FLICK
Three orbs, always up, always somewhere else. Flick is the drill that decides whether your first bullet lands in a duel — and the only one graded on how many targets a minute you can actually clear.
What it looks like
A scripted demonstration at intensity R30 (GOLD) — not a recorded run. The crosshair is a bot showing the intended motion. In the real drill the difficulty is personal: it tracks your rating, so your targets are bigger or smaller than these. One smooth motion to the orb — snap, don't drag.
What it trains
Snap onto a target and click it clean. Three orbs up at all times. Snap, click, repeat. The classic warm-up for fast first bloods.
Almost every opening duel in an FPS is one problem: your crosshair is here and an enemy just appeared there. Flick trains the single ballistic movement that closes that gap, and then stops. It is graded on throughput rather than accuracy because a flick that lands half a second late is a flick you lost the trade on — speed and precision are the same skill here, and counting kills per minute measures both at once.
The one thing to do differently
Stop the flick on the target, not past it. Drive fast for the first two-thirds, then decelerate into the dot — overshooting and correcting back costs more time than a slightly slower approach.
The parameters
Shown at R30. Difficulty is continuous and personal — there are no fixed easy/medium/hard tiers. As your rating rises the targets shrink, tracking speeds up, reaction spawns come sooner, and flick and micro add up to two more orbs.
| Parameter | At R30 | How it's derived |
|---|---|---|
| Target radius | 0.41° | base 0.45° × 0.91 |
| Orbs on screen | 3 | base 3 |
| Spawn box | 26° wide, -3° to 15° high | fixed |
| Distance | 18 units | fixed |
How your score is calculated
Step 1 — the raw rate.
| Term | What it is |
|---|---|
| Kills per minute | hits ÷ minutes played. A rate, not a count, so drill length doesn't change what a score is worth. |
| Accuracy | hits ÷ shots. Enters as (0.5 + 0.5 × accuracy), so perfect accuracy is worth double a 0% one — it shapes the score but never zeroes it. |
Every drill scores on a rate, never a raw count, so a 30-second run and a 60-second run produce comparable numbers.
Step 2 — weight it by how hard the drill actually was
Difficulty adapts to you, so a raw score is not comparable between players: whoever plays at the lowest intensity would top every board. So the raw rate is multiplied by how much harder the drill genuinely is at the rating you played, anchored so that a run at R20 is worth exactly its raw score.
| Rating | Rank | Multiplier |
|---|---|---|
| R8 | IRON | × 0.857 |
| R12 | BRONZE | × 0.901 |
| R20 | SILVER | × 1 |
| R28 | GOLD | × 1.119 |
| R37 | PLATINUM | × 1.283 |
| R46 | DIAMOND | × 1.492 |
| R56 | ASCENDANT | × 1.799 |
| R67 | IMMORTAL | × 2.51 |
| R80 | RADIANT | × 3.526 |
| R100 | RADIANT | × 4.409 |
Click drills scale with target area rather than width, plus a penalty for each extra orb competing for your attention — which is why the multiplier climbs faster here than on Track or Reflexshot. It stops growing above about R90, because the simulation itself stops getting harder there.
Worked example
How your rank moves
Score and rank are different questions. Score is what you produced this run. Rank asks
whether you beat the bar for the level you played, and it is the only number here that is
a pure skill signal — XP is paid for every run, but rank only moves on demonstrated
ability. The measurement is perf01, a 0-to-1 reading of the run:
Flick is the one drill graded on THROUGHPUT rather than accuracy. flickBench(R) is the targets-per-minute a real player must sustain to hold rating R. Clear the bar and you hold your rank; beat it and you climb. Accuracy isn't a separate term because one shot per click means a misclick already costs you the flick.
Losses are deliberately gentler than gains (×0.65), and both are capped, so one bad run never craters a rating you earned over weeks. There is also an accuracy gate: below 60% accuracy your rating cannot rise at all, however fast you were — control before speed. A run that finishes well below the bar also can't display a high rank badge, however high the rating you played at.
The ladder
| Rank | Rating needed |
|---|---|
| IRON | below R12 |
| BRONZE | R12+ |
| SILVER | R20+ |
| GOLD | R28+ |
| PLATINUM | R37+ |
| DIAMOND | R46+ |
| ASCENDANT | R56+ |
| IMMORTAL | R67+ |
| RADIANT | R80+ |
The throughput bar
Flick is the one drill graded on throughput, so it needs a real-world reference for how many targets a minute each rank represents. These knots are anchored to published clicking benchmarks and to the limits of saccade-plus-motor timing — sustained accurate play tops out around 200 targets a minute, which is why the curve flattens at the top.
| Rating | Rank | Targets / min to hold it |
|---|---|---|
| R8 | IRON | 35 |
| R12 | BRONZE | 48 |
| R20 | SILVER | 62 |
| R28 | GOLD | 82 |
| R37 | PLATINUM | 100 |
| R46 | DIAMOND | 118 |
| R56 | ASCENDANT | 140 |
| R67 | IMMORTAL | 162 |
| R80 | RADIANT | 185 |
| R120 | RADIANT | 210 |
How XP is calculated
XP is the opposite of rank on purpose: it is generous and it always pays, because showing up is the habit worth rewarding. It never affects your rank.
| Term | Worth |
|---|---|
| Base | 30 + 2 × your rating — harder levels pay more |
| Performance | up to +60, scaled by perf01 |
| Rating gained | +14 per point of rating climbed |
| Personal best | +40 |
| Daily streak | +5% per day, up to +35% |
| Floor | 15 XP minimum, whatever happens |
Levels need 60 × (n−1) × n cumulative XP, so level 10 is 5,400 and level 25 is 36,000.
Common questions
Why does my score go up when my accuracy goes down?
Because flick is scored on kills per minute first. If firing a little earlier gets you more targets, that is a real improvement even at lower accuracy. There is a floor, though: the accuracy gate stops your rating from rising at all below 60%, so you cannot spray your way up.
How many targets should I be hitting?
The results card tells you — the Targets row shows your kills against the number expected at the intensity you played. That expectation comes from the throughput table below, anchored to real clicking benchmarks.
Should I use a lower sensitivity for flicking?
Most players flick best somewhere around 25–40cm per 360°. Lower than that and large flicks need an arm movement you may not have room for; much higher and the last few degrees get hard to control. Change it once, then leave it alone for a couple of weeks — constantly re-tuning sensitivity is itself a reason people stop improving.
Train Flick now
Free, in the browser, no download or account. One smooth motion to the orb — snap, don't drag.
▶ Play Flick