How this drill is scored
There is nothing to click. Keep your crosshair inside the moving target and you are scored on time on target — the share of the session it was inside, sampled every animation frame rather than on mouse events. 50–65% is solid on this target size and speed; past 75% means you are leading the target rather than chasing it.
Recent sessions
Achievements
Tracking Trainer
One target, moving continuously on a smooth path that never repeats. There is nothing to click. Your score is the percentage of the session your crosshair spent inside the target — time on target — sampled continuously rather than at discrete moments. It is the only drill on this site with no hits and no misses, because neither concept applies.
Why this is a different skill
Flicking and tracking are close to opposite motor problems. A flick is ballistic: you plan a movement, execute it as one burst, and correct at the end. Tracking is a continuous feedback loop: you are constantly comparing where the crosshair is against where the target is and adjusting, dozens of times a second, and the correction never stops. People who are excellent at one are routinely mediocre at the other, and the reason is that they train opposite habits — a flicker learns to commit to a movement, a tracker learns never to commit.
Which one matters depends on what you play. Weapons with a high rate of fire and low per-shot damage reward tracking, because you have to keep the crosshair on a moving body for the length of a burst. Weapons that kill in one or two shots reward flicking, because there is one moment that counts and nothing after it. Most games ask for both, and most players train only the second.
How the path is generated
The target's position is the sum of two sine waves per axis, at frequencies that are not simple multiples of each other, with randomised phases each session. That gives three properties that matter for a tracking drill.
It never repeats inside a session, so you cannot learn the pattern and pre-aim it. It has no corners — the path is smooth everywhere, so there is never a sudden direction change that turns the drill into a reaction test rather than a tracking one. And it is a pure function of time: the target's position depends only on how long the session has been running, not on where it was last frame, so the path cannot drift, accumulate error, or wander off the playfield. The two amplitudes sum to one, which is what mathematically guarantees the target stays inside the box.
The target is drawn entirely with a CSS transform rather than by changing its position properties, so the render loop never triggers layout. That is not a micro-optimisation for its own sake: a layout pass inside the animation frame would show up as jitter, and jitter in a tracking drill is indistinguishable from your own hand shaking.
How time on target is measured
Your cursor position is read on every pointermove event, and the
inside/outside test runs on every animation frame. Each frame adds its own elapsed
time to the on-target total if the crosshair was inside the circle at that moment, and
the total is divided by the session length at the end. Frame gaps longer than 100ms
are clamped, so a browser tab that stalls cannot award or deny you a large block of
time in one go.
Sampling per frame rather than per mouse event matters. If you hold the mouse perfectly still while the target moves over your crosshair, no pointer event fires at all — an event-driven measurement would score that as nothing happening, when in fact you were on target the whole time. Conversely a fast mouse fires far more events than there are frames, and counting those would weight rapid movement more heavily than slow movement for no reason.
Reading your percentage
Around 50 to 65 percent is solid smooth tracking on this drill's target size and speed. Past 75 percent means you are leading the target — predicting where it is going and putting the crosshair there — rather than chasing it, which is the actual skill and the thing that separates good tracking from fast reactions. Below about 40 percent, the usual cause is not reflexes but sensitivity.
That is the single most useful thing this drill will tell you. If you are constantly overshooting and sawing back and forth across the target, your sensitivity is too high for the movement. If you run out of mousepad or your arm lags behind on the faster sweeps, it is too low. Tracking exposes a sensitivity mismatch far more clearly than flicking does, because flicking lets you correct at the end of every movement and tracking gives you nowhere to hide.
Frequently asked questions
Do I need to click anything?
No. There is nothing to click and clicking does nothing — the drill only measures where your crosshair is. Just move the mouse and keep the crosshair inside the moving circle for as much of the session as you can.
What is a good time-on-target percentage?
On this drill's target size and speed, 50–65% is solid and past 75% means you are leading the target rather than chasing it. Those are this page's own difficulty bands, not a population statistic: a bigger target or a slower path would move them immediately.
Why does my score jump around between runs?
The path's phases are randomised every session, so one run may happen to sweep mostly across your comfortable arc and another mostly against it. Take the trend over several runs rather than any single number, and prefer the sixty-second option — it averages out far more of that variation.
Should I use a different sensitivity for tracking?
Most people find they want slightly lower sensitivity for tracking than for flicking, and having to choose is exactly why this drill is useful. Rather than switching between two settings, use the score to find one you can both flick and track at — that is the setting that will hold up in a game.
Keep training
Gridshot
The opposite motor problem: ballistic movement between nine known positions, scored as a rate.
Precision Trainer
Small static targets and no time pressure — the other drill that exposes a sensitivity mismatch.
Flicking vs. Tracking
Why they are different skills, and which one your game actually asks for.