Where you land
Full marks inside 100ms of the written position. From there the score falls away to nothing by 400ms. Past 300ms a hit is not late — it is a miss.
The fill goes exactly as planned. Then beat one arrives late, the hi-hat feel has shifted, and it takes a bar and a half to settle. The chops were never the issue. The landing was.
FillIQ scores where you land. Every hit is measured against the click to the millisecond, so the join stops being a feeling you argue about and becomes a number you can move.
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FillIQ item
Level 41 · Item 7
Eight clean bars of this at 80% and the item is passed. One bar under the line and the count starts again.
The honest diagnosis
Chops get their own hour. What happens either side of them — the part every listener actually hears — gets whatever is left. Here is what that produces.
You play the fill you meant to play. Then you land half a beat late, the hi-hat has changed feel, and it takes a bar and a half to settle again.
Not because you like them. Because they are the only ones you trust to come back from. The rest stay in the practice room.
Alone, you set the tempo and nothing argues. In a room, the pulse has to survive a guitarist, a click that drops out, and a section you half remember.
An hour on the kit feels productive. Six months later you are playing the same things at the same tempo, and you could not say which part actually improved.
None of this is a talent problem. It is a measurement problem. You cannot fix a landing you have never measured.
FillIQ
You are scored against the click and against where you land. Not against your own sense of whether it went well. Two numbers make up every bar.
Full marks inside 100ms of the written position. From there the score falls away to nothing by 400ms. Past 300ms a hit is not late — it is a miss.
Notes are weighted by what they carry. An accented snare counts 1.5, the bass/kick 1.2, hi-hat and ride 1.0, ghost notes and toms 0.8. Right rhythm on the wrong drum costs a little over half a miss.
Sixty per cent of a bar is the notes, forty per cent is the placement. Extra hits you did not owe are shown back to you but never subtract.
Kit and interface delay is measured once and taken off before anything is scored, so the number reflects your hands.
What a pass takes
A bar passes at 80%. An item passes when the last eight bars all pass — one bar below the line restarts the count. It is a test of holding a standard, not of catching one good take.
One thing at a time
Every item is a fully specified exercise: an exact tempo, a sticking, a voice for each step, and whichever demands the level has switched on. Items get harder one parameter at a time, so when something breaks you know which thing broke it.
The same sticking comes back faster. Nothing else moves, so speed is isolated.
40 BPM up to 200 BPM, depending on the grouping
Singles and doubles first, then the bass/kick enters the phrase, then five-note phrases that do not fit the bar neatly.
RLRL through to five-note phrases with double kicks
The phrase is played against a different grouping than it is written in, so it rotates against the pulse instead of lining up.
4-in-3, 3-in-4, 5-in-3, 5-in-4
The phrase moves off the snare and around the kit. Which drum each step lands on is specified, not left to you.
Snare, then floor tom, tom 1, crash, then a bass/kick layer under the hands
Accents switch on at a fixed position and rotate through the phrase. Everything unaccented becomes a ghost note. This is where control stops being a word and starts being a number.
None, then one accent, then two, then three
The left foot joins on the hi-hat at a fixed interval while the hands keep the phrase.
Off, then at each grouping start, then every four sixteenths, then every three
The same idea, four rungs apart
Level 1
RLRL
Level 2
RKRK
Level 19
RLRL
Higher levels
RRLLK
Levels unlock in order. You do not move on until every item in the level is passed, so the ladder cannot be skipped at the point it starts to cost you something.
Scale
100
levels
2,470
individual items
8
parameters that escalate
Each item is its own exercise with its own tempo, sticking and demands, and each is tracked separately. Ten in the first level, then fifteen, then twenty, then twenty-five in every level after that. Worked at a handful of items a session, this is years of material, and the ladder keeps climbing after the point most fill practice stops.
Before you buy
For the scoring, yes. Here is exactly what each mode needs and exactly what it gives you.
What it needs
An electronic kit or pad sending MIDI, and Chrome, Edge, Opera or Firefox. Safari does not support Web MIDI on Mac or iPhone.
What it gives you
Every hit measured: the drum, the placement to the millisecond, and how hard you struck it. This is the mode everything on this page describes.
What it needs
Nothing. Any kit, any browser, no hardware.
What it gives you
The same 2,470 items, the click, the notation and the progression — played through and marked off by you. Nothing is detected and nothing is scored.
Acoustic mode is an honest way to work the ladder without an electronic kit. It is not measurement, and it is not presented as measurement anywhere in the app.
The price
The ladder is 2,470 items deep. Pay once and work it at whatever pace the kit allows, with no clock running against you.
Not ready to pay once? .
Coming back is. Beat one either arrives where it should or it does not, and until something measures that, you are guessing. FillIQ measures it, one item at a time, for as long as you want to keep climbing.