MOTIONSHOT SPEED
Two positions, one at a time: a fixed anchor in the centre and a random peek. Kill one, snap to the other, and never park the crosshair.
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. Kill one, snap to the other. Never park the crosshair.
What it trains
Move between targets without ever parking the crosshair. Two orbs, one at a time: a fixed anchor at centre and a random peek. Kill one, snap to the other. Never park the crosshair.
Target switching is its own skill, distinct from both flicking and tracking. The anchor gives you a known position to return to, so the drill isolates the transition itself — the moment where most players stop, re-acquire, and only then fire. Training the swap as one continuous movement is what turns two kills into one motion.
The one thing to do differently
Commit to the shot while you're still moving. Stop-start aiming feels precise but bleeds the whole time budget — keep the crosshair travelling and fire through the target.
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 |
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 hold-rank bar drops to 0.74: you are swapping between a fixed anchor and a random peek, so some accuracy is traded for never parking the crosshair.
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 there a fixed anchor instead of two random targets?
Because a known position removes the search problem and leaves only the movement. If both targets were random you would be practising target acquisition, which the other drills already cover.
I keep overshooting the peek.
You are committing to the swap without reading the distance. The anchor is always in the same place, so use the return trip to reset your speed rather than firing at whatever pace the last shot left you at.
What is the difference from Motionshot Precision?
Here the peek is stationary, so it is a pure speed test. In Precision the peek strafes across at 34°/s and expires in four seconds, which adds a lead-and-settle problem on top.
Train Motion Spd now
Free, in the browser, no download or account. Kill one, snap to the other. Never park the crosshair.
▶ Play Motion Spd