Reaction Time Test

The reaction time test measures how quickly you respond to a visual signal. Wait for the pad to turn green, then tap as fast as you can. Your score is the average reaction time in milliseconds across several rounds.

What's a good reaction time? →

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How the reaction time test works

The pad glows, you wait, and the moment it turns green you tap as fast as you humanly can. The delay before each green is random, so you can't anticipate it — you have to genuinely react. Your score is your average reaction time in milliseconds across the rounds you choose (3, 5 or 10). More rounds give a steadier, more honest number, because everyone throws in the odd slow tap.

Three ways to play

Classic is the pure stimulus-response test. Decoys mixes in fake flashes that you have to ignore — tap one and you'll pay for it. Go/no-go shows different signals and you only respond to the right one, which is much closer to how reactions work in sport and driving: the delay isn't just seeing the signal, it's deciding whether to act.

What affects your time

Most healthy adults land somewhere between 200 and 300 ms on a test like this. Sleep, caffeine, age and even your hardware move the needle — a gaming mouse on a fast monitor will beat a phone touchscreen by tens of milliseconds, so compare runs on the same device. Genuine improvement from training is modest; what improves most is your consistency. See average reaction time by age for the full picture.

FAQ

What's a good reaction time?

Under 250 ms on this style of test is quick; under 200 ms is genuinely fast. Our reaction time guide has averages by age.

What happens if I tap early?

Jumping the gun doesn't pay — early taps don't count, so wait for the green rather than gambling on the rhythm.

Why is my phone slower than my PC?

Touchscreens and displays add their own latency before your tap is registered. Your number is best compared against your own previous runs on the same device.

Can I actually get faster?

A little — but mostly you get more consistent, and modes like go/no-go train the deciding part of the reaction, which is the trainable part.