Men's Division 2
Winter 2026 · as at 2 Jul 2026 19:48
Regular season
| # | Team | Form | Next | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | NXT LVL | W v Astro Boys 53 – 36 W v Havoc 63 – 38 W v Paint Predators 53 – 48 W v Warriors 61 – 38 W v Astro Boys 38 – 28 | ||||||||||||||||
| 2 | The Crew | L v Paint Predators 48 – 63 W v Warriors 62 – 34 W v Tune Squad 57 – 49 W v Babadook 59 – 28 W v Paint Predators 49 – 46 | ||||||||||||||||
| 3 | Paint Predators | W v The Lockdown Five W v The Crew 63 – 48 W v Dunk Dynasty 74 – 52 L v NXT LVL 48 – 53 L v The Crew 46 – 49 | ||||||||||||||||
| 4 | Havoc | W v Warriors 39 – 33 W v Dunk Dynasty 55 – 35 L v NXT LVL 38 – 63 L v Astro Boys 42 – 48 W v Dunk Dynasty 53 – 40 | ||||||||||||||||
| 5 | Tune Squad Joined R2 | L v Warriors 39 – 49 W v Babadook 41 – 36 L v The Crew 49 – 57 W v Dunk Dynasty 59 – 42 W v Warriors 41 – 37 | ||||||||||||||||
| 6 | Astro Boys | L v NXT LVL 36 – 53 W v Babadook 58 – 36 W v Havoc 48 – 42 L v NXT LVL 28 – 38 | ||||||||||||||||
| 7 | Warriors | W v Tune Squad 49 – 39 L v The Crew 34 – 62 W v Dunk Dynasty 51 – 26 L v NXT LVL 38 – 61 L v Tune Squad 37 – 41 | ||||||||||||||||
| 8 | Dunk Dynasty | L v Havoc 35 – 55 L v Paint Predators 52 – 74 L v Warriors 26 – 51 L v Tune Squad 42 – 59 L v Havoc 40 – 53 | ||||||||||||||||
| 9 | Babadook | L v The Crew 35 – 57 L v Tune Squad 36 – 41 L v Astro Boys 36 – 58 L v The Crew 28 – 59 L v Ball Guys 19 – 42 | ||||||||||||||||
| 10 | Ball Guys 1/5 | W v Babadook 42 – 19 | ||||||||||||||||
| Out of contention | ||||||||||||||||||
| — | The Lockdown Five | F v Paint Predators Forfeit (Admin) | — | |||||||||||||||
Highlighted rows are in the playoff cutline (top 4). Teams marked Joined RN were regraded into this competition mid-season — they have fewer played games until the rest of the comp catches up. Earlier rounds count on their previous comp's ladder, not here. Teams with a P/N indicator have played that many games out of the finals-eligibility minimum (configured per competition). Own forfeits and disqualifications don't count — only games the team actually turned up for. Once they hit the minimum the indicator drops off; if remaining rounds can't get them there it switches to the amber pill. Bye credit applied at each team's average earned-points value (or full-win value before any non-bye games are played). Tiebreakers: points → head-to-head → F/A % → points-for → coin flip.