Aim Trainer
Thirty targets, one after another, in unpredictable places. Hit each as quickly as you can. The score is the average time from one hit to the next, not a count of hits — every target is hit, or the run does not finish.
Hit every target
Thirty circles, or stay on a moving one. Pick Flick or Track above, then start.
Click or tap to start
Your result
- Your time
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- Error margin
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- Percentile
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- Display
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No curve yet — the sample stands at 0 of the 200 attempts needed before a distribution is worth drawing. The scale below is the range results land in.
Tracking — percent on the circle
No curve yet — the sample stands at 0 of the 200 attempts needed before a distribution is worth drawing. The scale below is the range results land in.
The full distribution and percentile breakpoints
What the average is actually averaging
Each target is timed from the moment it was painted to the moment your input arrived, using the same two clocks the reaction tests use. The thirty intervals are then averaged, so a single slow reach does not decide the score the way it would on a one-shot test.
The first target is timed from its own paint, not from the click that started the run. Counting that opening click would add a decision that is not aiming, and it would make the first interval systematically longer than the rest.
The margin printed beside the score still describes the display and the input device. Aiming includes travel time that a simple reaction does not, so the number here is larger than a reaction time on the same machine, and comparing the two directly is not meaningful.
Why mouse and touch are kept apart
A mouse travels continuously and reports often. A finger on glass does not, and the panel has to decide the contact was a tap rather than the start of a scroll. Those are different measurements, and pooling them would flatter every desktop visitor the same way the reaction tests refuse to.
Target size is the other reason. On a phone the circles are drawn larger so a miss is a miss of aim rather than of fat-finger geometry, which would otherwise punish touch twice — once in the hardware, once in the layout.
A keyboard cannot play this test, because there is nothing to press that corresponds to a location. The input switch on this page is mouse and touch only.
Thirty, not three, and not a hundred
Three targets would make the average a lottery. A hundred would turn a quick test into a chore and start measuring fatigue and boredom as much as aim. Thirty is long enough that one bad reach is absorbed and short enough that the run still feels like one attempt.
Targets never appear so close to the edge that they are clipped, and they never appear so close to the previous one that the next hit is an accident of not lifting. Both of those would silently improve the score.
This is not a flick-training tool and it does not claim to be. There is no sensitivity setting, no scenario picker and no weapon, because any of those would put a step in front of the first target, which is the thing this site refuses to do.
The other playlist stays on a moving circle
Flick is the default: thirty circles, one average time. Track is the other button on this page. A circle drifts for thirty seconds, counted down on the field, and the score is the share of frames the pointer stayed inside it — a percent, not a millisecond average, and a different chart.
The two playlists share a field and an input switch. They do not share a series. Putting a flick time and a tracking percent on one axis would require a conversion that does not exist, so the page keeps both curves and lets you pick which one you are looking at.
Track starts on the same first click as flick. There is no extra setup. A clip with no pointer movement is not recorded, because standing on the spawn is not tracking.
This is a measurement toy, not a medical or psychological test. No score here says anything about your health, attention or cognition, and it is not a screening tool of any kind.
Questions
- What is a good aim trainer time?
- The chart on this page, for the input you used, is the comparison that belongs to this test. A number copied from a game trainer is measuring a different task on different software.
- Why is my aim time so much slower than my reaction time?
- Because this score includes the time to travel to a new location, not only the time to respond. They are different measurements and they are charted separately on purpose.
- Does it work on a phone?
- Yes. Targets are enlarged for touch, taps are recorded as their own input mode, and pinch-zoom stays enabled.
- What does Track measure?
- How much of a thirty-second clip you stayed on a moving circle. That score is a percent, kept on its own chart, never mixed with the thirty-hit average.