How this drill is scored
Targets start at 52px, shrink to 38px and last 1500ms, against the default drill's 58px, 34px and 1300ms. You are rated on average time-to-click, with accuracy and throughput alongside it.
Recent sessions
Achievements
CS:GO Aim Trainer
The flick drill, retuned to feel like CS:GO. Same engine, same scoring, same browser — targets appear one at a time at random positions, shrink over their lifespan, and you are scored on average time-to-click, accuracy and throughput. What changes is the three numbers that decide how the drill feels, and they are printed below rather than left implied.
Why these numbers
Counter-Strike is the most deliberate of the three games here. Engagements are frequently decided by who was already holding the angle rather than who reacted fastest, the economy makes a wasted round expensive enough that discipline beats aggression, and the core mechanical skill is stopping, firing a controlled tap or burst, and stopping again.
So the tuning is medium targets and the longest window: 52px, shrinking to 38px, held for 1500ms. The extra time is the point — it makes rushing strictly worse than settling, which is the habit the game rewards. If your accuracy here is not noticeably better than on the Valorant tuning, you are firing on arrival rather than on settling, and the extra 400ms is telling you so.
What this is not
It is not a replica of CS:GO's hitboxes, and no browser page can be. A real hitbox is a three-dimensional volume attached to an animating skeleton, at a distance, behind a weapon with its own spread and recoil model, on a server with its own tick rate. What a flat circle on a web page can copy is the feel of the aiming problem — roughly how big the thing you are clicking is relative to the screen, and roughly how long you have to do it — and that is what has been tuned here.
Treat it as a warm-up that puts your hand in approximately the right register before you load the game, not as a simulator. The transferable part of aim training is the motor habit, and motor habits do not care whether the target was a circle or a character model. Your score here is also, as on every drill on this site, a browser measurement: it includes your screen's refresh interval, your mouse's polling rate and your operating system's input handling, none of which are you.
A sensible routine
Two or three thirty-second runs before you play, not twenty minutes. Aim training has sharply diminishing returns per session and works far better as a short daily habit than as an occasional long grind — the goal before a session is a warm hand and a calibrated sense of your sensitivity, both of which take about ninety seconds. If you want to actually improve rather than just warm up, the three tier-one drills each isolate a different half of the problem: gridshot for movement between known points, tracking for continuous correction, precision for the last few pixels.
One thing worth doing on this page specifically: keep your in-game sensitivity and your desktop sensitivity aligned before you use it. A warm-up at a different sensitivity from the one you are about to play at is worse than no warm-up, because you spend the first minutes of the match recalibrating away from what you just practised.
Frequently asked questions
Why are the targets bigger than the Valorant page?
Because the aiming problem is differently shaped, not because the game is easier. Counter-Strike engagements more often involve a body at a held angle than a head-sized target you must be pre-aimed at, and the tuning reflects the tempo rather than a claim about difficulty.
Does this help with spray control?
No. Spray control is recoil-pattern memorisation combined with counter-movement, and neither exists in a browser page with no weapon and no recoil model. This drill trains the first shot, which is the part of the fight that recoil has not affected yet.
Is this good for CS2 as well?
Yes — nothing here is version-specific. The tuning targets the tempo of Counter-Strike aiming generally, which the sequel did not change.
Keep training
Gridshot
Nine fixed positions, three targets live at once, scored in targets per second.
Tracking Trainer
One target on a smooth path, scored on the share of the session your crosshair was inside it.
Precision Trainer
Small static targets, accuracy first — the drill where taking your time is correct.