Aim · 30 targets
Aim Trainer
Thirty targets, one at a time. The clock starts on your first hit.
Hit thirty targets as fast as you can. The clock starts on the first hit.
Hit 30 targets as fast as you can
What this measures
Thirty targets appear one at a time, each in a random position. Your score is the average time per target, which folds together three separate abilities: seeing where the target is, moving the cursor there, and stopping accurately enough to click it.
This is why aim scores are always slower than pure reaction times. A reaction test asks you to press a button you are already touching; this asks you to travel an unpredictable distance first. The gap between your two scores is your mouse control, and it is the part that actually improves with practice.
Mouse sensitivity is the biggest single variable. Too high and you overshoot and have to correct; too low and you run out of mousepad. Most competitive players land between 30 and 50 centimetres per 360 degree turn, which is far lower than most casual settings.
The one thing this cannot tell you is whether training here transfers into a specific game. That question has not been answered: the strongest published work on aim trainers established that they measure reliably, not that they improve in-game play, and its authors caution against extrapolating. The wider research on transferring trained skills into real performance is discouraging.
What is a good aim trainer score
| Band | Score | Percentile |
|---|---|---|
| Top 1% | ≤ 380 ms | 99th |
| Top 5% | ≤ 450 ms | 95th |
| Top 15% | ≤ 520 ms | 85th |
| Top 30% | ≤ 600 ms | 70th |
| Median | ≤ 700 ms | 50th |
| Bottom 25% | ≤ 850 ms | 25th |
| Bottom 10% | ≤ 1000 ms | 10th |
Bands built from the thirty-target format used across the category, where a mid-range score sits near 700 ms per target.
Full aim trainer statistics, by age and device →
Questions
What is a good aim trainer score?
Around 700 ms per target is average. Under 600 ms puts you in the top 30%, under 520 in the top 15%, and under 450 in the top 5%. Professional first-person shooter players sit near 400 ms.
Why is my aim score slower than my reaction time?
Because you have to move. Reaction time measures a press you were already positioned for; this adds seeing where the target is and travelling there, which is most of the time on the clock.
What sensitivity should I use?
Most competitive players use 30 to 50 centimetres per full 360 degree turn, which is lower than most casual settings. If you regularly overshoot targets, your sensitivity is too high.
Does aim training transfer to real games?
Nobody has run the trial. The strongest published aim-trainer study measured whether the tool is a reliable instrument — it is — and explicitly cautioned against extrapolating to in-game performance. You will get better at the task you practise; whether that shows up in ranked play is unproven.
Try next
Results are stored in your browser only. Read how we measure if you want the details of the timing, or go back to the standard aim trainer.