Aim Trainer
Free browser aim trainer that turns at your real in-game sensitivity. Pick your game, type your sens and run four 60-second drills, from flicks to tracking.
Pick your game, type your sensitivity and play a 60-second drill. The view turns as far as it does in your game, so a flick here takes the same mouse travel as one in a match.
How the trainer matches your game
Most shooters turn your view by a fixed angle for each count your mouse reports, multiplied by your sensitivity. CS2 uses 0.022 degrees per count, so at sensitivity 2 one count turns you 0.044 degrees and a full turn takes about 8,182 counts. A mouse at 800 DPI covers that in about 26 cm. The trainer applies the same math to the raw counts your mouse sends, which is why your DPI never enters the turn: it’s already in the counts. The game list is the one our sensitivity converter uses. Warzone scales aim with FOV and aiming down sights, so its turn here is a close match, not an exact one.
The four drills
Target sizes are angles, the same unit your game’s FOV uses, so they stay fair across screens and settings.
| Drill | Targets | Size | How a target dies |
|---|---|---|---|
| Flick | one at a time, spread wide | 3 degrees | one hit |
| Gridshot | three at once, close in | 5 degrees | one hit |
| Tracking | one, moving 30 degrees/s | 5 degrees | 1 second on target |
| Switch | three, moving 20 degrees/s | 4 degrees | 0.4 seconds on each |
Flick is the long snap to a fresh target. Gridshot is the opposite: quick, short shots between targets packed close. Tracking keeps you glued to a strafing target, and Switch adds the jump from one moving target to the next.
Reading your run breakdown
When the 60 seconds are up, the trainer breaks your run down.
- Kills in each 5 s splits the run into twelve parts. Bars that sink toward the end mean you slowed down late. Your total kill count hides that.
- Fastest, median and slowest kill come from timing each kill in milliseconds against the one before it, and the first one against the start. The median is the middle value, so one long hunt for a target doesn’t drag it the way it would drag an average.
- Overshoots and undershoots show up in Flick and Gridshot. Picture a line from your last shot to the target. Land a near miss past the target on that line and it’s an overshoot. Stop short and it’s an undershoot. A miss far from every target counts as neither.
- In Tracking and Switch, Time on target in each 5 s shows how much of each part you kept your crosshair on a target.
A lopsided miss count tells you which way your flicks go wrong, not why. It could be your sensitivity or your grip. It could just be fatigue. That’s why the trainer gives no settings advice. Every kill time includes your reaction time. The reaction time test measures that part on its own.
Getting a clean run
Chrome and Edge hand the page raw mouse input, which skips Windows pointer acceleration, the same way a game’s raw input setting does. Other browsers may not, and the line under the field tells you when a run went without it. Keep your settings fixed from run to run. A new sensitivity, DPI or FOV makes a fresh baseline, so start counting your best again after any change.
How to use
- Pick a drill. Choose Flick, Gridshot, Tracking or Switch. Every run lasts 60 seconds, and each drill keeps its own best score.
- Enter your game settings. Pick your game and type the sensitivity you play at. Add your mouse DPI to see your cm per 360, and your horizontal FOV so the field shows as wide a view as your game does.
- Click the field to start. The drill opens full screen and your cursor locks to the view. Move the mouse to turn and left-click to shoot. Press Esc to stop early.
- Read your kills. Your score is the number of targets you kill. Only your own earlier runs of that drill are a fair comparison.
Why test this
A generic aim trainer moves at your desktop pointer speed, so the swipe you practice there isn't the swipe your game asks for. In CS2 at sensitivity 2 and 800 DPI, a full turn takes about 26 cm of mouse travel. A trainer set to a different speed drills a different distance, and you carry the wrong habit back into ranked. This page fixes that part: it turns at your game's speed. Warm up here before you queue. Thinking about a new sensitivity? Try it here before you take it into ranked.
What the results mean
Kills is the score. Flick and Gridshot targets die on one hit. Tracking and Switch targets die when you hold the crosshair on them until the ring fills: one second in total for Tracking, 0.4 seconds per target in Switch. Accuracy changes meaning between the two kinds. Flick and Gridshot count hits divided by shots, so spraying drags it down. Tracking and Switch count the share of the run your crosshair spent on a target. Best is your top kill count for the current drill, saved in this browser. Compare runs only inside one drill, because the targets differ in size, speed and count. A run you stop early counts for nothing: no best is saved and no result goes out. If the line under the field says raw input was unavailable, treat the run as a rough one: pointer acceleration was shaping your turns.
FAQ
- What is a good aim score?
- There's no outside chart for these drills. Aim Lab and KovaaK's use their own targets and timers, so their scores don't carry over. Compare your kills with your own best in the same drill, which this page saves for you. We won't publish a chart until enough real runs come in to build one.
- How do I know if I overshoot or undershoot?
- Finish a Flick or Gridshot run and look at the two counts under your kill times. If overshoots win, your near misses land past the target. If undershoots win, they stop short. Judge them over a few runs. One run holds only a few near misses.
- Why are my kill times slower than my reaction time?
- Because a kill time holds your reaction time plus the flick. In Flick, the clock runs from the new target appearing to your click, and reacting is only the first part of that. Test your reaction alone, and whatever's left over is mostly your hand moving to the target. Test your reaction time
- Does it really use my in-game sensitivity?
- Yes. The trainer multiplies your game's angle per mouse count by your sensitivity, the same math your game runs. Warzone is close rather than exact, because it also scales aim with FOV. A swipe that turns you 180 degrees in your game turns you 180 degrees here, as long as your browser passes raw mouse input. Convert your sensitivity between games
- Why do I need to enter my DPI?
- You don't, for the turn itself. The trainer reads raw mouse counts, so your DPI is already in them. The DPI box only feeds the cm per 360 line, the distance your mouse travels for one full turn.
- What does the FOV box change?
- It sets how wide a view the screen shows. Every run fills your monitor, so at the FOV your game uses a target looks the size it would in a match. It never changes how far you turn.
- Why does my sensitivity feel different from my game?
- Check the line under the field. If it says your browser gave no raw input, Windows pointer acceleration is changing your turn speed, so open the page in Chrome or Edge. A different FOV also makes the same turn feel faster or slower, even when the distance matches.
- Will this trainer improve my aim?
- We can't promise that, and we know of no study showing that browser drills carry over to matches. You do get a drill that repeats exactly at your game's turn speed. Keep the settings fixed, and a change in your score comes from you, not from the setup.
- Does it work on a phone or a touchscreen?
- No. It needs a mouse and a locked cursor to turn the view, and phones offer neither.
- Does the trainer send my results anywhere?
- A finished 60-second run sends three things to our anonymous statistics: the tool name, your kills and the drill. Your sensitivity, DPI and game stay on your device, and no IP address or cookie goes with the result. Your best and your last 30 runs per drill are saved only in your browser, so the result screen can show your trend.
See how this test measures and what a browser cannot see.
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Embed the aim trainer on your site
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