HEADSHOT PRECISION
One orb at head height, jumping side to side, changing size every time you kill it. No vertical travel, no excuses — just placement.
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. Head height every time. Settle, then click the dot.
What it trains
Snap onto a target and click it clean. One orb locked at head height, jumping side to side and changing size on every kill. Pure precision.
Good players keep their crosshair on the head line as they move, so an enemy appearing is a horizontal correction and nothing else. Dragging upward to a head is a second movement, and second movements lose duels. This drill locks everything to that line and varies target size instead, so the only variable left is how precisely you place the crosshair.
The one thing to do differently
Play at head height. Keep your crosshair on the head line as you move so every engagement is a horizontal correction only — dragging up to the head is a second movement you don't have time for.
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 | 0.309° | base 0.34° × 0.91 |
| Orbs on screen | 1 | base 1 |
| Spawn box | 24° wide, 4° to 8° high | fixed |
| Distance | 18 units | fixed |
| Size jitter | ±50% | randomised per spawn |
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:
One orb at head height, resized every kill. Graded on accuracy — the drill is about arriving on the head line clean, not about travel speed.
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+ |
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 the orb keep changing size?
So you cannot settle into one muscle-memory distance. Real heads vary with range; varying the radius by up to 50% forces you to actually look at the target rather than firing at a remembered size.
Should I be moving the mouse vertically at all?
Almost never. If you are correcting up or down between kills, your crosshair placement is drifting off the head line between shots — that is the habit this drill exists to remove.
How does this differ from Micro Adjust?
Micro is about the last two degrees in any direction with no travel. Headshot keeps real horizontal travel but removes the vertical axis. Micro trains the settle; Headshot trains crosshair placement.
Train Headshot now
Free, in the browser, no download or account. Head height every time. Settle, then click the dot.
▶ Play Headshot