About Laserball
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.
These stats appear on the main game scorecard. Click any player row to open the full detailed stats panel.
| Stat | Description |
|---|---|
| Goals | Goals scored — the player shot the scoring target while their team held the ball. |
| Assists | Primary 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 Time | Total time this player held the ball during the game. |
| Stat | Description |
|---|---|
| Goals | Goals scored — the player shot the scoring target while their team held the ball. |
| Big Goals | Goals 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 Opponent | Credited 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 Pass | A pass whose receiver lost the ball to a steal within 1 second of catching it. Indicates a pass thrown into danger. |
| Futile Attacks | Times this player stole the ball but the opponent cleared it back within 5 seconds. The steal didn't result in sustained possession. |
| Futile Attacks → Goal | A 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. |
| Stat | Description |
|---|---|
| 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 Saves | A 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 Clears | The 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 Penalty | A 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 Goal | A 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 Blocks | Blocks 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 Score | Decremented 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. |
| Stat | Description |
|---|---|
| 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 Ball | Times this player made a block while holding the ball — requires simultaneously holding the ball and tagging an opponent. |
| Blocks before Goal | Blocks 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 Max | The longest consecutive run of steals and blocks made without losing possession. Measures sustained defensive or aggressive dominance. |
| Big Mid Combos | Count of 3-or-more aggressive actions (steals or blocks) within a 3-second sliding window. Rewards short bursts of intense physical play. |
| Reset Point | Awarded 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. |
| Stat | Description |
|---|---|
| Possession Time | Total time this player held the ball during the game. |
| Misses | Missed 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 Ball | Times 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 Timeouts | Possessions ended by timeout — times the ball timer expired while this player was holding it. |
| Time Played | Duration from this player's first to last recorded action. Players with 30 seconds or less of playtime are excluded from the scorecard entirely. |