MOTIONSHOT PRECISION
The same anchor swap, but the peek streaks across at speed and is gone in four seconds. A fixed point, then a fast-moving one, over and over.
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. Anchor, then ride the streaker. Lead it, don't chase.
What it trains
Move between targets without ever parking the crosshair. Same anchor swap, but the peek streaks across at speed and is gone in 4s. A fixed point, then a fast-moving one.
This is the hardest thing in the range, and its hold-rank bar is set lowest for exactly that reason. You are switching between two completely different aiming modes — a static placement and a moving intercept — with no pause between them. That mode switch is the thing most players cannot do under pressure, and it is why a lower accuracy here still represents real skill.
The one thing to do differently
Slow the last third of every approach. Precision under movement comes from a controlled arrival, not a fast one — get the crosshair close quickly, then settle before you click.
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 | 0.382° | base 0.42° × 0.91 |
| Orbs on screen | — | one at a time |
| Spawn box | 26° wide, -3° to 13° high | fixed |
| Distance | 18 units | fixed |
| Time to live | 4s | an unshot orb disappears |
| Strafe speed | 34°/s | × 1.13 at R30 |
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:
The lowest hold-rank bar of any drill (0.66) — the peek strafes at speed and expires in 4 seconds, so a lower accuracy still represents real skill here.
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 is the hold-rank bar only 0.66?
Because the drill is genuinely harder than the others. The bar is calibrated to what sustained competent play actually produces here — setting it at 0.78 like the click drills would push everyone's rating down for no reason.
Should I lead the moving target or chase it?
Lead it. Chasing means you are always behind and correcting; the peek moves at a constant 34°/s, so put the crosshair where it is going and let it arrive.
I run out of time on the peek constantly.
Get close fast, then settle — do not try to arrive precisely in one movement. The four-second window is enough for a quick approach plus a controlled last third, but not for one slow careful sweep.
Train Motion Prc now
Free, in the browser, no download or account. Anchor, then ride the streaker. Lead it, don't chase.
▶ Play Motion Prc