What this test measures
Measures target selection across three explicit teamfight drills: lowest health, called role, and ally protection.
Measures target selection across three explicit teamfight drills: lowest health, called role, and ally protection.
Measures target selection across three explicit teamfight drills: lowest health, called role, and ally protection.
Each round clearly calls one task: eliminate the lowest-health enemy, focus a specified role, or protect the ally under dive threat. Roles and positions reshuffle every round.
Speed 28% · precision 24% · control 18% · awareness 23% · consistency 7%.
Grades interpret the platform score; they are not fixed global percentiles. A global percentile appears only after the same version, platform, and input mode reach the valid-sample threshold.
Read the call first, then filter by status, role, and health; never carry the previous round's priority into the next.
Refresh rate, browser scheduling, display size, and input latency can affect results. Compare scores within the same platform and input mode.
Touch; gyroscope fallback detection appears when supportedEach round clearly calls one task: eliminate the lowest-health enemy, focus a specified role, or protect the ally under dive threat. Roles and positions reshuffle every round.
Visual game-ability test. Rhythm stages support Space, Enter, and directional keys; aiming and control stages require pointer or touch input. Press F for fullscreen.
Test instructions are open. Choose Ranked or Practice mode.
This result describes gaming-skill performance on the current device, browser, and session. It is not a medical, psychological, or employment assessment.