First Person Shooter Test
How sharp is your FPS aim? Click or tap the targets as fast and accurately as you can for 30 seconds. First flicking to still targets, then tracking moving ones. Get an instant score, rank, and shareable result.
How sharp is your FPS aim? Click or tap the targets as fast and accurately as you can for 30 seconds. First flicking to still targets, then tracking moving ones. Get an instant score, rank, and shareable result.
The first person shooter test is a free 30-second browser benchmark that measures how good your FPS aim really is. It records four things while you click targets: your average reaction time per target (in milliseconds), your accuracy (the share of clicks that land on a target), your throughput (targets destroyed per second), and your flick-versus-tracking profile. A combined score from 0 to 100 places you in a skill rank from Bronze to Immortal. A typical untrained player scores around 40–55; experienced FPS players score 65–85.
The test runs in two back-to-back phases so it captures both halves of shooter aim. In the first phase you flick: a single target pops up somewhere in the arena, you snap your crosshair onto it and click, and the next one appears in a new spot. This measures how fast and precisely you can acquire a fresh target — the skill behind landing an Operator or AWP flick in games like Valorant and CS2.
In the second phase you track: the target drifts across the arena and you have to follow it and click while it moves. This mirrors the smooth crosshair control you need to beam a strafing enemy with a rifle or SMG. Because both phases use the exact same click-or-tap action, the shooter test runs identically on a gaming mouse or a phone screen, and every hit and miss is timed with the browser's high-resolution performance.now() clock for millisecond accuracy.
The average time between a target appearing and you clicking it. In an aim test this includes seeing the target, moving your mouse, and clicking — so it is naturally higher than a pure reflex test.
The percentage of your clicks that actually land on a target. Every miss counts against it, so spraying wildly is punished exactly like it is in a real gunfight.
Raw throughput: how many targets you destroy each second across the full 30 seconds. This rewards players who stay fast without sacrificing precision.
Your result compares phase 1 (still targets) against phase 2 (moving targets) to tell you whether you are a natural flicker, a tracker, or balanced across both.
Scores map to six skill ranks. Most people land in Silver or Gold on their first honest run; consistently reaching Diamond or Immortal usually means hundreds of hours of shooter experience or dedicated aim practice. The bands below are calibrated for the test's mix of still and moving targets, where reaction time includes the time to physically move the crosshair.
| Score | Rank | Typical player | Rough game equivalent |
|---|---|---|---|
| 90–100 | Immortal | Elite / competitive | Radiant, Global Elite, Predator |
| 78–89 | Diamond | Highly skilled | Immortal, Supreme, Diamond |
| 64–77 | Platinum | Strong FPS player | Ascendant, LEM, Platinum |
| 48–63 | Gold | Solid casual | Gold–Plat, Gold Nova, Gold |
| 30–47 | Silver | Occasional player | Silver, Silver, Bronze |
| 0–29 | Bronze | New to shooters | Iron, Silver I, Rookie |
Reaction time context: a simple visual reflex — clicking the instant a screen changes colour — averages about 250 ms for adults, per large public reaction-time datasets. Because the shooter test also requires moving the crosshair onto each target, expect per-target times of roughly 550–750 ms for beginners, 400–550 ms for intermediate players, and under 400 ms for advanced aimers. Want your pure reflex number without the aiming? Take the dedicated reaction time test.
Every aiming action in a shooter is some mix of two skills, and this test scores them separately.
Flick aim is a fast, ballistic movement: your crosshair is somewhere else, a target appears, and you snap directly onto it in one motion. Flicking dominates when you play hitscan snipers or duel around corners — the AWP in Valorant, the AWP in CS2, the Kraber in Apex Legends. Good flickers have low reaction time and high first-shot accuracy on still targets, which is exactly what phase 1 of the test measures.
Tracking aim is smooth and continuous: you keep your crosshair glued to a target that is actively moving. Tracking wins gunfights with automatic weapons at close and medium range, where a strafing enemy tries to break your aim. Phase 2 spawns a drifting target so it measures how well you follow motion rather than just snap to it.
When your result comes back, it labels you a Flicker, a Tracker, or Balanced by comparing your accuracy and speed across the two phases. Neither profile is better overall — pros exist at both extremes — but knowing your bias tells you which drills will move your rank fastest.
There is no single "FPS reaction time" number because games, weapons, and monitors all differ. The figures below are practical reference points that blend published simple-reaction data with the extra movement time a real target-acquisition demands. Treat them as ballpark ranges, not hard cutoffs.
| Player level | Simple reflex | Aim test per-target | Accuracy on this test |
|---|---|---|---|
| New player | 270–320 ms | 600–800 ms | 55–70% |
| Casual gamer | 240–270 ms | 480–600 ms | 68–82% |
| Experienced FPS | 200–240 ms | 380–480 ms | 80–92% |
| Competitive / ranked | 170–210 ms | 300–400 ms | 88–96% |
| Pro / elite | 140–180 ms | <320 ms | 93–99% |
Age matters too: reaction speed peaks in the late teens to mid-20s and declines gradually afterward, which is one reason competitive rosters skew young. Hardware matters just as much — a 240 Hz monitor and a low-latency mouse can shave 20–40 ms off your visible reaction compared with a 60 Hz laptop screen, before your reflexes even come into play.
The 0–100 score is fully transparent — it is a weighted blend of the four metrics, computed entirely in your browser:
Because the biggest single factor is reaction time, the fastest way to climb the ranks is to acquire targets sooner — but only if you keep your accuracy high, since misses drag down a second component. The percentile shown on your result card is an estimate derived from this same model; it is a self-consistent guide to how you compare, not a claim tied to any external leaderboard.
Your aim result is only as good as your setup, and sensitivity is the biggest lever. Two numbers combine into the figure that actually matters:
The vast majority of competitive players sit on a surprisingly low eDPI. In Valorant, most pros land between roughly 200 and 400 eDPI (for example 800 DPI × 0.35 sensitivity = 280 eDPI). CS2 pros cluster around 700–1000 eDPI. Low sensitivity favours tracking and precise micro-adjustments because a small hand movement barely moves the crosshair; higher sensitivity favours fast flicks and quick turns but makes fine control harder.
Practical tip: if you scored much better on flicks than tracking, your sensitivity may be a touch high — try dropping it 10–15% and re-taking the shooter test. If tracking beat flicking, a small increase can help you snap onto fresh targets faster. Change one variable at a time and retest.
Aim is a trainable skill. A few focused habits move the needle faster than mindless repetition:
Aiming is roughly half reflexes and half decision-making. This test isolates the mechanical half so you can see improvement clearly; the game sense half improves only from playing.