to their ceiling and run close to their predictions. By the time you are fighting for a global rank, the free gains are gone and what is left is the car, the fusion and the build.
A realistic route in
- Accept that it is a Tier 5 project. No other tier can enter the global top hundred.
- Get to five stars and purple. 100 of 100 and 97 of 100 respectively — these are requirements, not advantages.
- Use EVO, not PP, to judge your distance. Aim past 2,430 as a floor and 2,553 as the median member.
- Pick a car that is already near the front. Only 6 of the hundred were lifted there by Elite Customs, so the upgrade path is better at rescuing a mid-pack car than at manufacturing a top-hundred one.
- Do not count on driving to close the last tenth. The top hundred gives back a median 0.070 seconds, and most of that is already in the recorded time.
You can sort the record database by time and read the first hundred rows directly, with the tune beside each one.
