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Online Aim Trainer / Aim drills / HEADSHOT PRECISION
Clicking · Precision clicks

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.

Clicking Holds rank at 78% Click to fire Works on touch
▶ Play Headshot free

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.

ParameterAt R30How it's derived
Target radius0.309°base 0.34° × 0.91
Orbs on screen1base 1
Spawn box24° wide, 4° to 8° highfixed
Distance18 unitsfixed
Size jitter±50%randomised per spawn

How your score is calculated

Step 1 — the raw rate.

raw = kpm × 100 × (0.5 + 0.5 × accuracy)
TermWhat it is
Kills per minutehits ÷ minutes played. A rate, not a count, so drill length doesn't change what a score is worth.
Accuracyhits ÷ 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.

score = raw × difficultyMultiplier(R)
RatingRankMultiplier
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

Drill length60s at R30 (GOLD)
Hits / shots62 / 76
Accuracy62 ÷ 76 = 81.6%
Kills per minute62 × 60 ÷ 60 = 62
Raw score5,629
Multiplier at R30× 1.152
Score shown6,484

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:

perf01 = accuracy

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.

Bar to hold rank0.78
This run scored0.816
Δ = 30 × (perf01 − bar)1.07
Capped per run+6 up, −8 down
Rating afterR30 → R31.07 (GOLD)

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

RankRating 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.

TermWorth
Base30 + 2 × your rating — harder levels pay more
Performanceup to +60, scaled by perf01
Rating gained+14 per point of rating climbed
Personal best+40
Daily streak+5% per day, up to +35%
Floor15 XP minimum, whatever happens
The run aboveR30, perf01 0.816, personal best, 3-day streak
XP awarded223

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