About Laserball

The Game

Laserball is a team-based game mode available on Laserforce laser tag systems. Unlike Space Marines 5, there are no player roles and no lives — all players on both teams are equal, and the game ends when the clock runs out. The team with the most goals wins; equal scores result in a draw.

One player on the field holds the ball at a time. The ball changes hands through passes, clears, and steals. The team holding the ball attacks; the other team defends by blocking and stealing. A goal is scored by the ball-holder tagging the scoring target.

Play is divided into rounds — a round resets when a goal is scored or the ball goes out of play, and a new round starts with the ball assigned to a fresh holder. This creates a rhythm of possession, movement, and transition.

Scorecard Stats

These stats appear on the main game scorecard. Click any player row to open the full detailed stats panel.

StatDescription
GoalsGoals scored — the player shot the scoring target while their team held the ball.
AssistsPrimary assists — the last player to pass to the scorer (within a 10-second chain before the goal), excluding clears.
Passes (for / against)Normal passes thrown by this player / normal passes received. Passes transfer the ball to a teammate.
Steals (for / against)Steals performed by this player / times the ball was stolen from this player. A steal takes the ball directly from an opponent.
Blocks (for / against)Blocks made on active (non-reset) opponents / times this player was blocked while active. Blocks temporarily disable an opponent.
Clears (for / against)Clears thrown by this player / clears received. A clear is a longer-range pass for quickly moving the ball away from opponents.
Possession TimeTotal time this player held the ball during the game.
Offensive Stats
StatDescription
GoalsGoals scored — the player shot the scoring target while their team held the ball.
Big GoalsGoals preceded by at least 3 aggressive actions (steals or blocks) by the scorer within the prior 5 seconds. Rewards finishing off an aggressive run.
Assists (primary)The last non-clear passer in the ≤10-second pass chain before a goal. The primary assist goes to the teammate most directly responsible for setting up the score.
Assists (secondary)The second-to-last non-clear passer in the pass chain, if distinct from both the scorer and the primary assist holder.
Clear Assists (primary)Same as primary assist, but the assisting pass was a clear (long-range pass) rather than a normal pass.
Clear Assists (secondary)Same as secondary assist, but the assisting action was a clear.
Pass Over OpponentCredited to a passer when their thrown pass results in a steal-back chain that leads to a goal within 3 seconds. Recognizes passes that create dangerous scoring opportunities by getting the ball through or over the defense.
Turnover PassA pass whose receiver lost the ball to a steal within 1 second of catching it. Indicates a pass thrown into danger.
Futile AttacksTimes this player stole the ball but the opponent cleared it back within 5 seconds. The steal didn't result in sustained possession.
Futile Attacks → GoalA futile attack (steal quickly cleared back) that was also followed by an opponent goal within 5 seconds. The steal attempt directly led to the opponent scoring.
Bad Attacks (failed clear)Steals by this player followed by a failed clear attempt within 5 seconds (reduced if a real clear follows). Indicates reckless attacking that left the ball uncontrolled.
Passing & Clearing Stats
StatDescription
Passes (for / against)Normal passes thrown by this player / normal passes received. Passes transfer the ball to a teammate.
Clears (for / against)Clears thrown by this player / clears received. A clear is a longer-range pass for quickly moving the ball away from opponents.
Clutch SavesA clear made within 3 seconds of being blocked, or a block made within 3 seconds of throwing a clear. Recognizes quick recovery plays under pressure.
Failed ClearsThe de-duplicated count of failed clear attempts, adjusted for respawn cooldowns. A failed clear occurs when the ball doesn't reach a teammate.
Inactive Clear PenaltyA penalty accumulated when a teammate was inactive (down or recently reset) at the time of a failed clear. Indicates cleared into a situation where no teammate was available to catch.
No-Clear GoalA goal conceded after a steal that followed this player's failed clear. Directly tracks when a bad clear led to an opponent steal and score.
No-Clear BlocksBlocks or steals made on an inactive teammate following their failed clear. Tracks the defensive damage caused by a failed clear leaving a teammate vulnerable.
Defense ScoreDecremented by 1 for each opponent goal scored while this player is on defense. Accumulates as a negative number — a lower (more negative) value means more goals were conceded while this player defended.
Defensive Stats
StatDescription
Steals (for / against)Steals performed by this player / times the ball was stolen from this player. A steal takes the ball directly from an opponent.
Blocks (for / against)Blocks made on active (non-reset) opponents / times this player was blocked while active. Blocks temporarily disable an opponent.
Reset Blocks (for / against)Blocks made on a player already in reset/down state / times this player was blocked while in reset state. Lower value than blocking an active player.
Blocks with BallTimes this player made a block while holding the ball — requires simultaneously holding the ball and tagging an opponent.
Blocks before GoalBlocks made by this player's team within the scoring window before a goal. Tracks blocks that helped create or maintain the possession chain leading to a score.
Block Serie MaxThe longest consecutive run of steals and blocks made without losing possession. Measures sustained defensive or aggressive dominance.
Big Mid CombosCount of 3-or-more aggressive actions (steals or blocks) within a 3-second sliding window. Rewards short bursts of intense physical play.
Reset PointAwarded when a player resets a different reset-state opponent than the last one they reset. Rewards varied defensive play rather than repeatedly hitting the same downed player.
Possession & Misc Stats
StatDescription
Possession TimeTotal time this player held the ball during the game.
MissesMissed shots — times the player fired at a target but failed to connect.
Target Reset (self)Times this player used a target reset on themselves.
Target Reset (player)Times this player was reset by a target reset event.
Started Round with BallTimes this player began a new round of play holding the ball.
Lost Ball First (round)Times this player lost the ball on the very first action after starting a round with it.
Ball TimeoutsPossessions ended by timeout — times the ball timer expired while this player was holding it.
Time PlayedDuration from this player's first to last recorded action. Players with 30 seconds or less of playtime are excluded from the scorecard entirely.