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Reaction · Reaction time

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.

Reaction Holds rank at 50% No firing Works on touch
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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.

ParameterAt R30How it's derived
Target radius0.546°base 0.6° × 0.91
Orbs on screenone at a time
Spawn box22° wide, -6° to 12° highfixed
Distance16 unitsfixed
Time to live2san unshot orb disappears
Minimum jump16°from the previous orb
Spawn delay scale× 0.945orbs arrive this much sooner

How your score is calculated

Step 1 — the raw rate.

raw = max(0, 900 − avgReaction_ms) × 10
TermWhat it is
Average reactionmean 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.

score = raw × difficultyMultiplier(R)
RatingRankMultiplier
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

Drill length60s at R30 (GOLD)
Average reaction505ms over 15 targets
Raw score3,950
Multiplier at R30× 1.058
Score shown4,180

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:

perf01 = clamp((750 − avgReaction_ms) ÷ 420, 0, 1)

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.

Bar to hold rank0.50
This run scored0.583
Δ = 30 × (perf01 − bar)2.5
Capped per run+6 up, −8 down
Rating afterR30 → R32.5 (GOLD)

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

RankRating 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.

TermWorth
Base30 + 2 × your rating — harder levels pay more
Performanceup to +60, scaled by perf01
Rating gained+14 per point of rating climbed
Personal best+40
Daily streak+5% per day, up to +35%
Floor15 XP minimum, whatever happens
The run aboveR30, perf01 0.583, personal best, 3-day streak
XP awarded230

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.

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