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Online Aim Trainer – Aim Test with Gridshot, flicks, and tracking

Train your aim with this free online Aim Trainer, right in your browser—no download or sign-up required. The Aim Test measures target switching in Gridshot, flicks in Timed Mode, and your ability to follow a moving target in Tracking. See your hits, accuracy, time per hit, targets per second, and personal bests, which are stored only in your browser's local storage. Includes crosshair selection, optional Pointer Lock, and a chart.

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Mode

Three targets at once on a grid. Hit the selected number of targets as quickly as possible.

Ready?

Gridshot, Medium, 25 targets

After a short countdown, the targets appear. Click or tap them. Press Esc to stop.

Matches

0/25

Misses

0

Accuracy

–

Settings

Target size
Number of targets
Crosshair

Mouse sensitivity: Without Pointer Lock, your operating system's pointer speed applies, and the browser cannot detect your DPI. Compare results only with the same mouse settings.

Your result

Select a mode and target size, then click Start. After the run, you’ll see hits, accuracy, time per hit, targets per second, and a chart here.

Example result

What your Aim Test shows: calculation examples

Choose a mode, target size and duration, then click Start. Targets appear after a short countdown (3, 2, 1). At the end, get your hits, accuracy percentage, average time per hit, targets per second and a chart of the full run. Three examples and a target-size calculation:

Example 1: Gridshot with 10 targets

Input: “Gridshot” mode, target size “Medium” (44 px diameter), 10 targets, play area 1,000 × 625 px. Three targets are visible at a time. Play was at a steady pace, with two missed clicks.

Result

Total time
6.18 s
Targets hit
10
Misses
2
Accuracy
83.3 %
Avg. time per hit
618 ms
Median
585 ms
Fastest / slowest hit
510 / 920 ms
Targets per second
1.62
Throughput
4 bit/s
05001000Hit 1: 920 ms1Hit 2: 640 ms2Hit 3: 590 ms3Hit 4: 710 ms4Hit 5: 560 ms5Hit 6: 530 ms6Hit 7: 600 ms7Hit 8: 540 ms8Hit 9: 580 ms9Hit 10: 510 ms10Targets hit

Calculation: 10 hits ÷ 6.18 seconds = 1.62 targets per second. 10 hits ÷ (10 hits + 2 misses) = 83.3% accuracy. The times add up to 6,180 ms; divided by 10 hits, that is 618 ms per hit.

Example 2: Time mode with 30 seconds

Input: “Time Mode”, target size “Medium”, 30 seconds, play area 1,000 × 625 px. Only one target is visible at a time. Each time you hit it, the next appears in a different location. About every tenth click missed.

Result

Duration
30 s
Targets hit
44
Misses
5
Accuracy
89.7 %
Avg. time per hit
672 ms
Median
676 ms
Fastest / slowest hit
510 / 769 ms
Targets per second
1.47
Throughput
4.7 bit/s
0400800Hit 1: 510 ms1Hit 2: 683 msHit 3: 596 msHit 4: 769 msHit 5: 682 msHit 6: 595 msHit 7: 768 msHit 8: 681 msHit 9: 594 msHit 10: 767 msHit 11: 680 ms11Hit 12: 593 msHit 13: 766 msHit 14: 679 msHit 15: 592 msHit 16: 765 msHit 17: 678 msHit 18: 591 msHit 19: 764 msHit 20: 677 msHit 21: 590 ms21Hit 22: 763 msHit 23: 676 msHit 24: 589 msHit 25: 762 msHit 26: 675 msHit 27: 588 msHit 28: 761 msHit 29: 674 msHit 30: 587 msHit 31: 760 ms31Hit 32: 673 msHit 33: 586 msHit 34: 759 msHit 35: 672 msHit 36: 585 msHit 37: 758 msHit 38: 671 msHit 39: 584 msHit 40: 757 msHit 41: 670 ms41Hit 42: 583 msHit 43: 756 msHit 44: 669 ms44Targets hit

Calculation: 44 hits ÷ 30 seconds = 1.47 targets per second. 44 hits ÷ (44 hits + 5 misses) = 89.7% accuracy. In time mode, the number of hits counts; in Gridshot, it is the total time.

Example 3: Tracking for 30 seconds

Input: “Tracking” mode, target size “Medium”, 30 seconds. The target moves at 130 to 270 pixels per second, changes direction every half-second to one and a half seconds, and bounces off the edges. The player follows it with a slight delay.

Result

Time on target
72.8 %
Seconds on target
21.8 s
Longest streak
4.6 s
Avg. distance from center
17 px
050100Second 1: 100% on target1Second 2: 100% on targetSecond 3: 100% on targetSecond 4: 100% on targetSecond 5: 62% on targetSecond 6: 44% on target6Second 7: 100% on targetSecond 8: 13% on targetSecond 9: 52% on targetSecond 10: 68% on targetSecond 11: 100% on target11Second 12: 100% on targetSecond 13: 33% on targetSecond 14: 95% on targetSecond 15: 100% on targetSecond 16: 100% on target16Second 17: 75% on targetSecond 18: 95% on targetSecond 19: 27% on targetSecond 20: 60% on targetSecond 21: 13% on target21Second 22: 100% on targetSecond 23: 90% on targetSecond 24: 26% on targetSecond 25: 76% on targetSecond 26: 81% on target26Second 27: 52% on targetSecond 28: 79% on targetSecond 29: 71% on targetSecond 30: 73% on target30Seconds

Calculation: 21,840 ms on target ÷ 30,000 ms elapsed = 72.8% time on target. Each bar shows the share within one second.

Example 4: Why the target size matters

The smaller and farther away the target, the harder it is to hit. Difficulty in bits is the base-2 logarithm of “distance ÷ diameter + 1.” For a target 400 pixels away:

Difficulty of a target 400 pixels away at three target sizes
Target sizeDiameterDifficultyThroughput at 600 ms
Small28 px3.93 bit6.6 bit/s
Medium44 px3.33 bit5.6 bit/s
Large68 px2.78 bit4.6 bit/s

For example, hitting the small target in 600 ms gives you 6.6 bit/s, while hitting the large target in the same time gives you only 4.6 bit/s. Throughput therefore rewards hits on small targets and lets you compare runs with different target sizes more fairly.

How it works

Train your aim in four steps

How to use the Aim Trainer: from choosing a mode to achieving a personal best, with no account or download.

Step 1

Select mode

Choose Gridshot for rapid target switching, Time mode for flick shots with as many hits as possible in 30 or 60 seconds, or Tracking to follow a moving target.

Step 2

Set target size and length

Choose small, medium, or large targets. In Gridshot, set how many targets you want to hit (10, 25, 50, or 100); in the other modes, set the duration.

Step 3

Customize crosshair and mouse

Select a crosshair or the system cursor. With a mouse, you can also enable Pointer Lock to keep the cursor in the play area.

Step 4

Start and view results

Click Start and hit the targets as soon as they appear after the countdown. You'll then see hits, accuracy, time per hit, targets per second, and a chart. Use “Try again” to beat your personal best.

The modes

Gridshot, flicks, and tracking: What does each mode train?

All three modes run in your browser without a download. They test different skills, so their results aren't comparable.

Gridshot

Score: total time

Three targets appear at once on a five-by-five grid. When you hit one, a new target appears in an empty square. You choose which target to hit next. This trains quick target switching and awareness. The run ends with the last hit; fewer seconds is better.

Time mode

Score: hits in 30 or 60 s

A single target jumps to a new position after each hit, a good distance from the pointer. This is classic flicking: move the pointer quickly to the target and stop precisely. The number of hits counts; accuracy breaks ties.

Tracking

Score: time on target

A target moves with changing direction and speed. Instead of clicking, keep your pointer on it for 30 or 60 seconds. This trains smooth tracking, as needed against moving opponents. Your score is the percentage of time your pointer stayed on the target.

For your shooter

Aim Trainer for Valorant, CS2, and other shooters

Which mode suits which game. With one click, you can load the suggested setting into the Aim Trainer. These are starting points, not fixed rules: what matters is sticking with one setting to track your progress.

Valorant and CS2

Time mode, small targets, 30 s

In tactical shooters, a single precise click often makes the difference. Timed mode with small targets comes closest: one target, one quick flick, a controlled stop. Focus on accuracy first, then the number of hits. Practice head-level aim and crosshair placement in-game as well, such as in Valorant's shooting range or on a CS2 aim map from the Steam Workshop.

Load this setting

Apex Legends and Overwatch

Tracking, medium targets, 60 s

When you need to keep your aim on an opponent longer, steady tracking matters more than a single click. Tracking mode moves the target at varying speeds and in different directions; your score is the percentage of time you stay on target. 60 seconds is enough to show whether your performance drops toward the end.

Load this setting

Warm up before every game

Gridshot, medium targets, 25 targets

Gridshot is ideal for a few minutes of warm-up in any game: three targets at a time, quick target switching, and at around one target per second, a round of 25 targets takes about 25 seconds. Two or three rounds are enough to get your hand and eye warmed up.

Load this setting

Sensitivity and DPI

Pointer Lock, pointer speed 1×

You can't enter your in-game sensitivity here: in the game, the camera rotates, while in the Aim Trainer, a pointer moves across a surface. For comparable runs, enable Pointer Lock, keep pointer speed at 1×, and don't change your DPI or mouse. Use the Sensitivity Converter to convert your sensitivity between games.

Go to Sensitivity Converter

How the calculation works

Accuracy, time per hit, and throughput explained

All values are calculated directly in your browser. That way, you know exactly what they mean and which missed shots count.

Accuracy

Hits ÷ (hits + misses)

Every click that misses a target is a miss. 100% means not a single missed click during the entire run. The value is rounded down so that 99.96% does not appear as 100%. Tracking involves no clicks, so it has no accuracy score; what counts there is time on target.

Avg. time per hit

Average time since the last hit

Time is measured from the previous hit, or from the start for the first hit. In Time mode, this is how long the target was visible. In Gridshot, it's the interval between two hits. You'll also see the median, which gives less weight to outliers, and the fastest hit.

Targets per second

Hits ÷ seconds

In Gridshot, the test divides by the total time until the last hit; in timed mode, it divides by the selected 30 or 60 seconds. 40 hits in 30 seconds equals 1.33 targets per second, or 750 ms per hit.

Throughput

Difficulty in bits ÷ time in seconds

According to Fitts's law, how difficult a target is to hit depends on its distance and size. Throughput relates these factors to time, making different target sizes comparable. The test measures distance from the last click to the center of the new target.

Time on target

Time on target ÷ runtime

You are on target whenever the center of your crosshair is inside the target. The results also include your longest uninterrupted streak and your average distance from the center in pixels.

Best results

same setting only

A personal best applies to one specific mode with the same target size and duration. In Gridshot, it's the shortest total time; in timed mode, the most hits; and in tracking, the highest percentage of time on target.

Context

What a browser-based aim test can and cannot tell you

The Aim Trainer is useful for warming up, comparing your own runs, and getting an initial impression. There are differences from games and installed 3D trainers like KovaaK's and Aim Lab that you should know about.

Not a substitute for 3D practice in-game

This trainer is two-dimensional: you move a pointer across a surface. In a shooter, you rotate the camera in 3D space instead. Here you train your aim and mouse control, but not camera movement, distance judgment or recoil control. For those, use a 3D trainer such as KovaaK's or Aim Lab, or practice in your game.

Frame rate and monitor

The browser draws targets once per frame. At 60 Hz, a frame takes 16.7 ms; at 144 Hz, 6.9 ms. The measured time can therefore differ by up to one frame. Monitor and mouse latency, which browsers cannot detect, add further delay. Absolute millisecond values are therefore estimates.

Mouse, DPI, and pointer acceleration

Without Pointer Lock, your operating system moves the pointer using its pointer speed and possibly acceleration. The browser knows neither your mouse's DPI nor its polling rate. With Pointer Lock, the test requests raw mouse movement without acceleration where the browser supports it. The browser doesn't indicate whether the request succeeded.

Comparability of runs

The play area adapts to the window width, but targets have fixed pixel sizes. In a small window, targets are closer together than in a large one. Compare runs using the same mouse and monitor and, if possible, the same window size. Throughput accounts for target size and distance, not hardware.

Touchscreen

On a smartphone, you tap targets directly with your finger. It works, but it's a different test: there's no pointer movement, and your finger obscures the target. Don't compare touch and mouse results. You need a mouse for Pointer Lock and the crosshair.

Why your results fluctuate

How you feel, fatigue, and warming up can noticeably affect your results. Do a few warm-up runs, then compare the median of several runs rather than a single best score. Just two or three extra misclicks can change your accuracy across 25 targets by several percentage points.

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FAQ

Frequently asked questions about Aim Trainer

Quick answers about aim training, accuracy, sensitivity, and this Aim Test.

Aim means how quickly and accurately you can move your crosshair onto a target and keep it there. It involves three core skills: flicks (a quick, precise movement to a target), tracking (following a moving target), and target switching (quickly moving between targets). An Aim Trainer lets you practice exactly these skills. This one runs free in your browser: choose Gridshot, Timed Mode, or Tracking, set the target size and duration, then click Start. After a 3, 2, 1 countdown, the targets appear. At the end, the Aim Test shows your hits, accuracy, average time per hit, and targets per second—or time on target for Tracking—along with a chart of the entire run.

Short, regular sessions help more than one long session. A common approach is to warm up for ten to fifteen minutes before playing: for example, two Gridshot runs with 25 targets, one 30-second run in timed mode, and one tracking run. Stick with the same target size and avoid constantly changing your mouse settings, or you’ll have to readjust each time. Focus on accuracy first, then increase your speed. Aim training doesn’t replace playing the game: positioning and game knowledge matter just as much.

It trains the fundamentals you need in Valorant and CS2: For the quick, precise single clicks these games require, Time Mode with small targets works best. Focus on accuracy above all. What the browser cannot replicate is head height, crosshair placement, movement, and in-game recoil. For those, also use the shooting range in Valorant or an aim map from the Steam Workshop in CS2. For games where you need to keep opponents in your sights longer, such as Apex Legends or Overwatch, Tracking Mode is the better exercise.

Accuracy is the share of clicks that hit a target: hits divided by hits plus misses. 25 hits and 5 misses give 25 ÷ 30 = 83.3%. Every click that misses a target counts as a miss. The value is rounded down so that 99.96% does not appear as 100%. So 100% means not a single missed click. Tracking has no clicks; it measures time on target instead.

There is no single good score: results depend heavily on the mode, target size, play area, mouse, and monitor. Your own history is more useful. From your last 30 results, the Aim Trainer shows your personal best for the selected settings: the shortest total time in Gridshot, the most hits in Timed Mode, and the highest time-on-target percentage in Tracking. Compare only runs with the same settings, and make sure your accuracy doesn't drop as you get faster. To compare runs with different target sizes, use throughput in bit/s.

There's no single best Aim Trainer—it depends on what you want to practice. You can install programs like KovaaK's or Aim Lab, for example through Steam, and train in 3D with camera controls and a wide range of scenarios. This Aim Trainer is deliberately two-dimensional and runs in your browser without a download or account. It's a good quick alternative for warming up and measuring flicks, tracking, and target switching, but it doesn't replace 3D training with camera controls, distances, and recoil.

Pointer Lock captures your cursor inside the play area. It can no longer leave the area and follows your mouse movements as it would in a shooter. The option appears if you're using a mouse and your browser supports Pointer Lock. Where the browser allows it, the test requests raw movement without pointer acceleration. Use “Pointer speed” to scale movement from 0.5× to 2×. Without Pointer Lock, your operating system's pointer speed applies. You can't enter your in-game sensitivity directly because a game rotates a camera, while this test moves a cursor across an area. Use the Sensitivity Converter to convert sensitivity between two games. Press Esc to end Pointer Lock and the run.

The Aim Trainer is free, with no download or sign-up required. The test runs entirely in your browser: nothing is uploaded, and there is no leaderboard on our servers. Your last 30 results are stored only in your browser's local storage, where the test uses them to determine your personal best for each setting. “Clear” deletes your history. The address bar contains only your selected settings so you can share them, never your results.

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