Aim Test
Click the field to start. Hit as many targets as you can in 30 seconds — misses count against your accuracy, so aim true.
Testing your aim, or testing your mouse?
People search for "mouse accuracy test" meaning two different things, and landing on the wrong one wastes your time. This page measures your aim — how precisely and how quickly you acquire targets.
If what you actually want to know is whether your hardware is accurate — sensor jitter, cursor drift, spin-out at high speed, lift-off distance — that is a different measurement, and it needs a tool that traces cursor paths rather than counting hits. No amount of target practice will diagnose a failing sensor, and this test cannot tell you about one.
A quick way to tell which problem you have: if your misses cluster in one direction or the cursor jumps when you move fast, suspect the hardware. If your misses are scattered and get worse when you rush, that is aim, and this test measures it.
What do aim test results mean?
Figures like "most players hit 50–70%" circulate widely, and we used to repeat one here. Our own submissions do not look like that, so we removed it — below is what the runs on this page actually show, recomputed from the live dataset rather than written in at build time.
Across 11 submissions (2026-07-29 ~ 2026-09-05), accuracy sits at a median of 93%, and the middle half falls between 89% and 95%.
That narrow band is the point. At this target size accuracy does not separate people much — most runs land in the high eighties or nineties, so a good accuracy number tells you less than it looks like it does.
Time per target spreads much wider over the same runs: a median of 605 ms with the middle half between 540 and 706 ms. Speed is doing the discriminating here, which is why this test reports both and why either number alone is worth little.
The arcade rank names are ours and the thresholds are ones we chose (Arcade Legend 95%+, Elite Cobra 85%+, Quick Fox 70%+, Average Human 50%+, Sleepy Sloth below). They are a label on your run, not a measurement — and given how narrowly accuracy clusters here, most people land in the top two regardless of skill. Your personal best is stored on your device only.
For what each accuracy band actually indicates, see what is a good aim accuracy score.
How this test works
A target appears at a random position in the field. Hit it and the next one spawns somewhere else; miss and the click is recorded against you. The clock runs for 30 seconds from your first click, and the field stops accepting input the moment it expires.
Three figures come out of a run, and they are meant to be read together:
- Hits — how many targets you destroyed. Raw throughput.
- Accuracy — hits divided by total clicks, as a percentage.
- Average time per target — how long each successful acquisition took.
Random spawn positions are deliberate. A predictable pattern would let you pre-aim at the next location, which turns an aim test into a rhythm test. Randomness forces every target to be genuinely acquired.
Why accuracy alone is half a measurement
You can score close to 100% on this test by taking as long as you like before every click. Nothing stops you, and the number will look excellent while describing almost nothing.
This is the speed–accuracy tradeoff, and it is one of the most reliably observed effects in motor control: the faster you move toward a target, the wider your error spread becomes. So a 95% run at 1,400 ms per target is a weaker result than 75% at 450 ms — the second player is doing far more work per second.
That is why this test reports time per target alongside accuracy rather than hiding it. Improving one while quietly sacrificing the other is not improvement, and you cannot see that happening if you are only shown one number.
Setup that changes your score
Equipment and posture move this number more than most people expect, which is another reason comparing against a friend on different hardware is close to meaningless.
- Sensitivity. Too high and small corrections become impossible; too low and you run out of desk. Most sudden improvements at aim tests come from fixing a setting, not from getting faster — see mouse DPI and sensitivity for aim for how DPI and in-game sensitivity multiply together, which is the part most people get wrong.
- Anchor point. Wrist aiming is quick over short distances and unreliable over long ones; arm aiming is the reverse. Switching between them unconsciously mid-run is what produces erratic results.
- Input device. A trackpad typically costs a meaningful chunk of accuracy at the same speed, because large cursor movements need repeated strokes and break the single smooth motion a target acquisition wants to be.
- Screen size and distance. The same target subtends a different visual angle on a laptop than on a large monitor, which changes the difficulty of the identical test.
The most common technical mistake is clicking during deceleration — firing while the cursor is still drifting toward the target. Arriving, settling briefly, then clicking feels slower and scores better.
What this test cannot tell you
This measures static target acquisition: moving to a stationary target and clicking it. In-game aim additionally involves tracking moving targets, switching between them under pressure, compensating for recoil, and crosshair placement — being aimed at roughly the right place before anything appears. Experienced players get a large share of their apparent aim quality from that last one, and no browser test can measure it.
A strong score here supports a narrow but useful conclusion: your mouse control is not what is holding you back. That is worth knowing, because it redirects practice toward the things that are.
Whether practising on a test like this one carries over to the games you actually play is a separate question, and the evidence is thinner than the aim-trainer market implies — does aim training transfer to games? covers what is known and what is being sold.
Timing in the browser also carries the usual limits — display refresh rate, input polling, and background load all add latency we cannot subtract. Run the test two or three times before believing any single result, and compare against your own history rather than another site's scale.
How accuracy and time per target are calculated, and what counts as a miss, are documented in our methodology.
FAQ
What is a good aim test accuracy?
Accuracy alone answers this poorly. On this test most runs cluster in the high eighties and nineties, so a high accuracy figure separates people less than it appears to — the spread shows up in time per target instead. Read the two together: the page shows the current distribution of both, with the sample size stated.
How can I improve my aim?
Practice short, daily sessions with deliberate, controlled movements — slow and precise beats fast and sloppy. Keep a consistent mouse sensitivity across games, use your whole arm for large movements and your wrist for fine adjustments, and warm up before competitive play.
Does mouse sensitivity affect accuracy?
Yes, significantly. A sensitivity that is too high makes small corrections difficult, while one that is too low slows target switching. Most competitive players use lower sensitivity than casual players, and the key is picking one setting and sticking with it.