⌖ Play this drill
Online Aim Trainer / Aim drills / MOTIONSHOT SPEED
Switching · Anchor swaps

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.

Switching Holds rank at 74% Click to fire Mouse only
▶ Play Motion Spd free

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.

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

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 / shots58 / 76
Accuracy58 ÷ 76 = 76.3%
Kills per minute58 × 60 ÷ 60 = 58
Raw score5,113
Multiplier at R30× 1.152
Score shown5,890

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 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.

Bar to hold rank0.74
This run scored0.763
Δ = 30 × (perf01 − bar)0.69
Capped per run+6 up, −8 down
Rating afterR30 → R30.69 (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 0.763, personal best, 3-day streak
XP awarded214

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