Flick Aim Trainer

One small target at a time, anywhere in the arena and well away from your crosshair: snap to it, click, and see whether you overshoot.

Pick a drill

Click the targets as fast and as accurately as you can.Tap the targets as fast and as accurately as you can. Each run lasts 30 seconds; the bests on the cards are for 30 s runs with medium targets.

Target size
Duration
Mouse
Cursor or pointer lock: which to use?

Cursor (the default): your mouse pointer becomes the crosshair and hits land exactly where it is, with the same pointer speed and acceleration as your desktop. Nothing is captured, so you can leave at any time.

Pointer lock (desktop): the page captures the mouse, hides the pointer and moves the crosshair by the raw mouse movement times the sensitivity, like a first-person game. Your browser asks nothing, but shows how to release the mouse: press Esc, which also stops the run. Where the browser allows it, mouse acceleration is switched off.

Phones and tablets: tap the targets. In Tracking, keep your finger on the moving target.

How the Flick drill works

A single target appears somewhere in the arena, always at least 28% of the arena’s shorter side from where your crosshair is. Hit it and the next one appears straight away, again at a distance. There is no grid and no pattern to learn, so every shot starts with finding the target and ends with stopping on it. A miss loses 30 points and the streak; a hit scores more the sooner it comes. In pointer lock the crosshair follows your mouse’s raw movement, scaled by your sensitivity setting, which makes the drill closer to flicking in a first-person game.

Why distance and size both matter: Fitts’s law

In 1954 Paul Fitts showed that the time to move to a target and stop on it grows with the logarithm of distance over target size. This page uses the Shannon form of his formula, which MacKenzie first published in 1989 and defended at length in Fitts’ Law as a Research and Design Tool in Human-Computer Interaction (1992): a flick’s difficulty in bits is log₂(D ÷ W + 1), for a distance D and a target width W. Twice the distance, or half the width, costs about one more bit. When MacKenzie refitted Fitts’s own tapping data with this form (and with widths adjusted to where taps really landed), each extra bit added about 122 ms.

After a Flick run, the page takes the difficulty of every hit, averages it, and divides by your average time to hit: the result is throughput in bits per second, shown next to your other stats.

Measure What it tells you
Median time to hit how long a typical flick takes, from the target appearing to the hit
Throughput speed with distance and size taken into account, for comparing your Flick runs
Shot map whether you overshoot (dots right of centre) or stop short (left)
Accuracy hits ÷ shots

Practising flicks

  • Keep one target size and duration while you follow your progress: the history is kept per setting.
  • If the shot map leans right, your flicks carry past the target; aim to land on it and make the correction smaller.
  • For small corrections after a flick, pick Microshot on the main aim trainer page; for switching between nearby targets, try Gridshot.

Aim TrainerSomeone shared their result

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