Aim Trainer
Free online aim trainer that works on your phone: tap each target the moment it appears. Classic 30 targets, 30-second blitz or a daily challenge — then see your average ms, accuracy and slowest zone.
🕹️ How to play
- How to start the aim trainer: Classic mode with medium targets is selected by default. Tap the pulsing target in the middle of the range to start — that tap is not scored. Targets then pop up elsewhere; hit each one as fast as you can. The round ends after 30 hits. You can switch to large or small targets before you start.
- How the aim trainer score works: Classic and daily score = 100,000 × accuracy² ÷ average time in ms, so faster and cleaner means more points. Blitz score = hits × 10 × accuracy². A tap on empty space is a miss and drags accuracy down, so spam clicking costs you.
- How to read your results: The results card leads with the verdict (new record, tie or how far below your best), then your score, average ms, accuracy and misses. A 3×3 grid highlights the zone where you were slowest, so you know where to focus next round.
- How to compete with friends: Pass one phone around and play the same mode and target size; each player reads out the score on the results card, then taps Play again for the next person. For identical target positions, use the daily challenge — everyone gets the same sequence that day.
📖 Rules & variants
Hit detection: a hit counts the instant your finger or mouse button goes down — no waiting for release, and sliding does not cancel it. You hit a target when you press within its radius plus a tolerance: 10 px for touch, 2 px for mouse. If two targets are in reach, the closest one counts. Taps outside the range (mode bar, stats, page) are ignored.
Classic (30 targets): one target at a time, and it never expires. Each target's time runs from when it appears until you hit it; the round ends on the 30th hit. Average time = total time ÷ 30, with a 50 ms floor. Targets come in large (72 px), medium (52 px) and small (36 px), each with its own best score.
Blitz (30 seconds): one target on screen for the first 10 seconds, two from 10–20 s, three from 20–30 s. Every target has a lifetime that starts at 2 s and shrinks (a target spawned at 15 s lives 1.55 s); a ring around it shows the time left. Let one run out and it counts as expired and is replaced at once. Expired targets do not affect accuracy, and targets still on screen at the buzzer are not counted.
Daily challenge: classic rules with medium targets. The target order is generated from the date, so everyone playing that day faces the same sequence, and it changes at midnight. Finish it on consecutive days to build a streak.
Example: medium targets, 30 hits, 3 misses, 13.5 s total → average 450 ms, accuracy 90.9%, score = 100,000 × 0.909² ÷ 450 ≈ 184. A clean run at 380 ms scores 263. Spam clicking to 30 hits and 30 misses at 300 ms scores only 83.
Touch and mouse are tracked separately: the same player scores very differently with a finger and a mouse, so the first press of a run files it under touch or mouse. Switch input mid-run and it is marked as mixed input — the score is shown but not saved as a best.
Pause and quit: pause at any time, and the game pauses itself when you switch tabs. Targets are hidden while paused and paused time never counts; in classic mode the current target's clock restarts when you resume. Quit this run discards it without saving. Aiming needs a mouse or touch screen; modes, pause and result buttons also work from the keyboard.
❓ FAQ
Last updated: 2026-10-01 · Saved on this device only