REFLEXSHOT
An orb appears far from the last one. Kill it fast. Miss it and it is gone in two seconds. This is reaction time plus a real flick, measured in milliseconds.
What it looks like
A scripted demonstration at intensity R30 (GOLD) — not a recorded run. The crosshair is a bot showing the intended motion. In the real drill the difficulty is personal: it tracks your rating, so your targets are bigger or smaller than these. React to the spawn, then snap — it's gone in 2s.
What it trains
Answer a target the instant it appears. An orb pops far from the last one — snap and kill it fast. Miss it and it's gone in 2 seconds.
Pure reaction-time tests measure a button press. Fights do not work like that: something appears in your peripheral vision and you have to get a crosshair onto it. Reflexshot deliberately spawns each orb far from the previous one so the number it reports includes the movement — which is the number that actually decides who wins the first shot.
The one thing to do differently
React, don't anticipate. Rest your crosshair at the centre of the spawn area and let the flick start the instant the orb appears — pre-moving costs you more than it saves when the orb lands the other way.
The parameters
Shown at R30. Difficulty is continuous and personal — there are no fixed easy/medium/hard tiers. As your rating rises the targets shrink, tracking speeds up, reaction spawns come sooner, and flick and micro add up to two more orbs.
| Parameter | At R30 | How it's derived |
|---|---|---|
| Target radius | 0.546° | base 0.6° × 0.91 |
| Orbs on screen | — | one at a time |
| Spawn box | 22° wide, -6° to 12° high | fixed |
| Distance | 16 units | fixed |
| Time to live | 2s | an unshot orb disappears |
| Minimum jump | 16° | from the previous orb |
| Spawn delay scale | × 0.945 | orbs arrive this much sooner |
How your score is calculated
Step 1 — the raw rate.
| Term | What it is |
|---|---|
| Average reaction | mean milliseconds from an orb appearing to you killing it — including the travel, since the orb spawns far from the last one. A missed orb logs the full 2s time-to-live. |
Every drill scores on a rate, never a raw count, so a 30-second run and a 60-second run produce comparable numbers.
Step 2 — weight it by how hard the drill actually was
Difficulty adapts to you, so a raw score is not comparable between players: whoever plays at the lowest intensity would top every board. So the raw rate is multiplied by how much harder the drill genuinely is at the rating you played, anchored so that a run at R20 is worth exactly its raw score.
| Rating | Rank | Multiplier |
|---|---|---|
| R8 | IRON | × 0.938 |
| R12 | BRONZE | × 0.958 |
| R20 | SILVER | × 1 |
| R28 | GOLD | × 1.046 |
| R37 | PLATINUM | × 1.103 |
| R46 | DIAMOND | × 1.167 |
| R56 | ASCENDANT | × 1.247 |
| R67 | IMMORTAL | × 1.349 |
| R80 | RADIANT | × 1.493 |
| R100 | RADIANT | × 1.786 |
| R120 | RADIANT | × 2.222 |
Worked example
How your rank moves
Score and rank are different questions. Score is what you produced this run. Rank asks
whether you beat the bar for the level you played, and it is the only number here that is
a pure skill signal — XP is paid for every run, but rank only moves on demonstrated
ability. The measurement is perf01, a 0-to-1 reading of the run:
Recalibrated for far spawns: orbs appear away from the last one, so this measures reaction PLUS a real flick. Equilibrium sits near 540ms, which is why the hold-rank target is 0.50 rather than 0.78. Anything under 120ms is anticipation, not reaction, and is not counted.
Losses are deliberately gentler than gains (×0.65), and both are capped, so one bad run never craters a rating you earned over weeks. Anything faster than 120ms is treated as anticipation rather than reaction and is not counted. A run that finishes well below the bar also can't display a high rank badge, however high the rating you played at.
The ladder
| Rank | Rating needed |
|---|---|
| IRON | below R12 |
| BRONZE | R12+ |
| SILVER | R20+ |
| GOLD | R28+ |
| PLATINUM | R37+ |
| DIAMOND | R46+ |
| ASCENDANT | R56+ |
| IMMORTAL | R67+ |
| RADIANT | R80+ |
How XP is calculated
XP is the opposite of rank on purpose: it is generous and it always pays, because showing up is the habit worth rewarding. It never affects your rank.
| Term | Worth |
|---|---|
| Base | 30 + 2 × your rating — harder levels pay more |
| Performance | up to +60, scaled by perf01 |
| Rating gained | +14 per point of rating climbed |
| Personal best | +40 |
| Daily streak | +5% per day, up to +35% |
| Floor | 15 XP minimum, whatever happens |
Levels need 60 × (n−1) × n cumulative XP, so level 10 is 5,400 and level 25 is 36,000.
Common questions
Why is my average so much higher than my score on a reaction-time test?
Because this includes the flick. A click-when-it-turns-green test measures roughly 200–250ms; here you also have to cross the screen, so anything near 500ms is normal and good.
Can I pre-aim to get a better score?
Not usefully. Orbs spawn at least 16° from the previous one in an unpredictable direction, so guessing costs you more than it saves. Anything faster than 120ms is discarded as anticipation rather than reaction.
What happens if I miss one?
It disappears after two seconds and that full 2000ms goes into your average. Missing is far more expensive than being slightly slow, so take the shot you can actually make.
Train Reflexshot now
Free, in the browser, no download or account. React to the spawn, then snap — it's gone in 2s.
▶ Play Reflexshot