How this drill is scored
Targets start at 68px, shrink to 44px and last 900ms, 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
Fortnite Aim Trainer
The flick drill, retuned to feel like Fortnite. 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
Fortnite asks a different question from the other two. The opponent is rarely still and rarely exposed for long: they are building, edit-peeking, falling, or crossing a gap between structures, and the window in which they are shootable at all is often shorter than the window in which they are hard to hit precisely. Acquisition speed dominates fine precision.
So the tuning inverts the Valorant page: larger targets, 68px shrinking to 44px, on the shortest lifespan here at 900ms. It is a drill about getting there in time rather than getting there exactly, and your average time-to-click is the number to watch on it — accuracy should be comfortable, and if it is not, the targets are outrunning you rather than outsizing you.
What this is not
It is not a replica of Fortnite'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 larger but the time shorter?
Because that is the trade the game makes. Opponents are exposed briefly and often at close range, so the difficulty is arriving inside the window rather than landing inside a small area. The Valorant tuning makes the opposite trade, and running both is a quick way to see which half of your aim is weaker.
Does this help with building or editing?
Not at all — those are keybind and muscle-memory skills with no aiming component, and no browser drill touches them. This trains the shooting half of a fight only.
Should I use timed or count mode here?
Timed, and preferably 30 or 60 seconds. This tuning is about sustaining fast acquisition, and a fixed target count lets you pause between targets in a way the game never will.
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.