๐ŸŽฏAim trainer: how many targets a minute, and how many did you miss?

โœ“ Tested & verified Updated: How the test works

Aim trainer

Press start, then hit every circle as it appears. Clicking empty space counts against your accuracy.

Targets per minute

0targets/min

Speed and accuracy pull against each other: the pace only counts if the accuracy beside it stays above about 90 per cent.

  • Accuracyโ€”
  • Average timeโ€”
  • Best timeโ€”
  • Missed clicksโ€”

One gear check a month

Monthly

One thing a month worth measuring before it fails properly โ€” a mic that reset itself, a stick that drifts, a switch sending two clicks. Two sentences and the test.

Free, no account. One click unsubscribes and deletes your address.

Try also

What do the aim trainer numbers actually mean?

The aim trainer times 30 targets and reports two numbers that pull against each other: targets per minute, and accuracy as hits divided by hits plus misses. Clicking sooner almost always costs accuracy, so a rate quoted without the accuracy beside it describes nothing.

That trade-off is also why aim scores travel badly between sites. Fitts’s law holds that the time to hit a target grows with the logarithm of the distance divided by the target width, so a page with targets half the size is running a materially harder test rather than a stricter one, and the two rates are not comparable in either direction.

The equipment share is smaller here than on a reaction test, but it is not zero. Pointer movement is coalesced to roughly one sample per displayed frame, so a 60 Hz screen hands the browser your cursor path in 16.7 ms slices while a 240 Hz screen hands it over in 4.2 ms slices.

Targets per minute is easier to judge once it is turned back into seconds, because seconds are the unit the run actually feels like. The table converts the rate into time per target and into how long a 30 target run takes at that pace.

Targets per minuteTime per target30 targets take
203.00 s1:30
302.00 s1:00
401.50 s45 s
501.20 s36 s
601.00 s30 s
800.75 s23 s
1000.60 s18 s

Accuracy is the half of the score people drop when they quote it: 40 targets a minute at 95% is a better run than 55 at 70%, because every miss is a click that would have hit nothing anywhere else either. The reaction time test isolates the timing half of the same reflex, the CPS test the clicking half, and the refresh rate test tells you how often the screen is really redrawing the targets you are chasing.

Frequently asked questions

How exactly is accuracy calculated?

Hits divided by hits plus misses, where a miss is a click that lands inside the target area but not on a target. Thirty hits and ten clicks on the background is 40 clicks and 75% accuracy. Clicks outside the arena, on the page around it, are not counted either way, because scrolling or reaching for a menu is not a missed shot and should not be scored as one.

Why is my score so different on another aim trainer?

Target size and arena size, mostly, and no two sites agree on either. Fitts’s law says the movement time depends on the ratio of distance to target width, so halving the target adds a fixed amount of time to every single click, not a percentage. After that come the rules: whether the next target appears instantly or after a pause, and whether a miss costs you anything beyond the accuracy figure.

Will a 240 Hz monitor or a 1000 Hz mouse improve my score?

Yes, by less than the marketing implies. Moving from 60 Hz to 240 Hz saves roughly 6 ms of display wait per target, and a faster mouse a few milliseconds more; over 30 targets that is around a fifth of a second out of a run lasting 30 to 60 seconds, so well under 1%. Target size, sensitivity and where you rest the cursor between clicks all move the result further than the hardware does.

Can this page see my mouse DPI or sensitivity?

No, and no browser tool can. The page is told how far the pointer moved in CSS pixels and nothing about how far the physical mouse travelled to produce it, so DPI, in-game sensitivity and operating system pointer acceleration are all invisible here. They matter to the score anyway: a sensitivity that is too high overshoots and needs a correction, and a correction costs more than the initial movement saved.

Does a trackpad or touchscreen count?

They work, because everything here is a pointer event, but they are not comparable with a mouse. A trackpad has a fraction of the usable travel, so long movements need several strokes, and touch input has no cursor to pre-position between targets. Expect a trackpad run to land well below the same person’s mouse result โ€” that gap is the device, not the hand.

My click looked like it was on the target but counted as a miss.

The hit test uses the target’s drawn shape, and a click within a pixel or two of the rim can genuinely fall outside it. On a high density screen the margin is finer than it looks: at a device pixel ratio of 2 one CSS pixel covers two physical pixels, so the visible edge and the boundary the browser tests against are not the same line. Aim for the centre and the ambiguity disappears.

How the test works

Targets appear one at a time at random positions inside the arena, with a minimum separation so the next one is never under the cursor you just used. The clock runs from the first target being drawn to the last one being hit, and the rate is 30 targets divided by that elapsed time, scaled to a minute; accuracy is hits divided by hits plus misses, counting only clicks that land inside the arena. Three limits shape the number. Pointer movement is coalesced by the browser to roughly one sample per displayed frame, so a slower screen genuinely gives the page a coarser view of your path. The arena scales with the window, so a wider browser means longer average travel between targets and a slower rate for identical hand movement. And CSS pixels are not device pixels: at a device pixel ratio of 2 the target’s edge sits between two physical pixels, which is where borderline misses come from.

Sources:

Why two numbers instead of one

A single score would hide the only interesting thing here. Speed and accuracy are exchangeable: anyone can add ten targets a minute by accepting worse aim, and the exchange rate between the two is the actual measurement.

Accuracy has a floor that speed does not. Below roughly 70% you are spending more time correcting than you saved by rushing, so the rate stops improving even as the effort rises.

This is a measurement, not a training programme. It says where you are today on this page with these targets, which is exactly as much as a browser can honestly claim.