Aim Trainer
30 targets appear one at a time in a game area. Click each one as quickly as you can. We measure your average target acquisition time, best target, accuracy, and misses.
How Aim Is Measured
Each target appears at a random position within the game area. The time from when a target appears to when you click it is recorded as the target acquisition time. After all 30 targets are hit, we calculate your average time, best single-target time, total duration, and accuracy (hits vs total clicks). Times useperformance.now() for precision.
Scoring
Your score is the average time per target in milliseconds. Lower is better. Accuracy is shown as a percentage of hits vs total clicks.
Factors
Mouse sensitivity, DPI, screen size, and mousepad surface all affect aim. Touch input produces different results than mouse — compare within the same input type.
Tips
Keep your wrist relaxed. Move with your arm for large distances and your wrist for small adjustments. Avoid overshooting — controlled movements beat fast but inaccurate ones.
Related Tests
Frequently Asked Questions
What is a good aim time?
MetricRally uses internal reference bands for average target-acquisition time: 300 ms or less is Very Fast, 301–450 ms is Fast, 451–600 ms is Average, and above 600 ms is Slow. These are product reference bands, not population percentiles or FPS-player benchmarks. Compare repeated runs using the same input setup.
Should I use a mouse or touch?
Both work, but mouse and touch results are not directly comparable because the input methods behave differently. MetricRally detects and labels the input type in your result, so compare like-for-like sessions when tracking progress.
How are misses counted?
Any click that does not land on the current target counts as a miss. Misses reduce your accuracy percentage. Your average time per target only includes successful hits, so use both speed and accuracy when interpreting a result.
Can this help with FPS aim practice?
This test can be used to practice target acquisition and cursor control, but it does not reproduce every part of an FPS game. In-game performance also depends on factors such as movement, crosshair placement, sensitivity settings, and game-specific mechanics.