mechanix.gg

MOBA skillshot dodge test

Hook Dodge

A harpooner watches how you move and throws a fast hook where you’ll be. Keep moving with right-click and break its read the moment it throws. Ten scored attempts; only getting hit matters.

What it measures

Reaction time:
from the first frame the hook is visible to your first click that changes your movement: a start, a turn of 25° or more, or a stop.
Dodges:
how many of your ten attempts the hook missed, and by how much.
Direction:
how well your change of movement pointed away from the hook’s path.
Consistency:
the spread of your reaction times.

Modes

The read:
steady walkers are led to where they’ll be; players who have been juking get the hook aimed at the middle of their recent movement pattern.
The hook:
flies at 1,600 units per second from 700–1,100 units away, after a short 150 ms wind-up.
Free movement:
you’re never “too early”: move however you like, only getting hooked counts.

Controls

  • RMBMove
  • SStop
  • SpacePause

How you’re scored

A 0–1000 score: 40% median reaction, 30% dodge rate, 15% consistency and 15% dodge direction. Attempts disturbed by a frame drop over 50 ms are repeated.

FAQ

How does the harpooner aim?
It watches your last half-second of movement. If you’ve been walking straight it leads you; the more you’ve juked recently, the more it aims at the middle of your movement pattern instead.
Can every hook be dodged?
At normal ranges, yes, with a fast reaction in the right direction. Very close to the caster, or when you’re pinned against a wall, the hook can arrive before any human could walk clear.
Is there a Flash in Hook Dodge?
No. It’s a pure movement test: dodging comes down to reading the throw and how you move.

Related reading