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kickflipT
Zapster

kickflipT

Playing since Jul 8, 2026 — global #34 of 130 ranked players.

Volts

Every correct zap banks a Volt — this is the lifetime total.

Total Volts188
ZapStack17694%
ZapRush126%
ZapMap00%

Global Ranking

Ranked ahead of 74% of 130 players.

#34
of 130
Top 26%
0255075100

Stats

The whole record — every run, every fight, every peak.

Accuracy
Total
ZapStack
ZapRush
Games Played
6runs — 4 ZapStack · 2 ZapRush

Roughly 2 stacks for every rush.

Daily Streak
0days

best 2

Combat
0 wins0 def0 castles

arena record

Perfect Runs
0

No flawless finish yet.

Highest ZapWall

No wall climbed yet.

Volts

Volts are ZapInto's power score, earned one correct Zap at a time. Two things feed it: every ZapRush run ever banked — those are forever — and the Arena hexes currently held. This ladder rewards both the grind and the ground.

0/20
LOCKED

Flicker

500

The first real charge on the board. Five hundred Volts is the faint glow that proves the current has started to flow.

LOCKED

Spark

1,000

A thousand Volts gathered. The faint glow catches into a spark — small, but unmistakably alight.

LOCKED

Flash

2,500

Twenty-five hundred Volts, bright enough to notice. The current is building past anything accidental.

LOCKED

Blast

5,000

Five thousand Volts and a genuine jolt of momentum. The charge is no longer subtle.

LOCKED

Surge

7,500

Seventy-five hundred Volts, rising in a steady, unbroken surge of points.

LOCKED

Flare

10,000

Ten thousand Volts burning clear and bright — the first five-figure mark on the ladder.

LOCKED

Blaze

25,000

Twenty-five thousand Volts. Well past a flicker now: a sustained, serious fire.

LOCKED

Lightning

50,000

Fifty thousand Volts that land like a bolt. A total only steady play reaches.

LOCKED

Tempest

75,000

Seventy-five thousand Volts, where the charge turns stormy and the scale shifts upward.

LOCKED

Hurricane

100,000

Six figures of Volts. A hundred thousand makes this a genuine force of nature on the ladder.

LOCKED

Cyclone

250,000

A quarter-million Volts, spun up well beyond the reach of all but the committed.

LOCKED

Typhoon

500,000

Half a million Volts of relentless momentum — a typhoon of points built over a long climb.

LOCKED

Maelstrom

750,000

Three-quarters of a million Volts churning together: a vortex of charge nearing the seven-figure mark.

LOCKED

Superflare

1,000,000

One million Volts, the point where the scale leaves the storm behind and turns stellar.

LOCKED

Starquake

1,250,000

Energy on the order of a shaking star. At 1.25 million Volts, this is rare air.

LOCKED

Pulsar

1,500,000

A million and a half Volts, beaming like a beacon that spins across the dark and cannot be missed.

LOCKED

Magnetar

1,750,000

The most magnetic force in the sky. At 1.75 million Volts, very nearly peerless.

LOCKED

Blazar

2,000,000

Two million Volts, focused and beamed straight outward with unmistakable intensity.

LOCKED

Quasar

2,500,000

Two and a half million Volts, outshining whole galaxies. Among the very brightest totals in the game.

LOCKED

Supernova

3,000,000

The summit of the ladder. Three million Volts is a legendary total few will ever approach.

Knowledge

Knowledge measures a player's best-ever ZapRush run — the most Zaps answered correctly in a row before a miss ends the run. Topics shift without warning, so a long streak reflects broad command of trivia under mounting pressure.

1/10
An open book crackling with small sparks of fresh knowledge
CURRENT TIER

Novice

5

A ZapRush run of five correct Zaps in a row. The first unbroken streak, and the start of the climb.

LOCKED

Initiate

10

Ten Zaps answered back to back. Long enough that the streak instinct has clearly kicked in.

LOCKED

Apprentice

20

A run of twenty correct Zaps without a miss — knowledge paired with real stamina.

LOCKED

Scholar

25

Twenty-five Zaps deep, a run that holds steady as topics shift. Genuine breadth on display.

LOCKED

Erudite

30

A streak of thirty correct Zaps. Few subjects are catching this run off guard.

LOCKED

Savant

40

Forty Zaps in a row — a level of recall that starts to look uncanny.

LOCKED

Visionary

50

Fifty consecutive correct Zaps, the kind of run that seems to see answers coming.

LOCKED

Prodigy

75

Seventy-five Zaps without a single miss. A rare and ruthless ZapRush run.

LOCKED

Mastermind

100

One hundred correct Zaps in a row, a triple-figure streak most players never touch.

LOCKED

Omniscient

150

A hundred and fifty Zaps without a miss. As close to knowing everything as the ladder goes.

Territory

Territory measures the size of a player's ZapFolio — the total ZapLands controlled across every map. ZapLands are claimed on open ground, won in combat, and kept by holding them. Badges earned here are never revoked, even if a ZapFolio later shrinks.

0/20
LOCKED

Wanderer

5

A ZapFolio of five ZapLands. The first small foothold claimed on the map.

LOCKED

Scout

10

Ten ZapLands held, enough to start charting the edges of a growing reach.

LOCKED

Pathfinder

15

Fifteen ZapLands, with clear routes opening up across the map.

LOCKED

Trailblazer

20

Twenty ZapLands blazed into a single name.

LOCKED

Frontiersman

25

Twenty-five ZapLands — a frontier large enough to be worth defending.

LOCKED

Pioneer

50

Fifty ZapLands settled. The shape of a real holding begins to emerge.

LOCKED

Settler

75

Seventy-five ZapLands, a ZapFolio with roots running deep.

LOCKED

Cartographer

100

A hundred ZapLands mapped and claimed — a holding worth charting in full.

LOCKED

Founder

250

Two hundred fifty ZapLands, large enough to be a domain with a name.

LOCKED

Baron

500

Five hundred ZapLands under one banner. Nobility, earned on the map.

LOCKED

Magnate

750

Seven hundred fifty ZapLands — a ZapFolio built on a grand scale.

LOCKED

Duke

1,000

A thousand ZapLands. A dukedom in all but title.

LOCKED

Sovereign

2,500

Twenty-five hundred ZapLands answering to a single ruler.

LOCKED

Monarch

5,000

Five thousand ZapLands, a crown the map cannot ignore.

LOCKED

Imperator

7,500

Seventy-five hundred ZapLands, a rule that now spans whole regions.

LOCKED

Hegemon

10,000

Ten thousand ZapLands. Dominance, stated plainly.

LOCKED

Colossus

25,000

Twenty-five thousand ZapLands beneath a single stride.

LOCKED

Behemoth

50,000

Fifty thousand ZapLands — a holding too vast to challenge lightly.

LOCKED

Titan

75,000

Seventy-five thousand ZapLands bent to one will.

LOCKED

Worldshaper

100,000

A hundred thousand ZapLands. At this scale, the world is not merely held — it is shaped.

Conquest

Conquest counts combat victories — every duel won in the Arenas and every castle taken on ZapMaps. Each win means a ZapLand that once belonged to someone else now changes hands. This ladder is a record of pure offense.

0/10
LOCKED

Trespasser

1

A first ZapLand taken by force. The opening move into combat.

LOCKED

Invader

5

Five combat wins. Borders are now being crossed on purpose.

LOCKED

Raider

10

Ten ZapLands seized in combat — enough to start drawing attention.

LOCKED

Marauder

25

Twenty-five conquests, marking a clear and deliberate pattern of aggression.

LOCKED

Ravager

50

Fifty combat wins, with visibly changed maps left behind.

LOCKED

Pillager

100

A hundred ZapLands taken by force. Few nearby positions stay safe.

LOCKED

Wrecker

250

Two hundred fifty conquests. Few nearby holdings survive intact.

LOCKED

Subjugator

500

Five hundred combat wins — less visiting borders than erasing them.

LOCKED

Tyrant

1,000

A thousand ZapLands taken by force; the name alone serves as a warning.

LOCKED

Despot

2,500

Twenty-five hundred conquests, marking absolute and hard-earned dominance.

Defense

Defense counts successful defenses — every duel turned away in the Arenas and every castle held on ZapMaps. Each tally is an attack that broke against a ZapLand and failed. Strong defense means answering Zaps correctly while an attacker bets they can score higher.

0/10
LOCKED

Lookout

1

A first attack repelled. One ZapLand held against its first challenger.

LOCKED

Vigil

5

Five successful defenses. The ZapWalls are clearly being watched.

LOCKED

Sentry

10

Ten attacks turned away, with held ground staying firmly in place.

LOCKED

Watchman

25

Twenty-five defenses — a defensive record that simply refuses to crack.

LOCKED

Guardian

50

Fifty attacks weathered. What is held stays standing.

LOCKED

Warden

100

A hundred attacks broken against defended ZapLands.

LOCKED

Vanguard

250

Two hundred fifty holds — a defensive line attackers tend to bounce off.

LOCKED

Paladin

500

Five hundred defenses. Few sieges here are worth the trouble.

LOCKED

Paragon

1,000

A thousand successful holds. A line that simply does not move.

LOCKED

Atlas

2,500

Twenty-five hundred defenses, the kind that holds up the whole map.

Daily Streak

Daily Streak measures the longest run of consecutive days played — at least one game every UTC day, with a single missed day resetting the count to zero. It rewards the simple, surprisingly hard discipline of showing up.

0/9
LOCKED

Newcomer

3

Three consecutive days of play. A habit taking its first breath.

LOCKED

Familiar

7

A full week without a missed day. The mark of a regular.

LOCKED

Steady

14

Two weeks unbroken — the routine is real now.

LOCKED

Dedicated

30

Thirty straight days of play. A full month without a single gap.

LOCKED

Stalwart

60

Sixty consecutive days. Showing up has become second nature.

LOCKED

Tenacious

100

A hundred days in a row, kept up rain or shine.

LOCKED

Unwavering

200

Two hundred unbroken days. Nothing seems to break the chain.

LOCKED

Relentless

300

Three hundred straight days — a streak that now runs the whole calendar.

LOCKED

Eternal

365

A full calendar year, every single day. A streak that seems to have no end.

Fortification

Fortification tracks the highest ZapWall ever raised on a single ZapMap ZapLand. Every ZapWall starts at the baseline of 14 and climbs when the player fortifies — playing a ZapRush run on their own ZapLand and beating its current wall with a longer streak.

0/8
LOCKED

Cell

15

A ZapWall raised one step above the baseline of 14. The first act of fortification.

LOCKED

Battery

20

A ZapWall of twenty — stored defensive power, holding firm.

LOCKED

Generator

25

A ZapWall of twenty-five, a ZapLand now generating real resistance.

LOCKED

Dynamo

50

A ZapWall of fifty. Attackers can feel the charge from here.

LOCKED

Turbine

75

A ZapWall of seventy-five. Few ZapRush runs can climb this high.

LOCKED

Reactor

100

A ZapWall of a hundred. Taking this ZapLand means committing to a war.

LOCKED

Plasma

125

A ZapWall of a hundred twenty-five — searing to even approach.

LOCKED

Fusion

150

A ZapWall of 150, the hardest single ZapLand to crack on any map.

Skill

Skill counts how many distinct ZapStacks a player has aced — finished at a perfect 100% on a ZapStack of twenty or more Zaps. Each ZapStack counts once, and any mode qualifies, so this ladder rewards breadth of mastery rather than grinding one favorite.

0/10
LOCKED

Marksman

1

A first ZapStack aced at a perfect 100%. Dead center, not a single Zap missed.

LOCKED

Sharpshooter

5

Five ZapStacks aced. Precision is becoming a habit rather than a fluke.

LOCKED

Deadeye

10

Ten flawless ZapStacks, with an aim that doesn't waver.

LOCKED

Accurate

25

Twenty-five perfect ZapStacks across a range of subjects.

LOCKED

Crackshot

50

Fifty ZapStacks aced — perfection delivered on demand, again and again.

LOCKED

Hawkeye

100

A hundred flawless ZapStacks. Almost nothing slips past.

LOCKED

Bullseye

250

Two hundred fifty perfect ZapStacks, center mass every time.

LOCKED

Sniper

500

Five hundred aced ZapStacks: cold, exact, and relentless.

LOCKED

Virtuoso

1,000

A thousand flawless ZapStacks. Mastery that has become second nature.

LOCKED

Flawless

5,000

Five thousand aced ZapStacks. At this point the name speaks for itself.