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Online Aim Trainer / Aim drills / MOTIONSHOT PRECISION
Switching · Anchor + strafe

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.

Switching Holds rank at 66% Click to fire Mouse only
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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.

ParameterAt R30How it's derived
Target radius0.382°base 0.42° × 0.91
Orbs on screenone at a time
Spawn box26° wide, -3° to 13° highfixed
Distance18 unitsfixed
Time to live4san unshot orb disappears
Strafe speed34°/s× 1.13 at R30

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 / shots44 / 68
Accuracy44 ÷ 68 = 64.7%
Kills per minute44 × 60 ÷ 60 = 44
Raw score3,624
Multiplier at R30× 1.152
Score shown4,175

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

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.

Bar to hold rank0.66
This run scored0.647
Δ = 30 × (perf01 − bar)-0.39, softened × 0.65 going down
Capped per run+6 up, −8 down
Rating afterR30 → R29.75 (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 0.647, personal best, 3-day streak
XP awarded194

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.

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Free, in the browser, no download or account. Anchor, then ride the streaker. Lead it, don't chase.

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