First person aim and movement training
Train · pick a session
Nine scenarios across five categories. Every block scores a rating that combines speed and accuracy, so it cannot be gamed by slowing down.
Category
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Recommended sessions
Your saved sessions
What to aim for
- Rating is the number to watch. It is targets per minute multiplied by accuracy squared, so clicking slowly to protect your accuracy lowers it just as much as spraying does.
- Accuracy targets — around 70% on the click scenarios, around 75% on tracking, then move up a difficulty.
- Reaction — watch the milliseconds, not the accuracy. Under 300ms is quick, under 250ms is very quick. Clicking early and missing a flash both cost accuracy, which drags the rating down.
- Movement — you move and jump automatically here. Targets are bigger on purpose; the challenge is holding your aim while the view slides and bobs.
- Calibrate your sensitivity first. One measurement in Settings makes Rivals sens 1 mean the same thing here as it does in Rivals. Until you do it, none of this transfers.
Session builder
Build your own
Stack blocks in any order, add breaks, then save. Saved sessions stay on this device and show up on the Train page.
Add a block
Blocks in this session
Total: 0:00
Settings
Sensitivity and crosshair
Sensitivity matters more than everything else here combined. Get it matching your game once, then leave it alone.
Sensitivity
Calibration
In Rivals, note the sensitivity you actually play at. Measure at that value, not at 1 — it keeps the maths honest whatever scale Rivals uses.
Put a mark on your mousepad and line the mouse up with it.
Turn exactly one full circle in Rivals, lifting nothing, then measure how far the mouse moved in centimetres.
Crosshair
Display and feel
Score log
Your scores
Rating over your recent blocks. A line going up is the only proof that any of this is working.
Trend by scenario
Recent blocks
Guide
How to use this
You stand in a room and the mouse turns you. The crosshair never leaves the centre of the screen.
Do this before anything else. Go to Settings and run the one-time calibration. Every Roblox game picks its own turn rate, so there is no way to know what Rivals sensitivity 1 means until you measure it: mark your mousepad, do one full turn in Rivals, measure the centimetres. After that, typing the same sensitivity here as you use in Rivals gives you exactly the same turn speed. Muscle memory is sensitivity specific — without this you are building a second set of reflexes that will not help you.
The controls
- Mouse turns you. The crosshair is locked dead centre, so you aim by turning your view.
- Click to shoot. On tracking, hold the button and keep the sphere centred.
- No movement keys. In the Movement scenarios your character strafes and jumps by itself. Your only job is aiming.
- Escape releases the mouse and pauses. Space starts and resumes.
- Touch — drag to turn, tap with a second finger to shoot. Every scenario works on touch now that movement is automatic.
Tips after each block
When a block finishes you get your rating and one piece of advice based on what you actually did — whether you were too careful, too wild, chasing the sphere instead of moving with it, or ready for the next difficulty. It also tells you when a block was your best yet, and when a low one is just tired hands rather than a real drop. You can turn it off in Settings.
Rating, and why accuracy alone is a trap
You can get 95% accuracy by clicking slowly and carefully, and still lose every fight because the other player shot first. So rating is targets per minute × accuracy². Going slower drops your targets per minute; spraying drops your accuracy. The only way the number goes up is getting genuinely faster at the same precision. Tracking and reaction use their own formulas on the same scale.
The categories
Gridshot for big flicks, Micro for the small corrections at the end of a flick, Switching for snapping between two or three enemies.
Smooth for holding a steady target. Strafe for the harder one: the sphere reverses direction sharply, the way a real player jiggling side to side does.
No targets and no aiming. The screen turns red at a random moment and you click as fast as you can. Scored on average milliseconds, so it measures pure reaction. The wait is memoryless — waiting longer never makes the flash more likely, so you cannot learn a rhythm and pre-fire. Clicking early re-rolls the wait, so mashing gets you nowhere. On Normal and Hard some flashes come up purple instead, and those must be ignored.
Auto strafe and Full motion. Your character wanders and jumps on its own, using the same unpredictable motion the sphere uses, while a big sphere wanders across the wall. You hold the button and keep it centred. This is the one that teaches you to keep your aim steady while you are moving, which is most of what a real fight is. Targets are deliberately larger here — the difficulty is the moving platform under you, not the size of what you are hitting.
Gauntlet cycles through flicking, tracking and micro precision every twenty seconds inside one block. Closest thing here to an actual fight, and the best single measure of whether you are improving overall.
Building a session
Tap Session builder at the top and name it.
Pick a scenario, difficulty and length, then Add block. Add a Break block in anything longer than fifteen minutes.
Arrows reorder, the cross deletes. Save session puts it on the Train page.
Weight the time toward your weakest scenario. Roughly two thirds on the worst thing is a good rule.
What this cannot teach you
Crosshair placement, knowing when not to take a fight, and using cover. Those decide more fights than raw aim does, and no aim trainer touches them. If you train here daily and your rank does not move, the trainer is not broken — it just means aim was not the thing holding you back. Watch your own deaths in game for that.
Stop for the day if your wrist or forearm starts aching. Stop at the end of the last block even if you feel fine — tired reps teach tired habits.
Version history
Changelog
Versions start at v1.0 and increment by 0.1 with each release.
