MICRO ADJUST
Two head-sized orbs, right next to each other, and the next one lands beside the last. This is the last two degrees of every duel — the distance where whiffs actually happen.
This drill needs a mouse — the corrections are finer than a fingertip can place, so it is skipped on phones and tablets.
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. Tiny moves. Let the wrist settle, then click.
What it trains
Snap onto a target and click it clean. Two tiny head-sized orbs clustered near centre — each new one lands right by the last. Train the last 2° where whiffs are born.
Big flicks are the visible part of aiming and the easy part to practise. The shots people actually lose are the small ones: the target moved fifteen pixels and the correction overshot. Micro removes the travel entirely so there is nowhere to hide — every rep is the fine-adjustment phase, repeated until the arm learns to stop moving before the hand fires.
The one thing to do differently
Move from the shoulder for the big travel, then let the wrist and fingers place the last few degrees. Micro corrections come from a still arm — if your whole arm is twitching at the end, you started the fine phase too late.
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 | 0.182° | base 0.2° × 0.91 |
| Orbs on screen | 2 | base 2 |
| Spawn box | 7° wide, -1° to 6° high | fixed |
| Distance | 20 units | fixed |
| Cluster spread | 5° | the next orb lands within this |
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:
A precision drill grades on accuracy alone — the targets are tiny and close together, so the question is whether you can place the crosshair, not how fast you can travel.
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 this feel harder than drills with smaller targets?
Because there is no rest. In most drills the travel between targets is recovery time; here the next orb spawns within a few degrees of the last, so you are in the precision phase continuously.
My accuracy is high but my score is low.
Score is kills per minute weighted by accuracy, so pure accuracy with long pauses scores badly. Once you are reliably above 85%, work on shortening the settle rather than tightening the aim further.
Is this playable on a phone?
No. Micro Adjust is one of four drills that need a mouse — the corrections are smaller than a fingertip can reliably place.
Train Micro Adjust now
Free, in the browser, no download or account. Tiny moves. Let the wrist settle, then click.
▶ Play Micro Adjust