Create a structured routine that progressively develops good aim/mouse control for first person shooter games rapidly based on science using aim trainers and playing the game? Here are some example guides I found on the internet? 
Aim Training Theories and Experiments 219199344790863873 Goal setting You want to be clear with your goal(s). Have all the information gathered before you begin on your journey, that way when you become lost, demotivated etc ...You always have something to fall back on. ( Ideally, you would create a document outlining everything you want to achieve on a macro and micro scale ) It’s hard to stay motivated, motivation is fleeting. Everyone experiences disinterest in things they enjoy at some point in their lives. It’s tough to be consistent, especially when you lose interest and start to doubt why you are doing x thing in the first place. But understand that it’s part of being human, losing interest doesn't mean x thing isn’t for you anymore, it’s part of life. Knowing this and keeping it in mind can truly help when times become difficult. That's why it’s always good to write down your goals, objectives, thoughts etc ...Because you can look back on them later to remind yourself why you started in the first place. Your toughest enemy will always be your mind because it knows everything about you. I think it’s best to strive for discipline, to strive for the power to do things at the times you truly don’t want to. Seeking motivation is a fool’s game, you’ll never keep it. But you can develop and keep a tough mind, a disciplined soul. So when you’ve made clear goals you know 100% you will stick with them through the good and bad times. Powering forward smartly is the key here. Burnout can be a real problem. And it’s tough to figure out if pushing on is the correct move, or if taking a break is. I believe you figure it out with time. With anything in life, do it smartly. My rule of thumb is that if you need to take frequent breaks from the things you enjoy then you probably are burnt out, because you lose interest quickly. If that is the case you can always re-analyse what you want to do with your time. Whether you want to switch things up or take a long break, learn some new things and come back stronger and power on. ( In my case, I burnt out big time, when I do return to playing games it would be around about a year break, but I will come back stronger - November 2021 ish - The return ) Most importantly, try to have fun. The last thing you want is for aim training to become a chore. I think a big reason a lot of the (older kovaaks players) high-level players don’t play anymore is that they burnt out and stopped enjoying the game ...because! ...Not enough focus was on enjoyment, So take losing enjoyment seriously. However you can't always expect to enjoy all aspects of the journey, that's where discipline comes in. Developing a winner’s mentality, also known as the best mentality for self-improvement. It revolves around a deep analysis of the self. Completely removing tilt as it serves no good purpose and will only slow down improvement. Only blaming yourself and not others as you cannot improve others only yourself. You are a variable in the equation; everyone else is a constant and therefore cannot be changed by you, only affected. An example: someone can tilt you affecting your play or you can tilt others. An unbreakable mindset and attitude are needed. Especially during times of plateau or self-doubt. If you find yourself raging at games then you need to look at your life because clearly something is up that needs to be addressed. The “thing” you get angry about is sometimes not the issue, just the thing that causes you to vent your anger/frustration whatever – seek the root of the issue. Training vs the pursuit of highscores The most efficient way to train is to put yourself in a mental state where you are able to rapidly switch between internal focus and external focus. The best way to get highscores is to achieve a flow mental state where all your brainpower goes towards focusing on the task at hand with the downside being a lack of internal focus. The main purpose of training a skill is to improve that skill. How do you improve? Through conscious learning and repetition. Achieving a flow state does not allow you to focus on things such as arm and wrist movements and analyse your performance in real time. It’s hard to find people who don't spam restart over and over (I am not exempt from this flaw either) ... It’s especially worse the better you get as any small mistake can cost you a new high score so the incentive to restart is greater. The problem with spamming restart all the time (Its okay when used purposefully to achieve high scores) Is that it transitions your mind into a outcome oriented state where you are only focused on getting the best run, getting into a flow state where you “pop off” ...If you do this all the time then you miss out on the benefits I mention later. I will make a comparison to professional sports players. A common phrase is to ‘’get out of your own head’’, this is great when you want to perform at maximum capacity, however you will default to learned movement patterns and thoughts, and if yours are bad then it becomes near impossible to improve as you never direct your attention to fixing these habits and creating new and better movement patterns and thoughts that you can utilize subconsciously. The goal is to program efficient movement patterns and make them become second nature. The point I'm making is why would you improve if you constantly get into or aim for a flow state? A state in which you don't over analyze your actions and use whatever movement patterns/thoughts you have already programmed into yourself. I believe the chase for highscores can make you a worse player and its best to set aside one day out of your training week to go for highscores. Meaning restarting when you mess up, aiming for a flow state where you focus only on the task at hand and nothing else. Then the other 6 days you remain primarily in an internal focused mindset in order to maximise training efficiency. Consciously build good habits in order to utilize them subconsciously Internal focus is important as it's the voice in your head that can analyze everything you do in a training session. For example when internally focused you can analyse the position of your arm and hand in real time while playing a scenario, you can slow down when you see yourself going too fast and vice versa. You can notice yourself tensing, notice that you didn't click fast enough when a cluster of bots appeared, you may even notice that you have slowed down or have stopped flicking and are smoothly moving the mouse instead or that you're predicting too much. There are so many examples to list and think of. Many will be personal to you so it's up to you to analyse everything in real time. You shouldn't just be playing a scenario and focusing all your attention on it because you miss the details. You miss the chance to analyse your physical movements, and you miss the chance to make real time observations and adjustments which in the long run add up and make you a better player. It's not so important when going for high scores because you want all your attention on the task at hand. You want to aim without thinking and use all the brainpower on focusing on the task, the good habits and observations you actively make while training will subconsciously be applied while in highscore mode if you train this way enough. *Also if you restart too much you never train how to recover your aim when you flub. You only learn that missing, whiffing, whatever, means give up and restart. Avoiding the creation of subconscious limiting In order to achieve greatness you must first believe you can achieve greatness. Where does this belief come from? Well it doesn't come from delusions, or an inflated ego. It comes from the knowledge that you're putting in maximal effort, working smarter and harder than everyone else. Doing what needs to be done. The purest form of this belief comes from within. This belief is not properly formed from external influences, from people telling you that you're amazing and capable of greatness. It's properly formed when it comes from within. When you know you're putting in the effort required. When you can face yourself in the mirror and not look away. It shouldn't be spoken but a feeling from within. A quiet confidence that exudes from yourself. If people tell you that you can't achieve what you want to, you can do two things. Ignore them or believe them. If you doubt yourself and tell yourself that you can't achieve the things you want to, you can also do two things. If you don't ignore these people and doubt yourself then you end up subconsciously lowering your potential, applying a mental barrier in the way of achieving your highest potential. It's funny how certain scores In kovaaks are not broken for months on end then suddenly someone beats the score and many more scores follow, like a trickle down effect. It's easier to believe something is possible when it has been proven so, harder to be the first to prove something is possible. That is one of the highest mental hurdles to overcome. People have it in them to achieve. This potential is locked behind a mental barrier. It just needs to be awakened. Like how I've seen before. It's common for some people to break high scores or perform better during competition. This is because there is something on the line. Something that changes your mindset and thinking into words such as want, need etc. Rather than what it might be normally without these external forces. Try to, hopefully, should be etc. How to get better(In game stuff) First step is to purge your weaknesses. You do this by allocating more time into the areas you are bad at and less time in areas you are good at. This is at no extra time cost as you siphon the time played from other scenarios and filter it into others. It's not necessarily about becoming a pro at all styles of aiming. But rather reaching a point where you are a decent level in all styles, that way you have a solid foundation to build up from. No matter what scenarios you play they will always require some sort of skill that's transferable from the antagonist aim style. By having a solid foundation in all aim styles it ensures you won't be held back by a lagging Aimstyle. I believe that a rough guideline for a solid foundation is achieving masters on all scenarios, so Masters complete. In all honesty everyone should be capable of achieving that level consistently if they put in the effort. I say consistently because in actual fact your average skill is normally one or two benchmark roles below your current achieved one. For example, someone who has just achieved Astra does not have the "aim" of an Astra player, as the high-scores are their peak performance. Rather their average scores, and actual skill level is somewhere in Grandmasters or just about Nova. This is important because when I say foundation of masters I mean averaging master scores. Once you have developed a solid foundation you can one trick If you wish. However I feel it's more impressive and useful when you are a complete player (Obv if you only play tac shooters then focusing on clicking will be more fruitful) It becomes easier to play different games that require different aim styles plus you will place higher if you compete in competitions. The average gamer will hop between different games every couple years or when a new title comes out, so it's helpful to have the fundamentals down so you can do well in any situation in any game. Once you have a solid foundation then it's time to try experimenting etc when progress starts becoming slow. Experimenting is great for breaking past plateaus. The microgoals process I first want to state that everything I am going to say is purely an opinion and as such could be wrong. If you have differing opinions, or would like to share any input at all then please feel free to message me and start a conversation. It’s easy to become a sheep. What I mean by this is that it's an easy trap to follow in someone's footsteps, but never stop following, never creating your own path to success. “If you copy from one book, that’s plagiarism; if you copy from many books, that’s research.” ...However the research is a path that’s been walked before. Asking what sensitivity your favourite streamer uses, what mousepad etc is perfectly okay as long as you understand that it's not going to make you as good as them. I believe the main reason that people do this is because it creates a sense of security.. “If they can achieve x with x then so can I” That's the reason I first bought my QCK and believed it was one of the best mousepads, only to realise it was one of the worst, then to also buy the GSR for the same reason and then it turns out to be only a slightly better QCK, go figure. The issue arises when you don’t step out of your comfort zone to try news things, be it sensitivities/hardware/software. When you stop experimenting. It’s common practise to look at what others are doing, take what works and leave behind what doesn't. The problem with this is that you end up being the person who is never experimenting with new things, only trying out the known, instead of venturing off into the unknown. If you follow the same path as everyone else, you end up where? Who knows what is still left to be found out and created? (I understand the irony that is this whole document) Not everyone is a genetic phenom. This means that we have to use every tool at our disposal in order to be the best version of ourselves. In the past some people in the aiming community have stated that using very precise routines are pointless and that they never use routines and look at how good they are. However they are missing the point that it doesn't matter what they do because they have elite genetics, which is very rare, it means that they will be top 1% even half assing things. Imagine the potential they are leaving on the table? But what is experimenting, what is stepping out of your comfort zone? It can be in a game and it can be in real life. Later I will talk about micro goal cycles that intertwine with experimentation. Read the experiments pages for a greater understanding of what I mean by experiments, both in game and physical. I believe people are afraid of playing the long game, spending time finding out what works for them, risking not improving for a period of time or even getting worse for a period of time all in the pursuit of information. As an example I took a year off gaming, not solely just to improve in aim trainers but to sort my life out. If you don't master sleep, diet, hydration, stress, exercise, meditation, creativity, etc you will never perform at your best in anything in life. It doesn't matter what you do if your sleep is shit. Here is an example of a micro goal (Have at least 1 microgoal a week) Micro goal #1 To achieve 1500 in 1wall6targets 3 times in 7 days. Play 1 hour of the scenario a day After the 7 days are up I will assess my average scores and highscores. Did I achieve the goal? Awesome, could I have done it better? What went well? Did you not achieve the goal? What went wrong? Did anything go wrong? What sort of progress was made. Could the routine be improved? Repeat, innovate and find out what works for you. Target switching Information Optimal sensitivity Will vary depending on mouse size and mouse pad size. The most important thing is being able to do a 180 degree turn (Without lifting mouse) and track comfortably after with your ads sens. You will never have to target switch at a greater angle than 180 degrees. Assuming optimal routing the furthest away an enemy can be is directly behind you. Speed over precision: The best target switching will always be both fast and precise. If you lack speed then it's not optimal TS. If you lack precision then it's not optimal TS. Accuracy vs Precision: Optimal target switching is precise and accurate. Assuming the target it dead center and not the entire circle (target) Less optimal is accurate, but not precise. Then you don't want to be the last bottom two. No point being precise if you aren't accurate. You don't get points for being consistent at missing. Train while playing You can train your TS aim every moment you're in game (And while not actively shooting players) This requires a complete overhaul of aiming style. As most players move their mouse smoothly when navigating in game. ● Snap your crosshair to each pre aiming spot on the map, instead of slowly and smoothly aiming towards it. ● When not in combat, pick spots on the map to continuously flick back and forth from. ● Actively think about target switching when shooting players in game. Playing kovaaks won't magically help. You really need to push yourself to adapt to the aiming style. In game practice(bots) I recommend that for at least 10 minutes a day you practice target switching against bots in a private match. ● Let's you practise target switching in a non stressful environment with the setup you use online. Think about how many bots you can shoot per minute vs players online. Quicker way to get a feel for the translation of mouse control gained in kovaaks. ● "Calibrate" to FOV if it is different. Optimal FOV in kovaaks on occasion exceeds what will be used in game. While this doesn't change sensitivity it can make your sensitivity feel different. So before you hop into an online game it can be useful to get a feel for your sensitivity quickly. The mind Bunch of free courses: https://www.edx.org/ Nobody pays for a certificate, you don’t need to, just learn the stuff and who gives a shit about a cert. If you’re currently in education then dont bother, but I believe you should never stop learning. Learn some form of meditation, perhaps astral projection. I think astral projection is the key to learning things insanely fast. Not really the best use of astral projection - playing kovaaks in your sleep, but it can be done. If you go down the path of astral projection you will most likely realise how stupid it would be to play games in the astral anyway. Main point is to keep your mind sharp and limit autopilot/stress in general life. Experiments/Exercises The best exercise to strengthen your entire hand The rice bucket Wrist/Forearm: https://kneesovertoesguy.medium.com/wrist-ability-f679c8fcba52 https://fitnessfaqs.com/articles/bulletproof-wrists-decrease-pain-increase-strength/ https://www.naturesbest.co.uk/pharmacy/pharmacy-health-library/what-is-rsi/ Shoulder: Cuban rotations Basically the goal is to create a bionic arm that is immune to RSI and has super serum fine motor control. You can achieve this via a variety of exercises done twice a week, easy man. A good buy is overcoming gravity 2nd edition kindle edition, dirt cheap and the knowledge will help gamers. Maybe overcoming tendonitis etc too. By Steven Low also. Mouse acceleration: https://www.kovaak.com/mouse-acceleration/ Higher hipfire sens and lower ads sens essentially mimics mouse accel, Combine both? Sensitivity randomiser: https://github.com/Whisperrr/SensitivityRandomizer Using the randomiser for low, medium and high noticeability. Does aggressive randomisation 21cm/360 - 43cm/360 with fast transitioning yield better results than low aggressiveness. Extreme high cm/360 and extreme low cm/360: Which produces more complete aimers, I suspect high sense will but testing would be good. Using a very low sensitivity requires less fine motor control than high sens. If you develop great mouse control with a high sens and predominantly wrist then learning to arm aim becomes easy but not vice versa? Skill splits, never training the same splits during a day: Perhaps taking a “bro-split” approach can yield good results. Basically, you don't train the same type of aim two days in a row. The opposite can be experimented with, what happens when you only train one specific aim style. We already know specialisation is how you reach the highest peaks. Would be interesting to see someone who Specialises for 3 months while also maintaining skill in other areas. Is this potentially better than playing a complete routine for a year? I think the better you get the more time you have to put in to improve, we know that specialising produces the fastest specific results so what if you specialise then maintain. Then specialise in something else. We know that to maintain something requires much less effort than improving. (Studies show up to 3x less effort) Playing only extremely hard scenarios for a month, something that makes you get plat scores comparatively. Sort of did this with Xeno, I feel it actually was the reason I was still getting good scores despite not playing much and losing motivation. As an example, once you reach a master score in a scenario you up the speed x% and make the bot smaller x% and try to get x% of the same score and repeat. This ensures progressive overload. I believe the main reason people stall in progress is due to the lack of progresive overload. Think about it, everyone basically just plays the same scenarios over and over trying to improve score instead of utilizing progressive overload by making tiny steps in difficulty each week. Skypad XL most likely has some glass or plastic mouse pad. – need a high skill aim training player to truly grind a hard pad to see the potential – if you can still have fast accurate flicks with little stopping power – can it be trained? Using physical stopping technique via palm. What happens if you grind Static on the hardpad then switch to cloth. Would you be better over a 6 month period than just playing with cloth? Discover the potential of flow aiming. On paper it is still the fastest technique to get the highest scores as you can (When good enough) (See this poor example of the technique, the potential is very high, however, for small dots especially it will most likely take months to become consistent in and even longer to become actually good at it.) maximise speed (More so speed flow as opposed to flick speed) and minimise the time between understanding that you've hit the target. Binaural beats: https://www.healthline.com/health-news/your-brain-on-binaural-beats#The-beatgoes-on Potentially help with flow Training with a non-dominant arm can increase skill in the other? Different tempo music: Slow music calming you down or vice versa Superfoods: Foods for the brain yo. https://www.healthline.com/nutrition/true-superfoods#TOC_TITLE_HDR_2 Eye training: Position of monitor, I think one of the Asian dudes on twitter made a post. lol. Useful field of view: Eye tracking Long range focus drills Schulte table is great Perhaps even neoninja aimbooster. Where u only stare in the middle of the screen and use peripheral vision to shoot the targets. Increasing crosshair awareness. Meditation during training: Micro meditating during training Prob can utilize this better in online game waiting screens, lobbies etc. Taking a 10 - 20 min nap during training session Only playing a scenario once in a row then onto the next. Instead of doing 5 to ten times then moving on. I forget the word but there is a general term for this technique. Grinding one scenario for 2 hours a day for 3 weeks. Pushing a score and getting something crazy, subjectively Try a game specific routine to see if it actually speeds up improvement on the aimstyle you want. Meditation for increased focus states, brainwaves. Peripheral vision training for increased crosshair position awareness - makes you better at target switching, Specifically UFOV Having no weak area dragging you down limiting your overall skill. Maybe good training scenarios Don't think they exist yet, Pliz someone make them. Horizontal axis zig-zag: Fast, medium, smoothness Vertical axis zig-zag: Fast, medium, smoothness Diagonal zig-zag: Fast, medium, smoothness Good read: https://github.com/BoringBoredom/PC-Optimization-Hub Wrist only Combination Arm only Only need 3 sensitivities to maximise skill? Depending on range of motion, hand/wrist/arm size etc. If you perfected using these 3 sensitivities (changes depending on your bone structure) then surely any sens in between would instantly be controllable? Therefore is this the most efficient way to gain mouse control? I know Aimer said something about changing senses every 2 weeks or so when u git gud. But what if you just train 3 movements each on the extreme end? Surely you just become good at everything in between. Example Jim uses 21cm, 34cm and 60cm. Jim can use anything between 21 and 60cm and be performing near max in a matter of minutes. JIM uses these sensitivities everyday and does not get rusty Whereas one sens Andy uses 60cm for couple weeks, 20 then 34 then 50 then 29. Gets rusty with the wrist, vice versa. Don't be like one sens Andy over here. Zell shadow aiming and Resistance band training I know that resistance band training and shadow aiming is seen as a meme, however it hasn't been fully explored and it's a really interesting subject (At least to me) and I’m certain it has a myriad of benefits if utilized correctly. How would you utilize resistance bands with aim training? First let's take a look at how Zell uses resistance bands with aim training. In Zell's video (Zell has deleted his previous posts and seems to delete posts often, this video was found unlisted on another channel - He is a ghost) Zells twitter Zell's video I believe that Zells main focus is on using resistance bands to maximise his speed training. The resistance band is wrapped around his forearm, between the elbow and triceps. It might look impossible to keep a resistance band here, but it's hooked onto the medial epicondyle (Which you can't see in the photo) shown in the image below. (It might be harder for you to use resistance bands in this way if the bone doesnt stick out a lot, I will touch on other uses later) The second hook point for the resistance band is between the thumb and index finger, this is called the thenar webspace (According to google, I dont fucking know) The image is hard to see, but you get the point. It makes sense that this is where Zell hooks the resistance band. It can endure the most pressure due to the thenar muscles providing a sort of padding, and secondly it produces the least amount of upwards pull when compared to the other webs, you could say it's the most ergonomic place to hook the resistance band. There is both extension and supination pull which makes the position easier to hold than some other positions. If Zell was to hook the resistance band between the ring and the middle finger, this would produce the most force pulling your hand into extension, which should be avoided as this position is hard to maintain, plus this adds a component of resisting extension which isn't the focus of this type of training. There are other options such as hooking the band between the thumb and pinky or thumb and ring finger which eliminates the heavy pulling upwards due to equal force being applied on the top and bottom of the hand. (This depends on how parallel your hand is to your mousepad) I believe zell is hooking the resistance band between his thumb only because when externally rotating his arm this provides the most stretch of the resistance band, therefore maximising use. Another technique zell uses to maximise his speed and resistance band training is “chest aiming” this is where the elbow is kept close to the body and arm internally rotated as seen in the image below. (You don't have to internally rotate the arm but it does provide the best utilization of the chest and shoulder and stability due to your hand being closer to your body) This provides exceptional stability as you push into the body. The body here could be seen as an “anchor point” from which all movement occurs, opposed to the anchor point being the edge of the desk. Anchor points with the elbow away from the body produce more “instability” as the elbow is allowed to move more freely. ( Chest aiming also allows for greater recruitment of the chest and shoulders in producing force. You can also use your body as a physical stop point. So you can decelerate almost instantly. (Only while internally rotating to the body) Another reason Zell is able to utilize resistance bands so efficiently is due to this chest aiming style. The further your arm externally rotates the harder it is to keep the resistance band on your arm and vice versa. Adopting this chest aiming technique (Plus internal rotation) along with resistance bands and perhaps using a very low sensitivity you can optimise speed training. The drawbacks of using resistance bands the way Zell does The problem of using resistance bands this way is that it makes internal rotation easier and external rotation harder. Ideally we would use a setup that makes both internal and external rotation harder in order to equally train the horizontal plane of movement. Zells technique also does not train vertical movements which are equally as important in my opinion. Here you can see my exceptional drawing. There are two anchor points located either side of the mouse pad in the middle, this is where the resistance band(s) will be attached. When the mouse is centered no force is being applied. You have two options, Isolation of arm movements: This is where you wrap a resistance band just below the wrist. The wrist will not have any extra pulling force applied to it. Combination: This is where you wrap the resistance band around your palm. The wrist will have maximum pulling force in this position. Using this setup you can have opposing force applied to your arm when moving in all directions, for example you can now have an opposing pulling force when moving vertically if the two anchor points are set up correctly. You might be able to anchor a band in the air and do it that way, but it might be difficult to keep the mouse on the pad consistently due to your hand being pulled upwards. (If the band resistance is high) I believe that using resistance bands is a unique and cool idea. I believe that Zell is onto something. I believe that the techniques used need to be ironed out. Obviously a concern is injuring yourself, but if you listen to your body and take things slow I believe the risk factor is pretty low (Basically dont be stupid with it. I would first start experimenting with super low weight bands and only once a week for 20- 30 mins) As far as “Shadow Aiming” goes I think it's pretty much a meme. At least the way Zell uses it (Or has shown to use it) In my opinion you would probably be better off adding resistance band training to your existing workout routine (If you don't have one you should) and perhaps not even using resistance band training while aim training, but rather take the movements used during aim training and train them with resistance outside of your aim training environment. And also train the antagonist muscles to provide structural balance. Obv keeping strong and balanced wrists/forearms/shoulders is important for gamers (and everyone in general) Conclusion I think the physical aspect of aim training is often overlooked. And I believe as a community we must put more importance on it, not just for specific performance reasons but also health and longevity. I would love for people to start experimenting more with resistance bands used in aim training as it's super interesting. I hope that this was at least in some way informative or interesting. Now more than ever we should be prioritizing longevity and health. I see too many people on twitter complain about wrist pain. It's not good and in most cases can be avoided by being proactive. If you do have wrist pain, then stop playing and rehab. My training plan (To be used by me in the future - for those interested in how I'm going to train and become the best) Phase 1 Rotation of Voltaic Aim-lab/kovaak benchmarks. Each scenario is to be played for 5 minutes for a total of 90 mins (Excluding breaks) Micro breaks can be taken throughout but mid way through a 5 minute break is mandatory. The purpose of phase 1 is to develop and push all styles of raw aim. Phase 2 30 minutes work on your most pressing weaknesses. For instance, my tracking is not as good as my clicking. So an example routine to fix this would be to play Air for 15 minutes and fuglaa xyz reactivity for 15 mins. The purpose of phase 2 is to put more time into your weaknesses to even them out. Phase 3 This phase consists of playing the most popular scenarios/scenarios that are most likely to appear in competitions. High scores in 1wall, pasu, Bounce, Popcorn, air, {reactivity}, pattargetswitch, voxts etc are a must. Awareness of new popular scenarios is needed in order to solidify a good score in case they come up later. A key phrase for this phase is it's easier to reacquire a skill than it is to acquire Phase 4 Creating a benchmark style routine for movement based scenarios. Phase 5 Working on 1 scenario. So prob 1wall6targetssmall, Air, patts/voxts, tile frenzy etc. Scenarios that give you the best bang for your buck. Not all phases need to be used in one session. Example: Phase 1 = 90 minutes Phase 2 = 30 minutes Phase 3 = 30 minutes Phase 4 = 60 minutes Phase 5 = 30 minutes Total = 4 hours Obv this is quite lengthy. It's not forever, only to reach a solid competition ready level in the quickest time possible. Plan: Jade Master Grandmaster Nova Astra Jade 1 - 1st day Master 1 - 4th day Grandmaster 1 - 8th day Nova 1 - 21th day Astra 1 - 50th day Jade 2 - 2nd day Master 2 - 5th day Grandmaster 2 - 11th day Nova 2 - 28th day Astra 2 - 64th day Jade 3 - 3rd day Master 3 - 7th day Grandmaster 3- 14th day Nova 3 - 36th day Astra 3 - 78th day Start date // Finish date // Total time - 2 months 18 days Requirements RAG - Natural skill Clicking Dynamic Pasu Voltaic B180 Voltaic Popcorn Voltaic Static ww3t Voltaic 1w4ts Voltaic 6 Sphere Hipfire Voltaic Tracking Precise Smoothbot Voltaic Air Angelic 4 Voltaic PGTI Voltaic Reactive FuglaaXYZ Voltaic Ground Plaza Voltaic Air Voltaic Switching Speed patTS Voltaic psalmTS Voltaic voxTS Voltaic Evasive kinTS Voltaic B180T Voltaic Smoothbot TS Voltaic 4 hours per day 78 days 312 in game hours total to be competition winner ready. Every second will be streamed on twitch: Potentially pick one from each to play for 45 mins, once astra is achieved(in that scenario) that scenario goes to 10 min or 5 min per day for maintenance. Complete guide to raw aim (Work in progress) Link The purpose of this chart is to list everything that has an impact on raw aim. This way things can be tracked and measured. Broken down into easy to understand categories. Also list the types of UNIVERSAL scenarios that 99% of scenarios are built upon. As an example, take 1wall5targets pasu and bounce 180. There are countless scenarios made from these foundations, all with their unique twist. Do you need to play all of them? No. This is where I want to coin the term “Universal” scenarios. These universal scenarios will be the most bang for your buck. Think deadlift, squat, benchpress, overhead press etc. of course playing these variations of universal scenarios can be helpful and is need to be #1 in them, for specific training. I have observed that the top players of universal scenarios can easily take top scores of variational scenarios when they first appear, and continue to dominate in that scenario. Take someone who plays 6 variations of 1wallSmall scenarios for 10 mins each, compare this to someone who plays 1wall6targets small for 60 mins. I think the latter would be better, but by how much? Idk. I do know that it's easier to push your limits on one thing in a 60 min time frame than it is on 6 things 10 mins each I think it draws parallels from weightlifting. Which bodybuilder is the strongest, the one who does only isolation movements, or the one doing only compound movements. SAID, Specific adaptations to imposed demands Random stuff Clicking 1. 1wall5targets_pasu reload: Small variants to work on precision/target acquisition smoothness(Floaty): ● 1wall5targets_pasu_small: Obv, just a smaller version of the normal to work on precision. ● 1wall5targets_pasu_small tracking: I believe this scenario, the non small variant and pasu track invincible are overlooked. This scenario helps you get better at fast micro corrections as when tracking and losing target you will snap back onto the target fast. This is not present in the non tracking version to the extent it is in this scenario and most definitely Pasu tracking invincible. I see a lot of people using either very snappy aim or very floaty aim in pasu, but you can do both. I believe the best way to play pasu is a snappy aimstyle when the bot is not in immediate vicinity and a floaty aimstyle when the targets are close and bunched together. And when correcting your aim to be snappy, not floaty. If you master those quick snap adjustments when the bot changes direction and when to use floaty versus a snappy aim style you minimise downtime and increase your efficiency. ● 1wall5targets pasu small NeverMiss(Maybe skip the small variant depending on skill level): Playing aim trainers is seen to be relaxing or a non stressful environment. This can, depending on the person, be detrimental long term. I am unsure if the phenomenon has a name? It’s something to do with being in an optimal state of arousal. By that I mean if you play lot’s of aim training and not enough online FPS then you can become too relaxed while aiming which can make you worse. This is slightly anecdotal but I have researched and professional rock climbers all talk about how they are more prone to falling off walls if they do too many easy climbs too often. They get too relaxed while climbing and seem to fall for no apparent reason, it’s not that they don’t have the skill, it's that climbing has become too chill, too automatic, they lose a certain amount of focus. They are not in an optimal state of arousal because they are too comfortable. Anyway it’s something I need to think about and research more. Playing never miss scenarios is a great way to get out of that comfortable state as it increases risk, or rather adds “risk” it adds an option for failure. If you don’t play never-miss then you never “lose” while practising aiming, there is nothing on the line and you can become too chill and I don’t think that’s the optimal state to be in for improvement. Variants to work on speed(Snappy): ● 1wall5targets_pasu Reload: Great scenario to practise going fast as your score is not punished as much. For practise I would say good guidelines to follow are try to keep your reloads under 2, if you are reloading 4-5 times then slow down because you’re pushing too fast for your skill level. For highscores you want no more than 1 reload. You can get 165+ with 3 reloads if you get super lucky, but it’s not consistent and relies on lucky streaks of spamming and not missing. Your best bet is to maintain a similar speed throughout increasing and decreasing depending on bot distance but obv not pushing for too fast a speed you can’t maintain the whole time. ● 1wall5targets_pasu_Large_Faster: Good scenario for going flat out max speed, I wouldn’t play it too much but if you do offset the target size by playing more small variants than you currently do. In my opinion this is how you get the top possible score in Pasu: Ultra fast micro corrections, Snappy target switching at large angles and floaty aiming when the targets are close together/small angle target switching. If you were not human then obv snapping all the time is best but it’s not possible to do consistently, at least not yet. It has to be offset by the float aim. 2. popcorn sparky: Variants to improve: ● This scenario is pretty specialised as is so there's not any scenarios but itself that can help all too well. Something I will say though is that I believe an invincible version, much like the tracking one but with a pistol might be super helpful. I haven't made it or tried it but it makes sense much like why ppl play tracking invin over non invin. You get more time to practise your click timing, if you keep missing and waiting for reloads then it wastes time, it also wastes time having to find your next target. I think for training having a non reload and non spam pistol against one invincible bot is best. Don't be afraid to experiment, It’s okay to give up short term success for long term success For example, recently I spent 40 days figuring out what the best chair height, keyboard, mousepad and monitor position works best for me. For my chair height I had three variables, low, medium and high. I had measured them out with a ruler so I could replicate them (Gotta keep things consistent baby) I found that the lowest position gave me a greater sense of control, I could stop the mouse easier and my aim was less shaky, it’s most likely because the whole weight of my arm was resting on the desk. However this made tracking difficult (and more tiresome) as I would have to lift my arm up to move around freely. Overall the lowest position was nice for click timing but bad for tracking. The highest position gave me the most freedom to move my mouse, I didn't have to lift my arm up to move large distances, although it meant I had less stopping power (I’m sure you could get use to this position eventually, its just I am use to using the weight of my arm as added stopping power) So tracking was super nice due to freedom of movement but my stopping power was affected. Which is something that would get better over time so it's not too big of a deal. The position I have decided on using as an endgame is the medium one, this way I get the best of both worlds. I have tried using the guides online that show you how to sit in correct posture, it's just you cant game and keep that posture because your arms are on the desk (unless you wrist aim) I think the only way to get 90 degree arms is with the desks that have a cutout in them, like those weird desks in american schools. Also if you have lots of lean in your chair then its damn near impossible to have a good shoulder positioning because your arms are so out in front of your body. Tbh I think the best way to game is with a standing desk, I would be using one if I was in the position to do so. Mainly for health reasons. Ultimately I think you should sit in the best possible posture you can and then tweak the setup from there. I believe someone notable in the community has talked about sitting in a position that makes you aim best, regardless if it's in “good” posture or not. I would advise you to put posture first, even if short term it makes you play worse. You will play your best in positions that you feel most comfortable People with bad gaming postures play well in these positions because that’s what they are used to, not because these postures magically make them play better. If they were to change their positions into more healthy ones they would see a short term dip in performance for a long term improvement in health. I am all about longevity, I will not do something if I can't do it for the rest of my life and in the case of posture, I will most certainly not give the alignment of my body up to play “better”. Don't be afraid of short term dips for long term gains. To reiterate, just because you aim well and it's comfortable does not mean it's good for you, or that it's the only position you can play best in, just give it time and you will accommodate the change. I recently bought a drum stool which I will be gaming with. I was annoyed with how my chair would slightly move on its wheels while I was gaming. The stool has no wheels, it also has a mechanical lock off so the height of the chair cannot change, opposed to the lever chairs which tend to go up and down (at least in cheap-ish chairs) I know its a bit OCD but I think it will benefit me to have a solid position that will not move no matter what. Plus without the back of a chair my arms have more freedom of movement and it's easier for me to sit in good posture. I can have more of my arm on the desk without having to reach forward rounding my shoulders less, which I like. Idk why i'm writing all this but my main point is basically don't be afraid to experiment even if you don't get anywhere for months at a time, think of the long term. You will most likely be better, more knowledgeable long term than the person who does not experiment and finds out what works best for them. Classification of skill level/difficulty. Like in climbing? V1 v2 etc? Complete fundamental routine Vertical tracking: Vertical long strafes: x2 Anti-vertical long strafes: x2 Vertical fast strafes easy: x2 Anti-vertical fast strafes easy: x2 Horizontal tracking: Close long strafes invincible: x2 Midrange long strafes invincible: x2 Plaza high ground easy: x1 Plaza low ground easy: x1 Midrange fast strafes v2: x2 Close fast strafes invincible (easy invincible if too hard): x2 Combined tracking: Ground plaza NO UFO: x1 Air no UFO no SKYBOTS: x1 FuglaaXYlongstrafes: x2 FuglaaXYshortstrafes: x2 Pasu track invincible v2: x2 Static dots: 1w6ts reload: x2 Ww6t reload: x2 5 sphere hipfire small: x2 Pokeball frenzy auto small: x2 Reflex flick - easy: x2 Reflex micro++ flick: x2 Moving dots: 1wall5targets_pasu reload: x2 Bounce 180 reload: x2 Popcorn sparky: x2 patTargetClick: x2 Vertical hand warmup: x2 Target switch speed: Tile Frenzy 180 Strafing 200 Percent Tracking: x2 Pattargetswitch no reload: x2 Kintargetswitch: x2 Target switching 360: x2 Target switch precision: Voxtargetswitch: x2 Devtargetswitch goated: x2 Bounce 180 tracking: x2 Smoothness: Popcorn goated tracking invincible (easy if its too hard): x2 Thin aiming long invincible: x2 Smooth thin strafes: x2 As a complete beginner it's really good to not focus on one type of aiming style as there is so much room for improvement in all styles. Build a solid foundation and it will pay off long term. There are loads of places to start, so many routines, guides etc elsewhere, they are all great too. But if you decide to use my guide then I would say just work your way down and progress when you feel comfortable, when it becomes too easy or boring move on. And have fun playing :) <3 or just do what you want. (Update: I mean, this is all prob outdated by now so maybe make your own with the Voltaic benchmarks and add more scenarios and play like max twice each) The theory behind playing a wide variety of different scenarios is that when you’re a beginner at X thing you will need to put less time in to improve when compared to a master at X thing. Therefore by playing a wide variety of scenarios you can cover all aim styles and progress efficiently in each area. When skill increases the time it takes to improve also increases and this is where more specific training comes in handy, where you see the most specialisation is at the peak of skill. You will find that the top scores on scenarios are often held by people who have specialised in one specific aim style, whether that be because of the games they play or personal preference. It’s because specialisation is the most efficient way to improve and peak your skill. I have seen many good players remark about how they don't play routines but still have reached high level raw aim skills, but 99% they are heavily focused on one or two aim styles and have used the principle of specialisation without realising. Intermediate (10 minutes per scenario, or as required) Intermediate Click Timing Routine: 1. 1w6tes Reload 2. 1w6ts Reload 3. 1wall 6targets TE No Acc 4. Jumbo 1wall6targets TE 5. Pasu small reload 6. 1wall5targets_pasu Reload 7. POPCORN 8. Bounce 180 Reload Small 9. Bounce 180 Reload Intermediate Tracking Routine: 1. Thin gauntlet v2 2. Thin Aiming Long Invincible 3. Close fast strafes easy thin invincible 4. Close fast strafes easy invincible 5. Ground Plaza thin v2 6. Ground plaza no ufo 7. Popcorn goated tracking invincible easy 8. Air no ufo no skybots small 9. Air no ufo no skybots Intermediate Target Switching Routine: 1. Pattargetswitchs mall no reload 2. Pattargetswitch no reload 3. Kintargetswitch small no reload 4. Kintargetswitch no reload 5. Bounce 180 tracking small 6. Bounce 180 tracking 7. 1wall5targets_pasu_small tracking 8. 1wall5targets_pasu -track Intermediate Movement Aiming Routine: 1. Pasu dodge small 2. Pasu dodge easy 3. Lgc3 reborn 4. Lgc3 reborn easy 5. Close fs dodge 6. Close fs easy dodge 7. Air angelic dodge 8. Air dodge Advanced (10 minutes per scenario, or as required) Advanced Clicking: 1. Pasu reload small 2. POPCORN 3. 1w6tes Reload 4. Wide wall 6 targets small 5. Reflex Flick Wide - Easy 6. Floating heads timing 400% 7. Air Infantry Advanced Tracking: 1. Popcorn goated tracking invincible 2. Thin aiming long invincible 3. Smooth thin strafes 4. Air NUNS 5678 smaller - 20 mins 5. Closerange Tracking Training(need to move) Advanced Target Switching: 1. 1wall5targets_pasu - track 2. Skeet tracking goated 3. Vertical switching 4. Target switching 360 static 5. Pattargetswitch 360 small Advanced Movement Aiming: 1. Air dodge 2. Pasu dodge easy 3. lgc3 reborn easy varied 4. close fs easy dodge 5. Xy tracking dodge hard 6. Manwing/pistol strafe gallery 7. Anti mirror fs gallery 8. Auto balanced bunny dodge Expert (10 minutes per scenario, or as required) Expert Tracking 1. Fortnite glider 360 invincible 2. Popcorn goated tracking invincible 3. Oblique tracking small no mag 4. 1wall5targets pasu track invincible small 5. Air UFO 10x Hard 6. Thin aiming long invincible Expert Clicking: 1. Wide wall 10 extra small 2. Floating heads timing 400% 3. Popcorn sparky 4. Reflex flick- hard 5. Vertical hand warmup small 6. 1wall5targets pasu small Expert Target Switching: 1. Sphere Frenzy 360 Strafing 400Prct Track Small 2. Floating heads 50%hp 400% 3. Vox Target Switch small 4. Vertical switching small lg 5. Skeet tracking goated small 6. 1wall5targets_pasu -track small Expert Movement: 1. Air Angelic Dodge 2. patTargetClick Dodge Smaller 3. lgc3 reborn easy varied thin 4. chrz uneven ground dodge 5. Pistol Strafe Gallery Sparky Small (good version) 6. Auto balanced bunny dodge (but aim for the head) Hyperscape Routine Hyperscape routine: Ideally you would spend 10 mins on each scenario, so just 1 hour a day rotating tracking or clicking. Or if you specialise you can do tracking everyday for example. I’ve edited some scenarios to make them more suited for Hyperscape. I feel like these scenarios are exactly the aiming situations which happen in game. Closerange (Minigun): 1. Overhead jumps: Close range tracking where the enemy has the upper hand by jumping over your head. 2. Auto Balanced bunny dodge: Close range tracking where the enemy is not close enough to be overhead so continually bunny hops in front. 3. Anti Overhead Jumps: Close range tracking where you have the upper hand by being over the enemies head Medium/long range (AR) 1. Popcorn goated tracking invincible: For tracking people using the slam ability 2. Midrange Fast Strafes Invincible Headshot Jump: Tracking enemy mid/long-range adad spamming and jumping. 3. Air no UFO no SKYBOTS Small: Can’t skip this tracking scenario, the best for overall tracking aim. Closerange (Pistol): 1. Overhead jumps click: Close range clicking where the enemy has the upper hand by jumping over your head. 2. Auto Balanced bunny dodge Click: Close range clicking where the enemy is not close enough to be overhead so continually bunny hops in front. 3. Anti Overhead Jumps Click: Close range clicking where you have the upper hand by being over the enemies head Medium/long range (Sniper) 1. Popcorn goated tracking invincible Click: For clicking people using the slam ability 2. Midrange Fast Strafes Invincible Headshot Jump Click: Clicking on enemy mid/long-range adad spamming and jumping. 3. Air no UFO no SKYBOTS Small Click: Can’t skip this clicking scenario, the best for overall clicking aim. Complementary scenarios if you have time: https://docs.google.com/document/d/1wTzR9rPzS9QbA3lCxutHNk9wmSfSxV3F-PIE50kexZs/edi t Improve reactivity This routine is purely for increasing your reactivity. It will be hard on your body so take breaks as needed + as specified. Do not overtrain this as it will result in injury. Just listen to your body and dont be silly. Thin aiming long invincible: 5 times, warmup Don’t lift your mouse unless you have to Air ufo 10x hard: 2 times, Don’t lift your mouse unless you have to. When the bot teleports don’t reset your mouse to flick to it Thin aiming long invincible: 2 times Air ufo 10x hard: 2 times 5 min break: Meditation SYW (Smooth Your Wrist) FIXED Extra thin: 2 times Close fast strafes invincible: 10 times SYW (Smooth Your Wrist) FIXED Extra thin 2 times Close fast strafes invincible: 10 times, Don’t worry about score cause its massive rng. 5 min break: Meditation Midrange fast strafes invincible: 10 times *Focus on reacting as fast as possible and don't predict. The reason there is smoothness training in between is because it will force you to maintain smoothness in your aiming arm. It will be very difficult going from air to thin aiming. If you exclusively train reactivity you might end up being really jittery, while that aiming style yields super fast reaction speed, I believe it’s good to keep as much smoothness as you can so you can actually track properly while being fast also. Air is the 10x version to work on endurance because there's no point in being fast if you can't maintain it for longish periods of time. Close fast strafes invincible is useful for training speed and can also give you an idea of how much predicting you’re doing. This and midrange long will punish you for predicting too much as they have long strafes included in the dodge pattern. So if you notice you always lose target when the bot long strafes, you know you’re predicting too much. Which obv defeats the purpose of this routine. You just have to be mindful of predicting and focus on not doing it. https://www.thebioneer.com/train-like-bruce-lee-insane-power-speed/ This is a good read. You can incorporate some of this training for fingers/wrist/arm. To build fast and strong lower arms. https://github.com/shadder1k/Reactivity: Playlist download Update: This can be tweaked and changed. I want the main takeaway to be that it's beneficial to mix in smoothness training with your reactivity training in order to counter the overly tensed hand syndrome and therefore improve the efficiency of training. And also to learn how to be smooth and reactive at the same time. I believe that there should be more (There could already be) bots that have multiple movement patterns which randomly change. For instance a CFSI bot which turns into a TALI randomly. I believe that the instance switch between different aim styles is underlined and I have a theory that aim training can make you become less “flexible” between aim styles. Increase CPS (Clicks per second) Why increase CPS? Well. You probably don't need to, unless you play a lot of speed clicking scenarios(Which is training CPS anyway. Personally I like to train for Complete aim, being proficient in all aspects. And if it's something you're bad at then why not improve it? It's nothing fancy, but doing this I went from 184 jumbo tile frenzy to 204 in a couple of weeks and also my CPS went from around 6 to now 8 I noticed that I could burst down multiple targets quicker as my rapid clicking was much better. So for example in VoxtargetSwitch click if the bots are close together I can put my rapid clicking to use and burst targets down much faster than before. 10 minutes of clicking as fast as your finger can go: (Make sure to grip the mouse how you would while aiming): https://cpstest.org/index.php u can also make note of cps to compare later. 1wall9000targets: (Don't worry about acc, just try clicking as fast as possible while still maintaining good form, so no excessive shakiness): 10 minutes 6 tile jumbo frenzy: (again just focus on clicking as fast as possible): 10 mins This will also increase finger endurance. So if you have trouble with fatigue during sessions it could be worthwhile, Along with finger strengthening exercises outside of gaming. Speed clicking routine Similar to CPS increase routine but focuses on aim more thoroughly. CPS routine is only 30mins, simple to supplement your current routine. This routine is max 2 hours and focuses on mastering speed click timing on static targets. Static targets are more efficient to train on for speed because you don't need to read bot movement. Warmup/precision training(Good to train small dots for a warmup, plus has the effect of making larger targets seem way easier) 5 sphere hipfire extra small: 5 runs, isolating wrist movements. Wide wall 6 targets extra small: 5 runs, focus is on arm movements. Pure speed (Harder scenarios first while you have the energy) Jumbo tile frenzy: 40 runs, meme scenario but great for increasing speed, endurance and CPS. 10 Minute meditation break: 40 runs?! Yes. Speed clicking requires lots of endurance. Remember in most cases you're going as fast as you can for 60 seconds at a time, and you want those 60s to be peak performance. Do not skip the rest. You will be warmed up great by this point and need 10 or so min's to recover for what is next. 1wall6targets TE: 10 runs Tile frenzy: 10 runs 1wall9000targets: 10 runs Wide wall 6targets jumbo:10 runs Jumbo 1wall6targets TE: 10 runs Tile frenzy 180: 10 runs Reflex flick easy: 5 runs Reflex micro++ flick reload: 5 runs This 1 hour segment goes from low FOV to high FOV helping you rest your arm/wrist better. Instead of pumping your arm by playing tf180 then wide wall for example. Why not 20 mins of some other scenario rather than jumbo tile frenzy? Because the targets are massive. Removes the aiming component so you can focus on speed, endurance and CPS. Speed clicking technique: You know dot to dot drawing thingies? Where there's dots and you draw a line from each one to create an image? I like to think of clicking this way: Burst clicking (limits potential, easier): You rapidly go from one dot to the next, pause after a couple dots and repeat till the image is complete. https://www.youtube.com/watch?v=pgW6saUjg08 Flow clicking (maximum potential, much harder): You go from one dot to another in one smooth line, never stopping at a dot. https://www.youtube.com/watch?v=bdhMl0CYi3I (the technique in the video is pretty shitty though, but good example) Ultimate smoothness routine 1. vertical smoothness training popcorn small: 2. Centering II: 3. SYW (Smooth Your Wrist) FIXED Extra thin 60s: 4. popcorn goated tracking invincible smaller 5. Smooth Thin Strafes: 6. tamTargetSwitch Smooth: 7. Skeet tracking goated small: 8. Smoothbot Invincible Goated: 9. Fortnite glider 360 invincible: 10. Air invincible small: 11. Vertical switching small lg: Might be worth doing some pokeball scenarios too *5-10 min per scenario. A Routine for Experienced Aimers or Future Crackheads Created by: Laizirz So, you want to be a cracked gamer? You want to hit those 200 pumps and get the winner winner chicken dinner? Fear not, my friends, for I have the routine for you. This routine is entirely centered around precision, and I would NOT recommend it to a beginner; however, if you like suffering for a while until you improve dramatically, then you are welcome to try as a beginner. (DISCLAIMER: This routine is using scenarios exclusively from Kovaak’s FPS Aim Trainer on Steam, which costs $10). You may be asking, “who is this Laizirz kid anyways? He doesn’t look like a pro gamer to me!” To this I say that I’m a pro gamer at heart, and I’m definitely not the best aimer out there. I’m a Grandmaster in Sparky if that means anything to you, but I don’t intend to present my ideas as more valid than any others because of credentials. My goal is that this routine will stand on its own merit without a professional seal of approval. Feel free to criticize or add to this document whatever you want, I’m open to differences of opinion. Also, if you ever want to discuss Aim Theory or anything else that’s interesting, hmu on twitter or during my streams. Let’s start with sensitivities. I change my sens all the time, so I’m not going to tell you there’s a perfect sensitivity for all possible situations. Some of the scenarios I will suggest can be cheesed by using an extremely low sensitivity and low fov, but if you choose to do that you’re only stifling your own improvement. I recommend a sensitivity between 24cm/360 and 34cm/360. If you don’t know what yours is, go to this link. One little tip I will mention is do NOT tense your hand or wrist up while aiming at small things. It is not going to make you better and it can be harmful. Be relaxed and precise, so that you can replicate this while relaxed in game. I’m not going to spend a lot of time talking about sensitivity, because it literally does not matter. Just don’t go way lower or higher (unless you want a REAL challenge, in which case you should use 5cm/360) than my recommendations and you will be fine. Next, field of view. Just do 103 Overwatch. That’s it. Don’t go low or high, the point is to improve your aim not get highscores. Now for crosshair. Just use dot and make it very small so that you can see the dot inside of the targets you are shooting. You could do this with any shape, but dots are the simplest and most useful. I also suggest using colors with high contrast like green for the bots and red for the crosshair. Make sure your crosshair and bot color don’t blend in with your background! Visibility is important for improvement. Finally, I’m going to partition different aspects of aiming into 3 parts: Tracking, Clicking (or click-timing, although timing is not the only thing that matters here), and Target Switching. They will be color coded from here on as they are here. These are extensively explained in Aimer7’s guide, so go read that if you’re a noob. Now that the preface is out of the way, let’s get to the routine. I recommend doing 3 runs each, or 5 minutes of free play each. It goes as follows, in any order you like and for any duration you find suitable: 1wall 6targets small (3 runs): This scenario is great and will help you a lot with micro corrections. Don’t worry if your score stagnates on this one, it’s still great to practice. 1wall20targets small (3 runs): This one will help you build confidence and speed while shooting small targets. It helps with the previous scenario. Vertical Hand Warmup (3 runs): It’s always good to get some vertical movement in here! This one is vertical click timing with somewhat small bots, although bigger than the other scenarios. Popcorn Sparky (3 runs): This scenario is great and has a reload mechanic which punishes inaccuracy without having an accuracy multiplier. Bounce 180 Reload Small 60s (3 runs): Great scenario that requires you to read movement without being extremely easy like the original B180. Pasu small reload (3 runs): This scenario is the best clicking scenario in my opinion. It is phenomenal and extremely useful for games. Smooth thin strafes (3 runs): Trains smoothness without pure prediction because the bot strafes somewhat quickly. Good scenario for pure horizontal smoothness. Popcorn goated tracking invincible (3 runs): Great scenario for vertical smoothness as well as reading movement. One of the best vertical scenarios. Ddtv xyz close fast small (3 runs): This one is for reactivity while maintaining a small target. Never forget to get some form of reactivity training, but don’t play the ones with giant bots that only require putting the crosshair near the center. Ddtv xyz far fast small (3 runs): Long range tracking is important as well, and this one moves quickly. DO NOT FOV CHEESE. You may need to make your crosshair smaller to see the bot. Ddtv xyz close slow small (3 runs): Close range smooth scenario. Requires a larger range of motion because of the nearness, but moves slowly so you can maintain a steady motion. Ddtv xyz far slow small (3 runs): Long range smoothness tracking. DO NOT FOV CHEESE. You may need to make your crosshair smaller to see the bot. 1wall5targets pasu track invincible small (3 runs): Incredible scenario for reactivity as the bot is hard to predict and very small. Extremely useful scenario for games. Air Precise (1 run): This one is the hardest scenario listed but you know what they say: no pain no gain. Floating heads but there is no accuracy multiplier (3 runs): Great scenario for switching between small targets at different elevations. Speed is the important thing to get here without losing precision. Bounce 180 tracking small (3 runs): Great scenario requiring movement reading and steady combination of vertical and horizontal movement. Dot tracking (3 runs): Very similar to floating heads, and similar utility. Bots are further apart in this one as it’s 360 degrees. KinTargetSwitch Small (3 runs): Very useful scenario for switching without losing your ability to track unpredictable targets. voxTargetSwitch small 200% (3 runs): Fairly easy, but useful for pure speed. This one may help you with the 1wall clicking scenarios as well. Skeet Tracking Goated Small (3 runs): Incredible scenario. Very similar to bounce 180 tracking, but with a shorter time window to kill bots and less time to read movements. Now you might be noticing that every scenario uses small bots. Yes, you’ve caught on, that’s the point. Train on actual small targets that are difficult; PLEASE don’t just shoot giant squares all day. This routine will be extremely useful to you if you use it over a long period of time and use an excel spreadsheet to track improvement. You can even go back to your pleb scenarios afterwards and notice how much easier they are. Just don’t do that daily because it might interfere with the main point of the routine And that concludes my routine. Feel free to add scenarios and do whatever you want to with this information. I can’t wait to see a bunch of crackhead aimers after a routine like this. Trust me, practicing on things that are way harder than in game is the best way to improve rather than replicating the exact situations you have in game. Farewell, Laizirz Updated: 12/06/2020 AimBot.EXE Routine v5 (using Kovaak’s 2.0) CONTENTS 1. INTRODUCTION 2. SETTING UP KOVAAK’S 2.0 3. TECHNIQUE 4. ROUTINE 5. FAQ 6. FINAL THOUGHTS 2 1. INTRODUCTION The purpose of this guide is to help those who are more looking to improve their aim using Kovaaks 2.0 with a focus on improving aim in game. This can be whether you are starting from scratch or have experience in aim training. 1.1 How is this routine different from others? These are the areas with differences to other guides: ● Scenarios isolate arm, wrist, and fingers equally ● Based around precision using smaller targets, getting you used to realistic targets from an early stage ● Target speeds are faster again getting you used to dealing with faster targets ● Movement scenarios are introduced from the first level ● Unique benchmarking system to measure progression ● Using difficulty based training to avoid slow progression and plateaus ● Scoring system between each type of scenario is aligned which is useful for analysing scores across different scenarios 1.2 First steps First thing you want to do is set up Kovaak’s with optimal settings if you have not done so already (see below), download the playlists and the Progress Tracker spreadsheet. The Progress Tracker spreadsheet will tell you what level to start by completing the Benchmarks tab and help you keep track of your progress using the Schedule tab. Also feel free to join the discord for any further questions, discussions, etc. 1.3 Where to save files? Download the playlists and scenarios from the shared link and save in the folders below. Playlists: C:\Program Files (x86)\Steam\steamapps\common\FPSAimTrainer\Saved\SaveGames\Playlists\ Scenarios: C:\Program Files (x86)\Steam\steamapps\common\FPSAimTrainer\Saved\SaveGames\Scenarios\ 1.4 Links Below are the links to all the resources you will need for following this guide Link to playlists, scenarios and Progress Tracker spreadsheet and can be found below: https://drive.google.com/drive/folders/1QPeHExrg2lQmSbNcIMwpPnK90och116e?usp=sharing Link to Aimbot.EXE Discord server below: https://discord.gg/gav5EhfjEf 2. SETTING UP KOVAAK’S 2.0 You want to remove any visual clutter and have a clean UI to avoid distractions while training. Feel free to tweak the colours to your liking. If I do not mention a setting leave it as default. 3 2.1 Main ● Sensitivity - See below ● FOV - See below ● Max FPS - Set to 0 for 60hz monitor, Set to your monitors refresh rate for 144hz+ monitor ● Show Health Bars - Unchecked ● Death Cam Spins - Unchecked ● Workshop Cache Duration - Set to 168 2.2 Weapons ● Hide Weapon - Checked ● Hitscan Graphics Visible - Checked ● Zoom Sens Multiplier - 1 ● Crosshair Scale - Set to 0.6 ● Crosshair Color - Set to FF0000 (Red) ● Crosshair Image - Dot.png ● Hitmarkers - Unchecked ● Head Hitmarkers - Unchecked 2.3 Video You may have to tweak these settings based on your machine if you require more frames per second ● Video mode - Fullscreen ● Anti-Aliasing - No AA ● Post Processing - Off ● Shadows - Off ● Effects - Off ● Anisotropic Filter - x16 ● Scene Color - Off 2.4 Visual ● Hide Gibs - Checked ● Decal Time - Set to 0 ● Walls Texture - Set to Pure Color ● Floors Texture - Set to Pure Color ● Sky Color Solid Color - Checked ● Enemy Colors Override Head Color - Checked ● Enemy Colors Override Body Color - Checked ● Enemy Colors Roughness - Set to 1.00 ● Enemy Colors Metallic - Set to 0.00 ● Enemy Colors Full Bright - Set to 0.00 4 Light Theme ● Walls Roughness - Set to 1.00 ● Walls Metallic - Set to 0.00 ● Walls Full Bright - Set to 0.50 ● Walls Tint - Set to BCBCBC ● Floors Roughness - Set to 1.00 ● Floors Metallic - Set to 1.00 ● Floors Full Bright - Set to 0.00 ● Floors Tint - Set to BCBCBC ● Sky Tint - Set to BCBCBC ● Enemy Colors Color Scheme Head - Set to 006A93 (Teal) ● Enemy Colors Color Scheme Body - Set to 000000 (Black) Dark Theme ● Walls Roughness - Set to 1.00 ● Walls Metallic - Set to 1.00 ● Walls Full Bright - Set to 1.00 ● Walls Tint - Set to 282828 ● Floors Roughness - Set to 1.00 ● Floors Metallic - Set to 1.00 ● Floors Full Bright - Set to 1.00 ● Floors Tint - Set to 242424 ● Sky Tint - Set to 282828 ● Enemy Colors Color Scheme Head - Set to 006A93 (Teal) ● Enemy Colors Color Scheme Body - Set to FFFFFF (White)/ Set to FFDE00 (Yellow) 2.5 UI ● Player Info - Checked ● Speed - Checked ● Hotbar - Checked ● Kill Stats - Checked ● Kill Text - Checked ● Movement Bar - Checked Move all remaining UI Elements to the corners 2.6 Sensitivity In short, the higher your sensitivity the faster you will be (better for close range aiming) and the lower your sensitivity the more accurate you will be (better for far range aiming). There will always be a trade of between speed and accuracy. Do not bother with training ADS sensitivities, your mouse control will translate. DO NOT overthink this. 5 In my opinion you can train the sensitivity range you play with, and it is more restricted by your mousepad. In the AimBot Tracker spreadsheet I have a tab called TrainSensitivityFinder that will recommend sensitivities based on your mousepad size. My recommendation is to use the Base cm/360 value as your Kovaak’s sensitivity after typing in your mousepad width and DPI. As well as the Base sensitivity I have also calculated Speed and Accuracy sensitivities which we will use in the routine. 2.7 Field of view With FOV the main thing is you are not too zoomed in or too zoomed out. My recommendation for following this guide is FOV 80 (Vertical 1:1) which is not too zoomed in or out, works well with any scenarios. Another popular setting is FOV 103 (OW). Do not copy your in game FOV as this won’t ever be 1:1 ratio since. DO NOT overthink this. 2.8 Skip intro video I suggest turning off the intro video for Kovaak’s which quick and easy to do. Open Steam Library find Kovaak 2.0, right click to find Properties. Under the General tab click on Set Launch Options…. In the box type in the following: - novid 3. AIM THEORIES This guide and routine are based on the aim theories below THEORY 1 High sensitivity is better for close range aiming (tracking, clicking, and switching) and low sensitivity is better for far range aiming (tracking, clicking, and switching) THEORY 2 Flicking is the most fundamental technique required to see aim training translate in game THEORY 3 Accuracy is the most important focus while training, thus proper practice makes perfect. THEORY 4 Challenging yourself constantly will allow maximum improvements Speed Balance Accuracy 20cm/360 30cm/360 40cm/360 6 3. HOW TO TRAIN? Before we go over the routine I will go over types of scenarios and how to train properly. 3.1 Types of Scenarios There are 6 types of scenarios which are as follows: • Clicking/ Movement clicking • Tracking/ Movement tracking • Switching/ Movement switching 3.2 Training properly We will be training in Freeplay instead of challenge mode to make use of the timescale feature regardless of scenario type. While training it requires effort and concentration to improve efficiently rather than going on autopilot. We can achieve this by following the methods below: • Giving ourselves a harder target so which will require maximum focus. While training follow the timescales given to reach the target score. • ALWAYS aiming (or trying to aim) at the centre of the target (even if it takes a longer to reach centre) regardless of the size and scenario type. 3.3 Training each scenario To train we will be going into Freeplay and the level system to train at specific timescales. See levels below: • Level 1 - Higher Timescale 1.25, Lower Timescale: 0.75 • Level 2 - Higher Timescale 1.30, Lower Timescale: 0.80 • Level 3 - Higher Timescale 1.35, Lower Timescale: 0.85 • Level 4 - Higher Timescale 1.40, Lower Timescale: 0.90 • Level 5 - Higher Timescale 1.45, Lower Timescale: 0.95 • Level 6 - Higher Timescale 1.50, Lower Timescale: 1.00 For each scenario, start at Level 1 and split your Freeplay time doing the higher timescale first then the lower timescale. Move to the next level when you can hit the target score at the lower timescale TIP: In Freeplay you can use the reset scenario button to reset your score. 3.4 Aim Down Sight (ADS) Although you are not training ADS it is important to realise that while holding down RMB your mouse grip is varying slightly (generally tighter and with a little more tension) and it is important to train like this. Unbind your ADS button from RMB to something you will not press on your keyboard. While training hold down RMB the entire time. 3.5 Scenario Design in the Routine 7 The Clicking and Switching scenarios have a reload mechanism, to promote efficient training. For Tracking scenarios hold down Fire the whole time. For Switching scenarios only Click fire once you are on the target and try to finish the target with 1 clip. All bot scenarios are headshot only. 4. KEY TECHNIQUES There are some key techniques that is important to address especially from a beginner level. 4.1 Smoothness (removing shaky aim) When you first start aim training you will realise how much mouse control you lack. Before you start on your aim journey you want to remove any initial jittery/ shaky aim by playing the routine below for 2 weeks (1 week if you have aim trained previously). If your aim ever feels jittery you can come back and use this routine for 1 week (or as required) ab Extreme Smoothness Routine 60 (5cm) [60mins] Instructions: Set sensitivity to 5cm/360, reduce FOV by 40 4.2 Flicking In my opinion the main reason aim training does not translate in game is the lack of focus on flicking technique. To focus more on flicking at the early levels we will spend majority of our time with the playlists below at the early levels. Before I continue, I want to define flicking (source: The Meta). Flicking: A flick shot, sometimes referred to as a snap is where you perform a very fast crosshair movement onto your target. Why is practicing flicking so important to see results in game? Regardless of the game you play you need to acquire your target precisely before they do otherwise you will die in most situations. Granted this will apply more towards low TTK games however even with higher TTK games being on target before your opponent even by will likely be the difference between life or death. The motion and technique used in a flick is the first movement for any aiming motion including moving targets (except for tracking when you are only on target but even then, a flick will be required if the target changes direction). For example, you may be able to track a target with 80% accuracy, but you need to get on the target first before you can do that. In most in-game situations you are probably dead unless you can get on target fast enough. Complete the routines below as per the Schedule tab in the Progress Tracker sheet. The XXL scenarios works on the initial flick so ensure you have a straight line from target to target and then speed up when you can. The Dot scenarios works on the micro correct part, so you want to use the same technique and speed to you used the in the XXL scenarios ensuring a straight line then micro correct. Again, speed up the micro correction once you are comfortable. 8 Use the Accuracy, Base, or Speed sensitivity based on which day you are training (see Routine Structure section below) ab Flick Complete Routine 60 [60mins] Instructions: Use the Accuracy, Base, or Speed sensitivity based on which day you are training. Click only when on target, play at Base sensitivity, aim centre mass, aim for 90%+ accuracy All playlists can be found in the link provided at the start of the guide. 5. ROUTINE The scenarios in this routine will train your arm, wrist and fingers by isolation making this a complete routine. 5.1 Searching for scenarios Scenarios are labelled so it is easy to search for them • Newcomer I Day 1 is prefixed ab0-1, Newcomer I Day 2 prefixed ab0-1, etc • Newcomer II Day 1 is prefixed ab1-1, Newcomer II Day 2 prefixed ab1-1, etc • Beginner I Day 1 is prefixed ab2-1, Beginner II Day 2 prefixed ab2-1, etc The names of the scenarios start with Click for Clicking, Track for tracking and Switch for Switching. 5.2 Benchmarks If you are new to mouse and keyboard, then start at Newcomer I level. For everyone else, complete the Benchmarks tab in the Progress Tracker spreadsheet. Start from Newcomer I level and once you hit Complete for 22 out of 24 scenarios, move on to the next level. Repeat until you cannot hit Complete for 22 out of 24 scenarios. This is the level where you should begin training. Re benchmark yourself every 4-8 weeks. 5.3 Weekly Schedule Day 1 Routine is done on Day 1 and 4, Day 2 Routine is done on Day 2 and 5, Day 3 Routine is done on Day 3 and 6. Use the 7th day to start on the next week or even take a day off. The routines take approximately 60mins. There are additional routines each day to make up a day’s training. Follow the Schedule tab in the Progress Tracker sheet. 5.4 Warm Up Warming up is important before any session to get your muscles used to movement and the blood flowing. Use the routine below before each session. 9 ab Warm Up View Routine 12 [12mins] Instructions: Use the Accuracy, Base, or Speed sensitivity based on which day you are training. Swipe left first run the right second run or vice versa 5.5 Routine Structure We will now go over an example routine of a level. Each playlist isolates either arm, wrist, fingers (close range vs far range aiming). We will also be using different sensitivities depending on the day. Use the TrainSensitivityFinder tab in the Progress Tracker sheet to find your Base, Speed, Accuracy sensitivities. ab0 Newcomer I (in Steam Workshop search ‘ab0’) Playlists: ab0 Newcomer I Day 1 - Close [54mins] - Freeplay 6mins per scenario, Accuracy sensitivity This playlist consists of close range scenarios, and we will use the Accuracy sensitivity to exaggerate the use of arm aiming ab0 Newcomer I Day 2 - Mid [54mins] - Freeplay 9mins per scenario, Base sensitivity This playlist consists of mid range scenarios, and we will use the Base sensitivity to primarily make use of wrist aiming ab0 Newcomer I Day 3 - Far [54mins] - Freeplay 6mins per scenario, Speed sensitivity This playlist consists of far range scenarios, and we will use the Speed sensitivity to exaggerate the use of fingertip aiming Instructions: Split your Freeplay time with the Higher Timescale then the Lower Timescale on your Level (see Train tab in Progress Tracker sheet). Once you reach the Target Score on the Lower Timescale move on to the next level. Repeat day 1, 2 and 3 routines again to complete 1 training week. The same format applies to all levels. 5. FAQ I will go over a few topics and frequent questions How long do I need to train before I expect to see improvements? Do not expect to play Kovaak’s for a month and suddenly become an aim god. Sure, you will see improvement but do be realistic and manage your own expectations. You are looking at best minimum 8 weeks in the Newcomer levels, 8 weeks in the Beginner levels, 12 weeks in the Intermediate levels, 12 weeks in the Advanced levels, and a lot more in the AimBot levels. That alone is a training for at least 10 months to complete Advanced levels training 90mins per day. Let’s say you can only train 60mins a day so naturally expect for the days/ weeks of training to increase to reach the same goals if you trained for 90mins. Some weeks you may see no improvement, some weeks you may see some improvement and some weeks you may see major improvement and that’s just part of the process. So, don’t panic if you don’t see improvements the key is consistency. You need to make sure you consistently train every day (if possible) and you will see genuine improvement over time. 10 How long should I train every day? The ideal training time is about 1-3 hours (while taking breaks) per day in my opinion. If you have managed to do that I would at that point suggest, take a break, and go play a different game to avoid overtraining. Try to train for minimum 1 hour a day. If you cannot do this and say you only have time to do 30mins a day but expect improvements to be slow. On the other hand, if you are burnt out or just need to take a break do so. Taking one day break every week seemed to have worked out for me. How do I measure improvement? Although doing benchmarks is good, the best way to measure improvement is by looking at average scores. If your average scores are going up than that means you are improving and becoming more consistent while doing that. For a lot of the scenarios, you can reach a high score because of good RNG (aka good run). Have you beat a high score 1 month ago and cannot seem to reach it again? It is because the high score you got isn’t a true reflection of your current skill level. If you look at your average scores this will give you a more accurate reflection of your current skill level. I have noticed you tend to get a score approximately 10% less than your high score (on most scenarios) and that can be another way to estimate true skill level. Improving aim vs Chasing high scores Before you start you must realise what your goal here is. Are you looking to improve your aim for other games or are you looking to improve at Kovaak’s scenarios chasing high scores? Although these two can overlap there is a difference. You can get better scores than you would normally in many scenarios by using a certain technique, changing settings, or even just by grinding it, however this is probably not how you would play in actual shooter, which is one of the reasons aim may not transfer into other games. Therefore, it is important to remember that you are training your aim with scenarios and not to get too caught up in high scores and mastering certain scenarios itself. Avoiding plateaus From my experience the only reason you would reach a plateau is the scenarios you are doing are the same and not challenging enough. If you are plateauing, you need to be raising the difficulty of your current routine. While doing the AimBot Routine we avoid plateaus by cycling through the levels each week. Working on weaknesses After training for a while, you should be able to tell if you have any areas weak in. Following a routine there shouldn’t be too much disparity however if you feel the need you can work on any weak areas. Let’s use precision click timing as an example. If you find you are weak in precision click timing, develop either a 30mins routine with precision click timing scenarios which you do alongside your normal routine or you can develop a full 60-90min routine and do this for 2-4 weeks while taking a break from your usual routine. This is just an example but can be apply this to other areas. This will help you build an all-round solid aim foundation where you won’t have a major weakness. VOD reviews If you ever find yourself in a position where you can’t tell why you are not improving it’s useful to record yourself training which you can review after to see where you are going wrong, etc. It’s hard to tell while training sometimes. 11 Using a hand cam is also good to check your technique, ensuring your grip is not too tight and so on. You can use any software that does this, I personally use OBS for this. Close Long Strafes and mouse drift When doing Close Long Strafes, you will notice that while tracking left and right your mouse goes down the mousepad slowly. This is completely normal and a result of how you are moving the mouse. Don’t worry about this since it ultimately doesn’t affect your training and would only be a factor if you are just going for high scores. You can reset your mouse while you are flicking back to the target. Short strafes This is probably one of the harder scenarios as initially you will have trouble reading and reacting to short strafe. If you are using the ab Reactivity Routine this should get better with time, if not using it will help you get past this. Don’t forget to STARE at the target, this really helps with short strafes. Health, posture, and mouse grip Having a healthy lifestyle really helps with the improvement process. Ensure you are well hydrated and have a good consistent posture. This includes things seating (elbow is aligned with your desk height), monitor distance (screen is about an arm’s length away) mouse grip (should be comfortable and avoid death gripping), etc. In terms of your mouse grip my recommendation is steer away from palm grip and use claw/ fingertip grip (or hybrid between both) as this gives you the most flexibility (although harder to master in my opinion). Also ensure if you have the desk space buy a mousepad that is large enough, so you will not be restricted by this. If you do all this while training, you should see some genuine improvement and see this transfer in game. 6. FINAL THOUGHTS All scenarios up to AimBot level have been uploaded. I have created discord server where if you have further questions or discuss anything related to aim. This is a non-toxic community where all questions and further discussions are welcome. Link is at the start of the guide. I am trying to keep the guide up to date so keep the link for future updates. Improving at FPS: Game Specific Exercises This will be a short guide and can be used with AimBot Guide to further extend aim training and ultimately training yourself on other elements required to improve at FPS games. Extending aim training in game As mentioned in the AimBot Guide we play with a different sensitivity based on which day we are training. Instead of going back to the Base sensitivity before playing game you can leave the sensitivity and extend aim training to in game. So, for example: Day 1 - play Accuracy sensitivity Day 2 - play Base sensitivity Day 3 - play Speed sensitivity What makes a great player? Before we go forward, we need to train skills in game with a purpose. To do that we need to see what makes someone great at FPS’s. I have listed key skills required to excel at FPS’s. 1. Aim (Mindset) 2. Recoil Control 2. Movement 4. Game sense 4.1. Staying Alive 4.2. Crosshair Placement 4.3. Pre-firing 4.4. 1vX In my opinion you this is the order you want to train these skills. Although something like game sense would normally be top of the list, I feel it’s easier to train mechanics and it is something you want to get out the way, so you do not need to worry about later. I will give 2 exercises for each section. Once you are consistent in the section you are on move on to the next section. The exercises will require mainly CSGO and Modern Warfare since I mainly play those games however if you don’t own Modern Warfare, you can likely create similar exercises achieving the same goals with whatever game you play. CSGO is free so I would recommend downloading that. I will recommend free alternatives where I can. As a general guideline, I would say spend approximately 3 months on each section. 1.Aim (Mindset) Here we will not cover raw aim since this will be covered by aim training in Kovaak’s, instead I will go over the mindset required to push your aim training further in game. Typically, you can have great raw aim in Kovaak’s however when it comes to in game situations you may panic or rush things while in game which is a major factor in my opinion why aim training does not automatically translate into games. To tackle this, you want to only go for headshots in game. You want to be able to aim how you do in Kovaak’s but under pressure, etc. You want to get out of the habit where you react for the sake of shooting someone anywhere. You want to build a habit where your reflex is to aim for the headfirst then shoot. You will die a lot in the beginning, but it will get better over time. From this point onwards apply this to your game until you aim for head only without thinking. Exercise 1 Game required: CSGO Mode: Headshot only FFA custom server Target: 100kills/ 30mins per day Instructions: Aim for head only, recommended weapon Deagle Exercise 2 Game required: Modern Warfare (looking for a free alternative to this) 2 Mode: Shipment 24/7 move onto Shoot House 24/7 once you are consistent at Shipment Target: 100kills/ 30mins per day Instructions: Aim for head only, recommended weapon Deagle When you are consistently aiming for the head move on to the next section. 2. Recoil Control Another key aspect of gun skill. spend 30mins per day just practicing your recoil control. Exercise 1 Game required: CSGO Mode: Recoil Control workshop map Target: 15mins per day Instructions: Recommended weapon SG 553/ AK-47?/ M249/ Negev Exercise 2 Game required: Modern Warfare (looking for a better and free alternative to this) Mode: Custom FFA match on Shoot House Max Bots, Headshot only Target: 15mins per day Instructions: Recommended weapon AK-47 with no recoil attachments When you are consistent with this move on to the next section. 3. Movement This will be heavily dependent on the game you play. Spend 30-60mins per day in the game that you play just focusing on movement mechanics ideally in a respawn mode where you will have very little downtime. Examples CSGO - Counter strafing, crouch shooting, bunny hopping, etc Modern Warfare - Slide cancelling, bunny hopping, drop shotting, etc When you are consistent with this move on to the next section. 4.Game sense Can we actively train game sense? In short yes. Game sense is just experience in making the right decisions in different situations. If we actively put ourselves in difficult situations, we give ourselves a better chance making the right decisions when needed. I will be breaking this down into a few categories. 4.1. Staying Alive The objective here is to improve our dodging skills and staying alive. Sometimes it is better to run away from a fight to put yourself in a better position. Exercise 1 Game required: CSGO Mode: Headshot only FFA custom server Target: 15-30mins per day Instructions: Move around the map (don’t camp) while avoiding death, don’t shoot anyone Exercise 2 Game required: Quake Champions Mode: FFA Target: 15-30mins per day Instructions: Move around the map (don’t camp) while avoiding death, don’t shoot anyone Exercise 2 (optional) Game required: Modern Warfare (looking for a free alternative to this) Mode: Shipment 24/7 3 Target: 30mins per day Instructions: Move around the map (don’t camp) while avoiding death, don’t shoot anyone Another approach to staying alive This will probably get boring very quickly. What you can do to make it more interesting (while following the above for the most part) is make it your goal to knife anyone you can while staying alive. The decision when you see someone will be can you close the distance without dying. Maybe you can run around and flank, etc. 4.3. Crosshair Placement The objective here is to snap to keep snapping to the next angle where you are expecting an enemy rather than tracing the corner to do this. When you come across an enemy, try to kill them and snap to the next angle immediately. Exercise 1 Game required: CSGO Mode: Headshot only FFA custom server Target: 30mins per day Instructions: Walk around just snapping to the next angle where you expect an enemy. Rotate maps when you feel like it. Exercise 2 Game required: Modern Warfare (this can be replaced with any game that you play) Mode: Shipment 24/7 move onto Shoot House 24/7 once you are consistent at Shipment Target: 30mins per day Instructions: Walk around just snapping to the next angle where you expect an enemy. After you are consistent with Shoot House switch over to respawn modes with any maps. 4.4. Pre-firing This will be an follow up to practicing crosshair placement. You will be doing the same practice as crosshair placement however you will be pre firing angles and common locations. Exercise 1 Game required: CSGO Mode: Headshot only FFA custom server Target: 30mins per day Instructions: Pre fire in the following situations a) every angle you snap to b) common spots c) when you hear someone rounding the corner Exercise 2 Game required: Modern Warfare (this can be replaced with any game) Mode: Shipment 24/7 move onto Shoot House 24/7 once you are consistent at Shipment Target: 30mins per day Instructions: Pre fire in the following situations a) every angle you snap to b) common spots c) when you hear someone rounding the corner 4.2. 1vX (1v2, 1v3, etc) Unfortunately, this is quite tricky to practice efficiently unless you are up against bots (which is also one of the reasons why I have put this last), since you there are not any games (that I am aware off) with respawn modes where you are just play 1vX situations. Option 1 Game required: Warzone Mode: Rebirth (don’t fill squad so you are solo) Target: 60-120mins per day Instructions: Practice isolating gun fights, so you are 1v1 each gun fight using surroundings, cover, etc. Don’t take a gunfight where more than one person is shooting you at a time Option 2 4 Game required: Any game with a Search and Destroy type mode (CSGO, Valorant, MW, R6S) Mode: Search and Destroy (or similar) Target: 60-120mins per day Instructions: Unfortunately, you will have to wait until your teammates are killed for you to be in these situations. There will be a fair bit of downtime here which is unavoidable. This however will be the most rewarding when you come out on top in one of these situations. Don’t do this in any ranked modes. As before, practice isolating gun fights, so you are 1v1 each gun fight using surroundings, cover, etc. Don’t take a gunfight where more than one person is shooting you at a time. Examples: CSGO Casual, Valorant Spike Rush, Modern Warfare Search and Destroy, Rainbow Six Siege Casual Final Thoughts After you become consistent with sections 1-3 there you will rarely need to revisit them, since it’s something you won’t lose easily. Section 4 I would make part of your daily training if you are looking to improve. Fundamental KvKs Routines 2.5
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Navigation
To make things easier to read, we color code clicking in red , tracking in blue , switching in purple ,
movement-clicking in orange , movement-tracking in yellow , movement-switching in magenta .
1. Want to understand the theory behind aiming? Read our aim journey.
2. Still looking for answers? Check our advice faq.
3. Check out our benchmarks here.
4. Join our discord for more help or information.
5. Follow our twitter to stay up to date.
6. Check out our game specific routines and our issue-specific routines.
Planning your Training
It’s important to approach the included routines with a complete understanding of their role, and additionally
the role of the benchmarks that they pertain to. Taking part in Voltaic’s aim training resources means you intend
to improve your mouse control ability through consistent training that pushes you towards several small
achievable goals. These goals take the form of our Benchmarks, which assign a rank based on the highest score
you garner in a given scenario. It’s important to keep in mind that it is up to you, as a player looking to be more
proficient, to ensure the benchmark scores you achieve are honest representations of your ability. Your goal
shouldn’t be to improve solely at our ranking system by overfocusing the benchmarks, but rather honing all
aspects related to aim training in its entirety.
With this in mind it becomes evident that Voltaic’s Benchmark scenarios should not be the bulk of your training,
and finding scenarios that challenge you at your respective level without being debilitatingly difficult becomes a
new focus. The Fundamental routines provided here are meant to serve exactly this purpose, providing players
with skill-specific routines that serve as spaces where they can work on their weaknesses. When this is coupled
with periodically assessing mouse control propensity on our benchmarks, a completely built-out baseline for a
training routine can be established.
It’s important to reiterate the significance behind playing routines for training that are optimally balanced for a
player’s specific difficulty. If a scenario is too difficult but continues to be a part of someone’s practice, that
person will begin to reframe their play for success in the scenario itself, subsequently adopting practices that
are highly unlikely to translate to their game of choice. Every bit of improvement made and lessons learned
within aim training should apply to a greater scope of concepts that can then be overlaid onto multiple relevant
situations.
Aim Training routines by Voltaic
Mouse Control Mainstays
When training on the fundamental routines, improvement has to be brought on by deliberate identification of
mistakes, and a base understanding of correct principles to adhere to. Practicing with this mindset allows a
player to lay a strong foundation early, so they can carve out their own preferred styles and regimen down the
line. The common subcategories identified within mouse control training all have principles that work for
multiple scenarios of the same type, an overview of which can be seen here:
DYNAMIC CLICKING
Reading target movements and hit confirming before attempting an elimination make tracking
single-click targets much easier to deal with. It’s easy to oversimplify movements to their larger and more
obvious motions while being unaware of slight changes in depth or speed, and minor direction changes. Smooth
target to target transitions will make these movements much easier to perceive, and should prevent
disorientation by switching too abruptly or haphazardly.
STATIC CLICKING
Pushing improvement in static will be brought on by ensuring a continuous balance of speed and
accuracy as you progress, while observing details that influence a player’s ability to achieve both. Maintaining
straight initial flicks, underflicking as much as possible, and attempting to land initial flicks within clusters are
keys to success that will prove useful down the line.
PRECISE TRACKING
Direction changes will be relatively infrequent, and when they do happen they will usually be
predictable. Minor changes in speed and depth will be the primary adjustments needed once the simpler
strafing motions are initially understood. As with most subcategories, correctly tracking a target with these
behaviors is highly dependent on well-refined smoothness.
REACTIVE TRACKING
Typically an intimidating category for newer players, reactive scenarios stress-test both your
smoothness and perception. The stark changes in speed and direction are intentionally present to influence you
to overreact and thus inadvertently force multiple adjustments from a single movement. Attempt to find
opportunities to undertrack your target and position your crosshair within the target such that you have a buffer
to react to sudden direction changes.
SPEED SWITCHING
Targets within these scenarios are intentionally larger, so that eliminations can become more frequent
and influence more switches as a result. Landing your initial flick on each target whenever possible and
smoothly tracking its path will be the main aspects of a successful run. Micro-corrections should be few and far
between, and partially damaged bots should be avoided whenever possible.
EVASIVE SWITCHING
Where speed switches lean more toward the accuracy of your switches and less on the smooth
tracking once the initial flick has been landed, evasive is meant to assess the opposite conditions. Your transition
to smoothness upon coming out of your initial flick should ideally be both seamless and immediate.
Aim Training routines by Voltaic
Instructions for Strafe Routines
Traditional Kovaak’s movement scenarios can cause players to develop bad habits by unintentionally rewarding
movement that favors mirroring opponents or using movement techniques that will make it very easy to predict
and hit. Although this routine does not train proper dodging, practicing specifically as directed in this routine,
will help a player develop hand independence , in order to more efficiently deal damage to others while
1
avoiding damage themselves. We recommend some basic levels of mouse control to get the most out of this
routine, as adding movement adds complexity, but we think these scenarios are easy enough that all skill levels
should give them a shot.
Play the scenarios as directed in this document for the most benefit.
Important
The scenarios underneath and the benchmarks are subject to change. Our goal is to keep this document
up-to-date with scenarios that we recommend.
Disclaimer: The benchmarks and skill ranks are merely an indication, and you shouldn’t insist on playing a
routine that’s too hard for you. Work your way up so you develop the right habits, rather than speeding through
the ranks.
Frequently Asked Questions
1. Q: Why are the benchmarks and fundamental routines different?
a. The benchmarks are meant to measure your skill and the fundamental routines are meant for
improvement, hence why there are no score targets for them. Using traditional education as
an example, think of the benchmarks as tests or quizzes and the fundamentals as lessons
where the bulk of your learning is done.
2. Q: How many scores do I need in a certain benchmark rank to advance?
a. The scores and their associated ranks are decided by a combination of score targets for each
rank and our brand new energy system. Please refer to the benchmarks progression sheet and
benchmarks guide in our resources channel for specifics on how these work.
3. Q: Why are there no Strafe Routines for Gold and below?
a. At this level you still need to develop your fundamental mouse control and it’s not worth
adding another variable. Especially when your core skills are not developed at an acceptable
level.
4. Q: How do I know which fundamental routines correlate to which rank? What routine should I be
playing?
a. When making the fundamental routines we wanted to make sure that each scenario was hard
enough to be challenging, without being so difficult that it’s out of reach for the player
practicing on it. As a general rule it’s usually best to play the routine associated with the rank
you’re currently benchmarking at, but in the end it’s just a guideline. If you think the optimal
difficulty balance presides within a different level of routine, whether harder or easier, then
feel free to give it a shot. Just make sure as you sample other levels of routine you’re honest
with yourself about your limitations when training.
5. Q: Can I mix in other scenarios to this playlist or use scenarios I find here for other playlists?
a. Of course! Variety is an import factor in training properly as it keeps you engaged and makes
your improvement journey fun and interesting. If you’re worried about specifics, feel free to
check our recommended scenarios sheet available in our #resources channel.
1 Hand Independence - Using your left and right hand independently - Being able to correctly track targets with your mouse,
while accounting for simultaneous movement inputs on your keyboard
Aim Training routines by Voltaic
IRON
Novice level - start here if you’re a completely new, unranked or Iron on the benchmarks.
To advance to the next rank, complete the Bronze benchmarks
COMPLETE ROUTINE
Duration: 65 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSFINISHINGGREENADVENTURE
1. Centering 90 Easy+ No Strafes or Thin Aiming Long Iron - 3 runs
a. Description: Thin horizontal strafing targets that change directions.
b. How: Focus on being as smooth as possible and reacting quickly to the directional changes.
c. Why: This slower version should help you transition into the more challenging version
because it helps develop your horizontal smoothness tracking and reactivity at a beginner
level.
2. Air Voltaic Far Long Strafes Very Easy - 3 runs
a. Description: Track a far air target with long strafes.
b. How: Focus on being smooth while reacting to the directional changes.
c. Why: This slow version helps you learn how to track a far target with long horizontal strafes
with some verticality at a beginner level.
3. Air Voltaic Close Long Strafes Very Easy - 3 runs
a. Description: Track a close target with quick horizontal strafes and gradual height changes.
b. How: Focus on being smooth while reacting to the direction swaps
c. Why: This slow version helps you learn how to track a close target with long horizontal
strafes with some verticality at a beginner level.
4. GP Far Long Strafes Easy - 3 runs
a. Description: Far strafing horizontal targets with long strafes.
b. How: Focus on reacting to the direction swaps, do not try to predict the bot.
c. Why: Helps you learn how to track a far horizontal strafing target at a beginner level.
5. GP Close Long Strafes Easy - 3 runs
a. Description: Close strafing horizontal targets with long strafes.
b. How: Focus on reacting to the directional changes, do not try to predict the bot
c. Why: Helps you learn how to track a very close horizontal strafing target at a beginner level.
6. Kindaclose Fast Strafes Iron - 3 runs
a. Description: Horizontal target with fast strafes.
b. How: Focus on reacting quickly to the bot without predicting. Pretend the bot is going to
strafe forever, then when it switches directions, react as fast as you can.
c. Why: Improves horizontal smoothness and reactivity that simulates a lot of movements you
see in game.
7. B90TI Iron - 3 runs
a. Description: Large target in a 90 degree map with a predictable arc pattern.
b. How: Focus on being precise by keeping your crosshair on the target as much as you can.
c. Why: Helps practice your vertical precise tracking at a beginner level.
8. Smoothbot Iron - 4 runs
a. Description: Arm aiming and 360 tracking through the air.
b. How: Track the target as precisely as possible. Do your best to minimize the amount of times
you reset your mouse.
Aim Training routines by Voltaic
c. Why: This scenario helps practice your 360 tracking, and starts getting you into the habit of
using your whole mouse pad including awkward angles when tracking.
9. Pasu Voltaic Iron - 5 runs
a. Description: A click timing scenario that features bots that strafe horizontally, diagonally,
vertically, and has erratic strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
10. B90 Voltaic Iron - 5 runs
a. Description: One shot kill targets that bounce in a 90 degree map.
b. How: Focus on hitting the target when it’s at its apex (highest point), and avoid reloading.
c. Why: The time scale and larger bots make it easier for you to start getting a little
understanding of crosshair placement by placing your crosshair near the apex of the bots.
11. Tamspeed 2bp Iron or Tile Spheres 90 Strafing - 5 runs
a. Description: Tamspeed 2bp Iron is a semi-fast clicking scenario with 2 targets down a hall
that strafe left and right. Tile Spheres 90 Strafing has horizontal strafing targets in a 90
degree map.
b. How: Focus the target that is the closest to your crosshair to minimize ttk. Be accurate to
avoid missing too much.
c. Why: This scenario teaches how to micro flick between two moving targets efficiently at a
beginner level.
12. Pokeball ww3t Voltaic Iron - 5 runs
a. Description: 3 large targets on a wide wall that have instant regenerative health.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Make a quick micro-adjustment
after your initial flick if needed. While you are performing this micro-adjustment, have the
next target in mind.
c. Why: Targets are big enough to help with the lack of precision beginners usually have to
make practicing speed switching possible at a beginner level. Helps with precision and speed
target acquisition skills, a good way to build up fundamental habits and make clean switches
from one target to another.
13. Wide Wall 3 Targets TE - 5 runs
a. Description: 3 Large static targets on a wide wall.
b. How: Focus on keeping straight lines when going from target to target and keeping high
accuracy.
c. Why: This version helps build some of the fundamentals of static targets by starting off with
larger targets than the original version. As you improve, targets will begin to get smaller.
14. 1w2t TE Reload - 5 runs
a. Description: 2 Large static targets on a wall.
b. How: Focus on keeping straight lines when going from target to target and keeping high
accuracy.
c. This version helps build some of the fundamentals of static targets by starting off with larger
targets than the original version to help. As you improve, targets will begin to get smaller.
15. B90T Voltaic Easy Very Slow or kinTS Voltaic Iron - 5 runs
a. Description: B90T Voltaic Easy Very Slow is a 90 degree switching scenario that involves
slightly faster and slightly smaller bouncing targets. kinTS Voltaic Iron is a larger angle
switching scenario against fast and evasive targets.
b. How: Focus on being as smooth as possible while staying on the target. When the target is
eliminated, switch to the target that is the closest to your crosshair.
c. Why: These targets are slow and large.. The larger angles could put you in awkward positions
on your mousepad. These scenarios will help you practice these larger angles.
16. patTS Voltaic Iron or voxTS Voltaic Iron - 5 runs
Aim Training routines by Voltaic
a. Description: patTS Voltaic Iron is a 180 scenario that involves slow, low-ttk and long strafing
targets. voxTS Voltaic Iron is a very low-ttk and slow strafing 180 horizontal target switching
scenario.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
Aim Training routines by Voltaic
BRONZE
Novice level - start here if you’re a beginner or Bronze on the benchmarks.
To advance to the next rank, complete the Silver benchmarks
COMPLETE ROUTINE
Duration: 65 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSFLANKINGGREENPISTOL
1. Centering 90 Easy No Strafes or Thin Aiming Long Bronze - 3 runs
a. Description: Track very thin targets that make long strafes
b. How: Focus on being as smooth as possible and fast on direction swapping
c. Why: This slower version should help you transition into the more challenging version
because it helps develop your horizontal smoothness tracking and reactivity at a beginner
level.
2. Air Voltaic Far Long Strafes Easy - 3 runs
a. Description: Track a far target with long strafes and directional changes.
b. How: Focus on being smooth while reacting to the direction swaps
c. Why: This slow version helps you learn how to track a far target with long horizontal and
vertical strafes.
3. Air Voltaic Close Long Strafes Easy - 3 runs
a. Description: Track a close target with quick horizontal strafes and gradual height changes.
b. How: Focus on being smooth while reacting to the direction swaps
c. Why: This slow version helps you learn how to track an up close target with quick horizontal
directional changes and occasional verticality that increases in height gradually. This is to help
develop your reactivity at a beginner level, and begin getting used to tracking a target that
may have you move your mouse at an uncomfortable position on your mousepad.
4. GP Far Long Strafes - 2 runs
a. Description: Ground plaza far bot that has horizontal strafes.
b. How: Focus on reacting to the direction swaps, do not try to predict the bot
c. Why: This scenario helps you develop your horizontal reactivity and tracking.
5. GP Close Long Strafes - 2 runs
a. Description: Ground plaza close bot that has horizontal strafes.
b. How: Focus on reacting to the direction swaps, do not try to predict the bot
c. Why: Helps with up-close horizontal tracking.
6. Kindaclose Fast Strafes Bronze - 4 runs
a. Description: Horizontal Fast Strafing targets that are fairly close.
b. How: Focus on reacting quickly to the bot without predicting. Pretend the bot is going to
strafe forever, then when it switches directions, react as fast as you can.
c. Why: Improves horizontal smoothness and reactivity that simulates a lot of movements you
see in game.
7. PGTI Vertical Bronze - 4 runs
a. Description: Features a target that moves exclusively vertically.
b. How: Focus on being precise without resetting your mouse often or at all if possible.
c. Why: Helps practice your vertical tracking and smoothness at a beginner level.
8. Smoothbot Bronze - 4 runs
a. Description: Arm aiming and 360 tracking through the air.
b. How: Track the target as precisely as possible. Do your best to minimize the amount of times
you reset your mouse.
Aim Training routines by Voltaic
c. Why: This scenario helps practice your 360 tracking, and starts getting you into the habit of
using your whole mouse pad when tracking.
9. Pasu Voltaic Bronze - 5 runs
a. Description: A click timing scenario that features bots that strafe horizontally, diagonally,
vertically, and has erratic strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
10. B90 Voltaic Bronze - 5 runs
a. Description: Bounce 90 degrees that features bots with a predictable arc pattern.
b. How: Focus on hitting the Target when it’s at his apex, be accurate to avoid reloading
c. Why: The time scale and larger bots make it easier for you to start learning fundamentals and
get a little understanding of crosshair placement by placing your crosshair near the apex of
the bots.
11. Tamspeed 2bp Bronze - 5 runs
a. Description: A semi-fast clicking scenario with 2 targets down a hall that strafe left and right.
b. How: Focus the target that is the closest to your crosshair to minimize ttk. Be accurate to
avoid missing too much.
c. Why: This scenario teaches how to micro flick between two moving targets efficiently.
12. Pokeball ww3t Voltaic Iron - 5 runs
a. Description: 3 large targets on a wide wall that have instant regenerative health.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Make a quick micro-adjustment
after your initial flick if needed. While you are performing this micro-adjustment, have the
next target in mind.
c. Why: Targets are big enough to help with the lack of precision beginners usually have to
make practicing speed switching possible at a beginner level. Helps with precision and speed
target acquisition skills, a good way to build up fundamental habits and make clean switches
from one target to another.
13. ww3t Voltaic Larger - 5 runs
a. Description: 3 Large static targets on a wide wall.
b. How: Focus on keeping straight lines when going from target to target and keeping high
accuracy.
c. Why: This is a slight step up from the iron routine. The targets are slightly smaller to place a
greater emphasis on precision.
14. 1w4ts 30% larger - 5 runs
a. Description: 4 still small, but slightly larger, static targets on a wall.
b. How: Focus on keeping straight lines when going from target to target and keeping high
accuracy. Fast flick, then micro-correct while thinking about the next target you will make a
fast flick towards.
c. This version helps build some of the fundamentals of static targets by starting off with larger
targets than the original version to help with the lack of precision beginners will usually have.
As you improve, targets will begin to get smaller.
15. B90T Voltaic Easy Slow or kinTS Voltaic Bronze - 5 runs
a. Description: B90T Voltaic Easy Slow is a 90 degree switching scenario that involves slightly
faster and slightly smaller bouncing targets. kinTS Voltaic Bronze is a larger angle switching
scenario against fast and evasive targets.
b. How: Focus on being as smooth as possible while staying on the target. When the target is
eliminated, switch to the target that is the closest to your crosshair.
c. Why: These bots get harder to track due to their size and speed. The larger angles could put
you in awkward positions on your mousepad. These scenarios will help you practice these
larger angles.
16. patTS Voltaic Bronze or voxTS Voltaic Bronze - 5 runs
Aim Training routines by Voltaic
a. Description: patTS Voltaic Bronze is a 180 scenario that involves slow, low-ttk and long
strafing targets. voxTS Voltaic Bronze is a very low-ttk and slow strafing 180 horizontal target
switching scenario.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
Aim Training routines by Voltaic
SILVER
Novice level - start here if you’re a beginner or Silver on the benchmarks.
To advance to the next rank, complete the Gold benchmarks
COMPLETE ROUTINE
Duration: 65 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSFLASHINGHARDFORCEBUY
1. Centering I 90 no strafes - 2 runs
a. Description: Horizontal strafing target in a 90 degree map that does not change directions
until it reaches the wall.
b. How: Focus on being as smooth as possible by not tensing and relaxing your wrist and arm
when tracking the target.
c. Why: This slow and invincible version should help you transition into the more challenging
version because it helps develop your horizontal smoothness tracking.
2. Air Voltaic Easy Invincible 2 - 3 runs
a. Description: Track an air target with verticality and quick horizontal strafes
b. How: Focus on being as smooth and reactive as possible on the directional changes of the
target
c. Why: This easy version helps develop your smoothness and reactive tracking at an amateur
level to help get you ready for the harder version.
3. Air Voltaic Easy Invincible 1 - 2 runs
a. Description: Track a distant target with long strafes that move diagonally, vertically, and
horizontally
b. How: Focus on being as smooth as possible and reacting quickly to the directional changes
c. Why: This easy version helps you develop your smoothness tracking and ability to react to
directional changes at a beginner level to help you get ready for more challenging versions
4. Ground Plaza Voltaic Easy Invincible 2 - 3 runs
a. Description: Track a thin, invincible, and up close target that strafes horizontally with
occasional stops
b. How: Focus on being as smooth as possible and reactive on the directional changes and stops
the target occasionally does. Do your best not to predict the target.
c. Why: This larger and invincible version should help you transition into the more challenging
version because it helps develop your horizontal smoothness tracking and reactivity.
5. Ground Plaza Voltaic Easy Invincible 1 - 3 runs
a. Description: Track a horizontal target that dashes and changes directions quickly.
b. How: Focus on being as smooth as possible and reactive when the target blinks and changes
directions.
c. Why: This easy version should help you transition into the more challenging version because
it helps develop your horizontal smoothness tracking and reactivity.
6. Kindaclose Fast Strafes Silver - 4 runs
a. Description: Up close fast and long strafes.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones.
c. Why: Improves horizontal smoothness and reactivity that simulates a lot of movements you
see in game.
7. PGTI Vertical Silver - 4 runs
Aim Training routines by Voltaic
a. Description: Features a target that has very long strafes.
b. How: Focus on being precise without resetting your mouse often or at all if possible.
c. Why: Great for improving your smoothness tracking. They get you to start getting used to
using most of your mousepad, so you may find yourself on awkward parts of your mousepad
you’ve hardly used before.
8. Smoothbot Silver - 4 runs
a. Description: Arm aiming and 360 tracking through the air.
b. How: Track the target as precisely as possible. Do your best to minimize the amount of times
you reset your mouse.
c. Why: This scenario helps practice your 360 tracking and precise tracking. This scenario also
teaches you how to use most of your mousepad when tracking a target, and tracking at
awkward angles.
9. Pasu Voltaic Silver - 5 runs
a. Description: A click timing scenario that features bots that strafe horizontally, diagonally,
vertically, and has erratic strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
10. B180 Voltaic Silver or Popcorn Voltaic Silver - 5 runs
a. Description: B180 Voltaic Silver is a 180 degree map with 4 bots that have predictable arc
movement. Popcorn Voltaic Silver has a full 360 degree map with small targets and
predictable arc movements and height variances.
b. How: Focus on hitting as many targets as possible while reading them and working on your
crosshair placement. Usually, you’ll want to go for targets that are at their apex and focus on
not reloading as much as possible.
c. Why: The time scale and larger targets make it easier for you to continue getting a grasp of
the fundamentals of crosshair placement by placing your crosshair near the apex of the
targets. As you improve, the time scale and bot size will decrease, so minimizing the amount
of times your reload and improving your precision now will be very beneficial.
11. Tamspeed 2bp Silver - 5 runs
a. Description: A semi-fast clicking scenario with 2 targets down a hall that strafe left and right.
b. How: Focus the target that is the closest to your crosshair to minimize ttk. Be accurate to
avoid missing too much.
c. Why: This scenario teaches how to micro flick between two moving targets efficiently.
12. Pokeball 1w4t shrink - 5 runs
a. Description: 4 targets with instant regenerative health that decrease in size as you eliminate
them. The scenario is on a square wall. Kill all 120 bots to complete the scenario.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Make a quick micro-adjustment
after your initial flick if needed. While you are performing this micro-adjustment, have the
next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another.
13. ww3t Voltaic - 5 runs
a. Description: 3 medium sized static targets on a wide wall.
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation.
14. 1w4ts Voltaic - 5 runs
a. Description: 4 Small Static targets on a wall.
Aim Training routines by Voltaic
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to avoid missing too much. Make a fast flick, then
micro-adjust while thinking about the next large fast flick that you are going to make.
c. Why: These scenarios emphasize micro correction, micro flicking, and cluster practice at a
beginner level.
15. B180T Voltaic Silver or kinTS Voltaic Silver - 5 runs
a. Description: B180T Voltaic Silver is a 180 degree switching scenario that involves slightly
faster and slightly smaller bouncing targets. kinTS Voltaic Silver is a larger angle switching
scenario against fast and evasive targets.
b. How: Focus on being as smooth as possible while staying on the target. When the target is
eliminated, switch to the target that is the closest to your crosshair.
c. Why: These bots get harder to track due to their size and speed. The larger angles could put
you in awkward positions on your mousepad. These scenarios will help you practice these
larger angles
16. patTS Voltaic Silver or voxTS Voltaic Silver - 5 runs
a. Description: patTS Voltaic Silver is a 180 scenario that involves slow, low-ttk and long
strafing targets. voxTS Voltaic Silver is a very low-ttk and slow strafing 180 horizontal target
switching scenario.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
Aim Training routines by Voltaic
GOLD
Novice level - start here if you’re an advanced beginner or Gold on the benchmarks.
To advance to the next rank, complete the Platinum benchmarks
COMPLETE ROUTINE
Duration: ~65 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSFLICKINGHORIZONTALCHAMPION
1. Thin Gauntlet Gold - 2 runs
a. Description: Slightly Easier version of Thin Gauntlet to practice horizontal tracking.
b. How: Focus on being as smooth as possible and fast on direction swapping.
c. Why: This Version helps practice your horizontal smoothness at an amateur level.
2. PGTI Voltaic Gold or B180TI Voltaic - 4 runs
a. Description: PGTI Voltaic Gold and B180T Voltaic feature a bot with a predictable arc pattern
except PGTI Voltaic Gold has more verticality.
b. How: focus on being smooth and precise against vertical angles on a relatively small target
c. Why: Great for improving your smoothness tracking. These scenarios get you to start using
most of your mousepad, so you may find yourself on awkward parts of your mousepad you’ve
hardly used before.
3. Smoothbot Voltaic Easy - 4 runs
a. Description: Arm aiming and 360 tracking through the air.
b. How: Track the target as precisely as possible. Do your best to minimize the amount of times
you reset your mouse.
c. Why: This scenario helps practice your 360 tracking and precise tracking. This scenario also
teaches you how to use most of your mousepad when tracking a target, and tracking at
awkward angles.
4. Kindaclose Fast Strafes or Close Fast Strafes Easy Invincible - 4 runs
a. Description: Kindaclose Fast Strafes is a decently difficult to hit invincible bot that maintains
close but not in your face distances. Close Fast Strafes Easy Invincible Easy to hit up close fast
strafing bot.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones. Do not predict direction changes.
c. Why: Improves horizontal smoothness and reactivity that simulates a lot of movements you
see in game.
5. Ground Plaza Voltaic Easy - 2 runs
a. Description: Track horizontal targets that dash and change directions quickly.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones.
c. Why: Improves your horizontal smoothness and reactivity to help you react quickly to
directional changes
6. Air Voltaic Easy or Air Voltaic AIO Easy - 2 or 4 runs respectively
a. Description: Air Voltaic Easy is tracking larger Air bots that have different dodge patterns Air
Voltaic AIO Easy is tracking an invincible larger Air bot that has many different dodge patterns
Aim Training routines by Voltaic
b. How: Focus on smoothness in between small reactions to a bot that changes direction fairly
slowly. Be able to react quickly when the bot does change direction without over-flicking, then
track smoothly until the next directional change
c. Why: Improves vertical and horizontal reactivity and smoothness.
7. Pasu Voltaic Easy - 5 runs
a. Description: A click timing scenario that features bots that strafe diagonally and has erratic
strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
8. Popcorn Voltaic Easy or B180 Voltaic Easy - 5 runs
a. Description: B180 Voltaic Easy is a 180 degree map with 4 bots that have predictable arc
movement. Popcorn Voltaic Easy has a full 360 degree map with small targets and
predictable arc movements and height variances.
b. How: Focus on hitting as many targets as possible while reading them and working on your
crosshair placement. Usually, you’ll want to go for targets that are at their apex and focus on
not reloading as much as possible.
c. Why: The time scale and larger targets make it easier for you to continue getting a grasp of
the fundamentals of crosshair placement by placing your crosshair near the apex of the
targets. These versions are slightly more difficult than the previous rank.
9. Tamspeed 2bp Gold - 5 runs
a. Description: A semi-fast clicking scenario with 2 targets down a hall that strafe left and right.
b. How: Focus the target that is the closest to your crosshair to minimize ttk. Be accurate to
avoid missing too much.
c. Why: This scenario teaches how to micro flick between two moving targets efficiently.
10. Pokeball Frenzy Auto Wide Wall 4 Targets Small - 5 runs
a. Description: 4 small targets on a wide wall that have instant regenerative health.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Make a quick micro-adjustment
after your initial flick if needed. While you are performing this micro-adjustment, have the
next target in mind.
c. Why: Helps with not over-flicking during static clicking scenarios or aiming at static targets in
games
11. ww3t Voltaic Smaller or Wide Wall 3 Targets - 5 runs
a. Description: ww3t Voltaic Smaller is 3 smaller sized static targets on a wide wall. Wide Wall
3 Targets is very similar but the wall is a bit closer to you
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to avoid missing too much. Make a fast flick, then
micro-adjust while thinking about the next large fast flick that you are going to make.
c. Why: Helps practice micro corrections, micro flicking, and clusters.
12. 1w4ts Voltaic or 1w2ts reload or 1w4t shrink - 5 runs
a. Description: 1w4ts Voltaic consists of one wall and 4 small static targets that will instant
spawn upon being eliminated. 1w2ts reload has 2 small static targets that will instantly
spawn upon being eliminated. 1w4t shrink contains 4 targets that will become smaller as you
progress through the scenario.
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run. Make a fast flick, then micro-adjust while thinking about the next large
fast flick that you are going to make.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation.
13. B180T Voltaic Easy or kinTS Voltaic Easy - 5 runs
Aim Training routines by Voltaic
a. Description: B180T Voltaic Easy is a 180 degree switching scenario that involves slightly
faster and slightly smaller bouncing targets. kinTS Voltaic Easy is a larger angle switching
scenario against fast and evasive targets
b. How: Focus on being as smooth as possible while staying on the target. When the target is
eliminated, switch to the target that is the closest to your crosshair.
c. Why: These bots get harder to track due to their size and speed. The larger angles could put
you in awkward positions on your mousepad. These scenarios will help you practice these
larger angles
14. patTS Voltaic Easy or voxTS Voltaic Easy - 5 runs
a. Description: patTS Voltaic Easy is a 180 scenario that involves slow, low-ttk and long strafing
targets. voxTS Voltaic is a very low-ttk and slow strafing 180 horizontal target switching
scenario.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
Aim Training routines by Voltaic
PLATINUM
Intermediate level - start here if you’re a sub-intermediate FPS Player or Platinum on the benchmarks.
To advance to the next rank, complete the Diamond benchmarks
COMPLETE ROUTINE
Duration: ~65 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSGEARINGHORIZONTALWEAPONLEVEL
1. Thin Gauntlet V2 - 2 runs
a. Description: Horizontal strafing targets with different movement patterns. Some are more
precision oriented, and some focus more on reactivity.
b. How: Focus on being as smooth as possible and fast when switching directions
c. Why: This version of Thin Gauntlet helps practice your horizontal smoothness and reactivity
at an intermediate level.
2. PGTI Voltaic Easy or B360TI Voltaic - 4 runs
a. Description: PGTI Voltaic Easy and B360TI Voltaic feature a bot with a predictable arc pattern
except PGTI Voltaic Easy has more verticality.
b. How: Focus on being smooth and precise against vertical angles on a relatively small target
c. Why: Great for improving your smoothness tracking. These scenarios get you to start using
most of your mousepad, so you may find yourself on awkward parts of your mousepad you’ve
hardly used before.
3. Smoothsphere Easy - 3 runs
a. Description: Track a small dot as it flies around you at various distance and speed.
b. How: Track the target as precisely as possible. Do your best to minimize the amount of times
you reset your mouse.
c. Why: This scenario helps practice your 360 tracking and precise tracking. This scenario also
teaches you how to use most of your mousepad when tracking a target, and tracking at
awkward angles.
4. Controlsphere Platinum - 3 runs
a. Description: Track a small gently jumping bot as it flies around you at varying distance and
speed.
b. How: Be smooth and react to the directional changes of the target. Try not to
overcorrect/overshoot.
c. Why: Improves your horizontal and vertical smoothness tracking.
5. Ground Plaza Voltaic Easy - 2 runs
a. Description: Track horizontal targets that dash and change directions quickly.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones.
c. Why: Improves your horizontal smoothness and reactivity to help you react quickly to
directional changes
6. Close Fast Strafes Invincible - 3 runs
a. Description: Easy to hit up close fast strafing
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones. Do not predict direction changes
Aim Training routines by Voltaic
c. Why: Improves horizontal smoothness and reactivity that simulates a lot of movements you
see in game.
7. Air Voltaic Easy or Air Voltaic AIO Easy - 2 or 4 runs respectively
a. Description: Air Voltaic Easy is tracking larger Air bots that have different dodge patterns Air
Voltaic AIO Easy is tracking an invincible larger Air bot that has many different dodge patterns
b. How: Focus on smoothness in between small reactions to a bot that changes direction fairly
slowly. Be able to react quickly when the bot does change direction without over-flicking, then
track smoothly until the next directional change
c. Why: Improves vertical and horizontal reactivity and smoothness.
8. Pasu Voltaic Intermediate - 5 runs
a. Description: A click timing scenario that features bots that strafe horizontally, diagonally,
vertically, and has erratic strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
9. Popcorn Voltaic Intermediate or B180 Voltaic Intermediate - 5 runs
a. Description: B180 Voltaic Intermediate is a 180 degree map with 4 bots that have predictable
arc movement. Popcorn Voltaic Intermediate has a full 360 degree map with small targets and
predictable arc movements and height variances.
b. How: Focus on hitting as many targets as possible while reading them and working on your
crosshair placement. Usually, you’ll want to go for targets that are at their apex and focus on
not reloading as much as possible.
c. Why: The larger targets make it easier for you to continue learning crosshair placement and
reading the bot’s pattern at an appropriate level.
10. Tamspeed 2bp Platinum - 5 runs
a. Description: A semi-fast clicking scenario with 2 targets down a hall that strafe left and right.
b. How: Focus the target that is the closest to your crosshair to minimize ttk. Be accurate to
avoid missing too much.
c. Why: This scenario teaches how to micro flick between two moving targets efficiently.
11. Pokeball Frenzy Auto Wide Wall 4 Targets Extra Small - 5 runs
a. Description: 4 targets on a wide wall that have instant regenerative health.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Make a quick micro-adjustment
after your initial flick if needed. While you are performing this micro-adjustment, have the
next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another.
12. ww3t Voltaic 50% smaller or ww4t Varied or Wide Wall 4 Targets Small - 5 runs
a. Description: ww3t Voltaic 50% smaller consists of a wide wall and 3 small targets. ww4t
Varied is a wide wall with 4 targets that will decrease in size as you play through the scenario.
Wide Wall 4 Targets Small consists of a wide wall and 4 small static targets that will instant
spawn upon being eliminated.
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run. Make a fast flick, then micro-adjust while thinking about the next large
fast flick that you are going to make.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation.
13. 1w4ts_truste Raspberry or 1w2ts reload smallflicks - 5 runs
a. Description: 1w4ts_truste Raspberry is 1w4ts but the bots spawn in clusters . 1w2ts reload
smallflicks 2 small static targets that spawn relatively close together.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision.
Aim Training routines by Voltaic
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
14. B360T Voltaic Easy or kinTS Voltaic Easy - 5 runs
a. Description: B360T Voltaic Easy is a 360 degree switching scenario that involves slightly
faster and slightly smaller bouncing targets. kinTS Voltaic Easy is a larger angle switching
scenario against fast and evasive targets.
b. How: Focus on being as smooth as possible while staying on the target. When the target is
eliminated, switch to the target that is the closest to your crosshair.
c. Why: These bots get harder to track due to their size and speed. The larger angles could put
you in awkward positions on your mousepad. These scenarios will help you practice these
larger angles
15. patTS Voltaic 360 Easy or voxTS Voltaic - 5 runs
a. Description: patTS Voltaic is a 180 scenario that involves slow, low-ttk and long strafing
targets. voxTS Voltaic is a very low-ttk and slow strafing 180 horizontal target switching
scenario.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
Aim Training routines by Voltaic
PLATINUM STRAFE
Duration: ~37 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSNAMEDROPPINGSILVERHEAVEN
Make sure to read Instructions for Strafe Routines and the instructions for each scenario below, to play these
scenarios properly.
Despite this section being optional, we do highly recommend playing these as they develop your hand
independence and various strafe aim techniques. Movement-based mouse control is an entirely different
discipline from other forms with extreme prevalence in modern games.
Avoid playing the scenarios below for high scores, the objective here is to yield the best practice possible,
playing for high scores for most of these scenarios will provide little to no benefit.
● Pistol Strafe Gallery Platinum - 2 minutes
○ Description: Three cylinder shaped bots with spherical heads strafe over a plane with stairs
and different elevations.
○ How: Keep moving during the entirety of the scenario while going for headshots (hitting the
spheres on top of the cylinder) exclusively. Try to mix up your strafes, avoid mirroring the
entire time. The objective is to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate higher ttk click-type targets all whilst strafing.
● Air Dodge TS Platinum - 2 minutes
○ Description: Five spherical bots that move in sporadic directions similar to the tracking
equivalent of Air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple evasive targets in quick succession all whilst strafing.
● Arc Dodge Switch Platinum - 2 minutes
○ Description: Six spherical bots that leap slowly, and mostly vertically in the air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple vertical-biased targets in quick succession all whilst strafing.
● XY Tracking Dodge Platinum - 2 minutes
○ Description: Fundamental Strafe Aim scenario with a spherical bot that strafes on a XY Axis.
○ How: Track the bot while staying in motion during the entirety of the scenario, try to strafe in a
way to make it easy to track the bot and switch directions when the bar has filled up to keep
being rewarded with movement scoring.
○ Why: Develops core Strafing Fundamentals such as hand independence and
mirroring/anti-mirroring.
How to play AngleStrafe, SkyStrafe and BounceStrafe
In these three scenarios above, MBS scoring is used - by default you should see a bar that fills up as you move.
The amount of movement score you get is based on the time spent strafing before changing direction. As long
as you change direction while the bar is green, you get maximum movement score. The bar is green between
3% and 100% filled. If you keep moving while the bar is full, you don't get any score. The score is capped to a
Aim Training routines by Voltaic
value that is easy to reach (200 for AngleStrafe & BounceStrafe 1000 for SkyStrafe) as long as you move
throughout the scenario. You should find ways to move in ways that make aiming relatively easy, while ensuring
your movement is honest to how you may navigate in your respective game.
● VT AngleStrafe Intermediate - 2 minutes
○ Description: Slow moving bots travel in straight lines with either random or collision based
direction changes. The player is intended to navigate the space as they shoot and their four
round magazine reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT BounceStrafe Intermediate - 2 minutes
○ Description: Bots leap in mid-low arcs with reasonably paced and random direction changes.
The player is intended to navigate the space as they shoot and their four round magazine
reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT SkyStrafe Intermediate - 2 minutes
○ Description: A single invincible bot makes fast and sporadic X/Y/Z strafes while the player
navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
overreacting to direction changes and strafe with intention to account for your self imposed
changes in direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● Revolving Tracking - 2 minutes
○ Description: The player slowly moves in a figure-eight pattern around two stationary bots,
passing through a threshold at the center to indicate which bot should be focused.
○ How: Keep the crosshair on the target by using your arm to smoothly track across your entire
mousepad. Do not reposition until you are forced to switch targets
○ Why: Arm warm up scenario that will help with becoming more comfortable on all areas of
your mousepad, and understanding the physical mouse movements required to circle strafe a
target
● Pole Long Dodge - 3 minutes
○ Description: Extremely simple scenario with a stationary pole as the target, and the ability to
move anywhere on the map
○ How: Ignore your score and the movement bar. Move however you want but keep your
crosshair on the target. Try to practice close and far distances. Move more erratically for a
more difficult challenge. If you are unable to move erratically and still hit a high %, keep
practicing this routine and coming back to the scenario.
○ Why: Being able to hit a stationary target while strafing in all directions with your keyboard
hand is a critical step. We must be able to do this before we can also start to hit a moving or
dodging target. A stationary target will also help you easily notice smoothness problems
when strafing in these directions, so be on the lookout for a jumpy crosshair.
● Close LS Dodge Platinum - 3 minutes
○ Description: Full range of movement scenario with a long strafing target.
○ How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot.
Aim Training routines by Voltaic
○ Why: I like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
How to play Cycle Strafes Long, Circle Strafes Fast and 3D Mid Dodge
Pay Attention to the Movement Bar for these 4 Scenarios:
These scenarios are the heart of the training and where most of the hand independence problems will show up.
The scenarios present a relatively easy to track target, but the scenarios get very complex when we pair this
tracking with very specific movement/strafing instructions.
The secret to these scenarios is making sure you get the specific movement correct. You will end up holding the
left or right strafe until the movement bar switches green, then you will hold the opposite strafe direction and
repeat. You can pay attention to the movement bar or enable sounds on when you should change your strafe
direction in order to understand the movement rhythm. While doing this you will be required to track the target
with your mouse hand, independently of how you are moving.
● Cycle Strafes Long Platinum - 4 minutes
● Circle Strafes Long Varied Platinum - 3 minutes
● Circle Strafes Fast Platinum - 3 minutes
● 3D Mid Dodge Platinum - 3 minutes
How to play PatStrafe
In the scenario above, conditional distance traveled scoring is used and is capped to 1000. In short, as long as
you don't mirror every bot 100% of the time, you will reach the score cap. In theory, reaching maximum
movement score requires you to anti-mirror for at least about 30-40% of the time.
In practice you will get an anti-mirror score while you are unintentionally anti-mirroring anyway. If you only
mirror during the run, you will not reach the movement score cap. If you only anti-mirror you will easily reach
score cap but your accuracy will suffer. You should mix up your movement and focus on accuracy.
● VT PatStrafe Platinum - 2 minutes
○ Description: A single bot makes fast and sporadic strafes on a flat surface and continuously
respawns after it's eliminated, all while the player navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
making predictions and strafe with intention to account for your self imposed changes in
direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
Aim Training routines by Voltaic
DIAMOND
Intermediate level - start here if you’re intermediate or Diamond on the benchmarks.
To advance to the next rank, complete the Jade benchmarks
COMPLETE ROUTINE
Duration: ~65 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSGHOSTPEEKINGHUGENIGHTFALL
1. Centering II 180 or Smooth Thin Strafes - 3 runs
a. Description: Targets that change directions quickly, and have relatively fast horizontal strafes.
b. How: Focus on being as smooth as possible and react quickly to the directional change of the
target.
c. Why: These scenarios continue to help improve your Precise tracking.
2. PGTI Voltaic Slower - 80% or B360TI Voltaic Smaller - 3 runs
a. Description: PGTI Voltaic Slower - 80% and B360TI Voltaic feature a bot with a predictable
arc pattern except PGTI Voltaic 80% has more verticality.
b. How: Focus on being smooth and precise against vertical angles on a relatively small target
c. Why: Great for improving your smoothness tracking. These scenarios get you to start using
most of your mousepad, so you may find yourself on awkward parts of your mousepad you’ve
hardly used before.
3. Smoothsphere Diamond - 3 runs
a. Description: Track a small dot as it flies around you at various distance and speed.
b. How: Track the target as precisely as possible. Do your best to minimize the amount of times
you reset your mouse.
c. Why: This scenario helps practice your 360 tracking and precise tracking. This scenario also
teaches you how to use most of your mousepad when tracking a target, and tracking at
awkward angles.
4. Controlsphere Diamond - 3 runs
a. Description: Track a small gently jumping bot as it flies around you at varying distance and
speed.
b. How: Be smooth and react to the directional changes of the target. Try not to
overcorrect/overshoot.
c. Why: Improves your horizontal and vertical smoothness tracking.
5. VSS Close-Mid Long - 3 runs
a. Description: Hard to hit small target that accelerates relatively quickly. Strafes diagonally and
horizontally.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones. Do not predict direction changes.
c. Why: Improves horizontal smoothness and reactivity that simulates a lot of movements you
see in game.
6. Ground Plaza Voltaic - 2 runs
a. Description: Track horizontal targets that dash and change directions quickly.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones.
Aim Training routines by Voltaic
c. Why: Improves your horizontal smoothness and reactivity to help you react quickly to
directional changes
7. Air Voltaic or Air Voltaic AIO - 2 or 5 runs respectively
a. Description: Air Voltaic is tracking larger Air bots that have different dodge patterns Air
Voltaic AIO is tracking an invincible larger Air bot that has many different dodge patterns
b. How: Focus on smoothness in between small reactions to a bot that changes direction fairly
slowly. Be able to react quickly when the bot does change direction without over-flicking, then
track smoothly until the next directional change
c. Why: Improves vertical and horizontal reactivity and smoothness.
8. Pasu Voltaic Intermediate - 5 runs
a. Description: A click timing scenario that features bots that strafe horizontally, diagonally,
vertically, and has erratic strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
9. Popcorn Voltaic Intermediate or B180 Voltaic Intermediate - 5 runs
a. Description: B180 Voltaic Intermediate is a 180 degree map with 4 bots that have predictable
arc movement. Popcorn Voltaic Intermediate has a full 360 degree map with small targets and
predictable arc movements and height variances.
b. How: Focus on hitting as many targets as possible while reading them and working on your
crosshair placement. Usually, you’ll want to go for targets that are at their apex and focus on
not reloading as much as possible.
c. Why: The larger targets make it easier for you to continue learning crosshair placement and
reading the bot’s pattern at an appropriate level.
10. Tamspeed 2bpes - 5 runs
a. Description: 2 evasive targets down a long hallway that will spawn instantly as they are
destroyed
b. How: Work on the timing of your clicks and spreading focus across two targets
c. Why: This will help teach you the timing part of click timing as the bots are small and evasive
enough where you will need to click with confidence and sometimes lead the bots in order to
effectively eliminate them.
11. Pokeball 1w4ts 30% - 5 runs
a. Description: 4 small static targets that require more than 1 hit to destroy
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Make a quick micro-adjustment
after your initial flick if needed. While you are performing this micro-adjustment, have the
next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another.
12. Wide Wall 4 Targets 30% Smaller or ww2t voltaic 50% smaller - 5 runs
a. Description: Wide Wall 4 Targets 30% Smaller consists of a very wide wall and 4 small static
targets that will instant spawn upon being eliminated. ww2t voltaic 50% smaller contains a
wide wall with 2 relatively small static targets
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run. Focus on the next flick during the micro corrections so you can be more
prepared to land accurately on or near the target
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation.
13. 1w4ts Voltaic 30% smaller or 10 Sphere Hipfire Extra Small - 5 runs
a. Description: 1w4ts Voltaic 30% smaller is 4 extremely small static targets where there is a
reload not an accuracy penalty. 10 Sphere Hipfire Extra Small is a cluster of 10 extremely
small targets
Aim Training routines by Voltaic
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
14. B360T Voltaic or kinTS Voltaic - 5 runs
a. Description: B360T Voltaic is a 360 degree switching scenario that involves slightly faster
and slightly smaller bouncing targets. kinTS Voltaic Smooth is a larger angle switching
scenario against fast and evasive targets.
b. How: Focus on being as smooth as possible while staying on the target. When the target is
eliminated, switch to the target that is the closest to your crosshair.
c. Why: These bots get harder to track due to their size and speed. The larger angles could put
you in awkward positions on your mousepad. These scenarios will help you practice these
larger angles
15. patTS Voltaic or voxTargetSwitch 30% Smaller +2 - 5 runs
a. Description: patTS Voltaic is a 180 scenario that involves slow, low-ttk and long strafing
targets. voxTargetSwitch 30% Smaller +2 Is voxTS with smaller targets and two more
additional targets added into the scenario.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
16. Midrange Long Strafes V2 - 2 minutes
a. Description: Tracking a target at mid-range that switches direction quickly, but not very often
b. How: Keep your crosshair on the target, focusing on smoothness and quick direction changes
c. Why: An easy 180 scenario to warm up your hand, wrist, and arm
Aim Training routines by Voltaic
DIAMOND STRAFE
Duration: ~37 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSPICKINGSMOOTHOPTIC
Make sure to read Instructions for Strafe Routines and the instructions for each scenario below, to play these
scenarios properly.
Despite this section being optional, we do highly recommend playing these as they develop your hand
independence and various strafe aim techniques. Movement-based mouse control is an entirely different
discipline from other forms with extreme prevalence in modern games.
Avoid playing the scenarios below for high scores, the objective here is to yield the best practice possible,
playing for high scores for most of these scenarios will provide little to no benefit.
● Pistol Strafe Gallery Diamond - 2 minutes
○ Description: Three cylinder shaped bots with spherical heads strafe over a plane with stairs
and different elevations.
○ How: Keep moving during the entirety of the scenario while going for headshots (hitting the
spheres on top of the cylinder) exclusively. Try to mix up your strafes, avoid mirroring the
entire time. The objective is to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate higher ttk click-type targets all whilst strafing.
● Air Dodge TS Diamond - 2 minutes
○ Description: Five spherical bots that move in sporadic directions similar to the tracking
equivalent of Air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple evasive targets in quick succession all whilst strafing.
● Arc Dodge Switch Diamond - 2 minutes
○ Description: Six spherical bots that leap slowly, and mostly vertically in the air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple vertical-biased targets in quick succession all whilst strafing.
● XY Tracking Dodge Diamond - 2 minutes
○ Description: Fundamental Strafe Aim scenario with a spherical bot that strafes on a XY Axis.
○ How: Track the bot while staying in motion during the entirety of the scenario, try to strafe in a
way to make it easy to track the bot and switch directions when the bar has filled up to keep
being rewarded with movement scoring.
○ Why: Develops core Strafing Fundamentals such as hand independence and
mirroring/anti-mirroring.
How to play AngleStrafe, SkyStrafe and BounceStrafe
In these three scenarios above, MBS scoring is used - by default you should see a bar that fills up as you move.
The amount of movement score you get is based on the time spent strafing before changing direction. As long
as you change direction while the bar is green, you get maximum movement score. The bar is green between
3% and 100% filled. If you keep moving while the bar is full, you don't get any score. The score is capped to a
Aim Training routines by Voltaic
value that is easy to reach (200 for AngleStrafe & BounceStrafe 1000 for SkyStrafe) as long as you move
throughout the scenario. You should find ways to move in ways that make aiming relatively easy, while ensuring
your movement is honest to how you may navigate in your respective game.
● VT AngleStrafe Diamond - 2 minutes
○ Description: Slow moving bots travel in straight lines with either random or collision based
direction changes. The player is intended to navigate the space as they shoot and their four
round magazine reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT BounceStrafe Diamond - 2 minutes
○ Description: Bots leap in mid-low arcs with reasonably paced and random direction changes.
The player is intended to navigate the space as they shoot and their four round magazine
reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT SkyStrafe Diamond - 2 minutes
○ Description: A single invincible bot makes fast and sporadic X/Y/Z strafes while the player
navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
overreacting to direction changes and strafe with intention to account for your self imposed
changes in direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● Revolving Tracking - 2 minutes
○ Description: The player slowly moves in a figure-eight pattern around two stationary bots,
passing through a threshold at the center to indicate which bot should be focused.
○ How: Keep the crosshair on the target by using your arm to smoothly track across your entire
mousepad. Do not reposition until you are forced to switch targets
○ Why: Arm warm up scenario that will help with becoming more comfortable on all areas of
your mousepad, and understanding the physical mouse movements required to circle strafe a
target
● Pole Long Dodge - 3 minutes
○ Description: Extremely simple scenario with a stationary pole as the target, and the ability to
move anywhere on the map
○ How: Ignore your score and the movement bar. Move however you want but keep your
crosshair on the target. Try to practice close and far distances. Move more erratically for a
more difficult challenge. If you are unable to move erratically and still hit a high %, keep
practicing this routine and coming back to the scenario.
○ Why: Being able to hit a stationary target while strafing in all directions with your keyboard
hand is a critical step. We must be able to do this before we can also start to hit a moving or
dodging target. A stationary target will also help you easily notice smoothness problems
when strafing in these directions, so be on the lookout for a jumpy crosshair.
● Close LS Easy Dodge - 3 minutes
○ Description: Full range of movement scenario with a long strafing target.
○ How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot
Aim Training routines by Voltaic
○ Why: I like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
How to play Cycle Strafes Long, Circle Strafes Fast and 3D Mid Dodge
These scenarios are the heart of the training and where most of the hand independence problems will show up.
The scenarios present a relatively easy to track target, but the scenarios get very complex when we pair this
tracking with very specific movement/strafing instructions.
The secret to these scenarios is making sure you get the specific movement correct. You will end up holding the
left or right strafe until the movement bar switches green, then you will hold the opposite strafe direction and
repeat. You can pay attention to the movement bar or enable sounds on when you should change your strafe
direction in order to understand the movement rhythm. While doing this you will be required to track the target
with your mouse hand, independently of how you are moving.
Pay Attention to the Movement Bar for these 4 Scenarios:
● Cycle Strafes Long - 4 minutes
● Circle Strafes Long Varied Easy - 3 minutes
● Circle Strafes Fast - 3 minutes
● 3D Mid Dodge Diamond - 3 minutes
How to play PatStrafe
In the scenario above, conditional distance traveled scoring is used and is capped to 1000. In short, as long as
you don't mirror every bot 100% of the time, you will reach the score cap. In theory, reaching maximum
movement score requires you to anti-mirror for at least about 30-40% of the time.
In practice you will get an anti-mirror score while you are unintentionally anti-mirroring anyway. If you only
mirror during the run, you will not reach the movement score cap. If you only anti-mirror you will easily reach
score cap but your accuracy will suffer. You should mix up your movement and focus on accuracy.
● VT PatStrafe Diamond - 2 minutes
○ Description: A single bot makes fast and sporadic strafes on a flat surface and continuously
respawns after it's eliminated, all while the player navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
making predictions and strafe with intention to account for your self imposed changes in
direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
Aim Training routines by Voltaic
JADE
Intermediate level - start here if you’re a mid-intermediate FPS Player or Jade on the benchmarks.
To advance to the next rank, complete the Master benchmarks
COMPLETE ROUTINE
Duration: ~66 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSGLIDINGINDIGOFACTION
1. [MCA-5] Auto Balanced Long Strafes or Smooth Thin Strafes Raspberry - 3 runs
a. Description: [MCA-5] Auto Balanced Long Strafes is a series of horizontal strafing bots with
health regen that gradually increases in speed after each kill. Smooth Thin Strafes Raspberry
features an invincible strafing bot which adds some vertical dodging requiring smooth
horizontal and vertical angles.
b. How: Focus on being as smooth as possible and fast on direction swapping.
c. Why: These scenarios continue to help improve your precise and reactive tracking.
2. Popcorn Gauntlet Raspberry or PGTI Voltaic - 1 or 5 run(s) respectively
a. Description: PGTI Voltaic features a bot with a predictable arc pattern and Popcorn Gauntlet
Raspberry is a gauntlet scenario featuring a series of bots with varying heights, speeds, and
sizes.
b. How: Focus on being smooth and precise against both horizontal and vertical angles on a
relatively small target
c. Why: These scenarios help practice your horizontal and vertical precise tracking.
3. Smoothsphere - 3 runs
a. Description: Track a small dot as it flies around you at various distance and speed.
b. How: Track the target as precisely as possible. Do your best to minimize the amount of times
you reset your mouse.
c. Why: This scenario helps practice your 360 tracking and precise tracking. This scenario also
teaches you how to use most of your mousepad when tracking a target, and tracking at
awkward angles.
4. Controlsphere - 3 runs
a. Description: Track a small, slow moving bot at varying distances and speeds.
b. How: Be smooth and react to the direction changes of the target. Try not to
overcorrect/overshoot.
c. Why: Improves your horizontal and vertical smoothness tracking.
5. Flicker Plaza - 2 runs
a. Description: A Ground Plaza type scenario where you must be smooth and reactive against
horizontal bots that blink frequently.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Be reactive to blinks, but stay smooth and reacquire the target accurately.
c. Why: Improves your horizontal smoothness and reactivity to help you react quickly to
directional changes.
6. Midrange Short Strafes Invincible Raspberry - 3 runs
a. Description: Track a mid-ranged bot that strafes horizontally with a combination of short and
long strafes.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones.
Aim Training routines by Voltaic
c. Why: Improves your horizontal smoothness and reactivity to help you react quickly to
directional changes.
7. Air CELESTIAL or Air Voltaic Invincible 7 - 2 or 5 runs respectively
a. Description: Air CELESTIAL is a Gauntlet scenario of air bots that each vary in distance and
movement. Some are more reactive than others. Air Voltaic Invincible 7 is the invincible
version of the seventh bot in Air Voltaic.
b. How: Focus on being reactive and smooth against both horizontal and vertical angles on close
and far targets. Do not predict.
c. Why: Improves your smoothness and reactivity against both horizontal and vertical moving
bots.
8. Pasu Voltaic 360 - 5 runs
a. Description: A click timing scenario that features bots that strafe horizontally, diagonally,
vertically, and has erratic strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
9. Popcorn Voltaic or B180 Voltaic - 5 runs
a. Description: B180 Voltaic is a 180 degree map with 4 bots that have predictable arc
movement. Popcorn Voltaic has a full 360 degree map with small targets and predictable arc
movements and height variances.
b. How: Focus on hitting as many targets as possible while reading them and working on your
crosshair placement. Usually, you’ll want to go for targets that are at their apex and focus on
not reloading as much as possible.
c. Why: The larger targets make it easier for you to continue learning crosshair placement and
reading the bot’s pattern at an appropriate level.
10. Tamspeed 2bpes - 5 runs
a. Description: A semi-fast clicking scenario with 2 small targets down a hall that strafe left and
right.
b. How: Focus the target that is the closest to your crosshair to minimize ttk. Be accurate to
avoid missing too much.
c. Why: This scenario teaches how to micro flick between two moving targets efficiently.
11. 1w4t_vbr Raspberry - 5 runs
a. Description: Four static targets that spawn on one wall and make very subtle movements.
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation.
12. Wide Wall 2 Targets Extra Small or ww2t voltaic 50% smaller - 5 runs
a. Description: Wide Wall 2 Targets Extra Small consists of a very wide wall and 2 extremely
small static targets that will instant spawn upon being eliminated. ww2t voltaic 50% smaller
contains a wide wall with 2 relatively small static targets
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation.
13. 1w2tes or 1w4ts Voltaic 50% smaller - 5 runs
a. Description: 1w2tes consists of a wall and 2 extremely small static targets that will instant
spawn upon being eliminated. 1w4ts Voltaic 50% smaller 4 very small static targets that will
instant spawn upon being eliminated
Aim Training routines by Voltaic
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
14. B360T Voltaic Jade or kinTS Voltaic Smooth - 5 runs
a. Description: B360T Voltaic Jade is a 360 degree switching scenario that involves slightly
faster and slightly smaller bouncing targets. kinTS Voltaic Smooth is a larger angle switching
scenario against fast and evasive targets that regenerate health
b. How: Focus on being as smooth as possible while staying on the target. When the target is
eliminated, switch to the target that is the closest to your crosshair.
c. Why: These bots get harder to track due to their size and speed. The larger angles could put
you in awkward positions on your mousepad. These scenarios will help you practice these
larger angles
15. patTS Voltaic 360 or voxTS Viscose Varied - 5 runs
a. Description: patTS Voltaic 360 is a 360 scenario that involves slow, low-ttk and long strafing
targets. voxTS Viscose Varied Is voxTS with a few bad spawns removed and the targets
shrink as you progress through the scenario
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
Aim Training routines by Voltaic
JADE STRAFE
Duration: ~37 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSPERFECTINGSMOOTH1V1
Make sure to read Instructions for Strafe Routines and the instructions for each scenario below, to play these
scenarios properly.
Despite this section being optional, we do highly recommend playing these as they develop your hand
independence and various strafe aim techniques. Movement-based mouse control is an entirely different
discipline from other forms with extreme prevalence in modern games.
Avoid playing the scenarios below for high scores, the objective here is to yield the best practice possible,
playing for high scores for most of these scenarios will provide little to no benefit.
● Pistol Strafe Gallery Jade - 2 minutes
○ Description: Three cylinder shaped bots with spherical heads strafe over a plane with stairs
and different elevations.
○ How: Keep moving during the entirety of the scenario while going for headshots (hitting the
spheres on top of the cylinder) exclusively. Try to mix up your strafes, avoid mirroring the
entire time. The objective is to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate higher ttk click-type targets all whilst strafing.
● Air Dodge TS Jade - 2 minutes
○ Description: Five spherical bots that move in sporadic directions similar to the tracking
equivalent of Air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple evasive targets in quick succession all whilst strafing.
● Arc Dodge Switch Jade - 2 minutes
○ Description: Six spherical bots that leap slowly, and mostly vertically in the air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple vertical-biased targets in quick succession all whilst strafing.
● XY Tracking Dodge Jade - 2 minutes
○ Description: Fundamental Strafe Aim scenario with a spherical bot that strafes on a XY Axis.
○ How: Track the bot while staying in motion during the entirety of the scenario, try to strafe in a
way to make it easy to track the bot and switch directions when the bar has filled up to keep
being rewarded with movement scoring.
○ Why: Develops core Strafing Fundamentals such as hand independence and
mirroring/anti-mirroring.
How to play AngleStrafe, SkyStrafe and BounceStrafe
In these three scenarios above, MBS scoring is used - by default you should see a bar that fills up as you move.
The amount of movement score you get is based on the time spent strafing before changing direction. As long
as you change direction while the bar is green, you get maximum movement score. The bar is green between
3% and 100% filled. If you keep moving while the bar is full, you don't get any score. The score is capped to a
Aim Training routines by Voltaic
value that is easy to reach (200 for AngleStrafe & BounceStrafe 1000 for SkyStrafe) as long as you move
throughout the scenario. You should find ways to move in ways that make aiming relatively easy, while ensuring
your movement is honest to how you may navigate in your respective game.
● VT AngleStrafe Jade - 2 minutes
○ Description: Slow moving bots travel in straight lines with either random or collision based
direction changes. The player is intended to navigate the space as they shoot and their four
round magazine reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT BounceStrafe Jade - 2 minutes
○ Description: Bots leap in mid-low arcs with reasonably paced and random direction changes.
The player is intended to navigate the space as they shoot and their four round magazine
reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT SkyStrafe Jade - 2 minutes
○ Description: A single invincible bot makes fast and sporadic X/Y/Z strafes while the player
navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
overreacting to direction changes and strafe with intention to account for your self imposed
changes in direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● Revolving Tracking Thin - 2 minutes
○ Description: The player slowly moves in a figure-eight pattern around two stationary bots,
passing through a threshold at the center to indicate which bot should be focused.
○ How: Keep the crosshair on the target by using your arm to smoothly track across your entire
mousepad. Do not reposition until you are forced to switch targets
○ Why: Arm warm up scenario that will help with becoming more comfortable on all areas of
your mousepad, and understanding the physical mouse movements required to circle strafe a
target
● Pole Long Dodge - 3 minutes
○ Description: Extremely simple scenario with a stationary pole as the target, and the ability to
move anywhere on the map
○ How: Ignore your score and the movement bar. Move however you want but keep your
crosshair on the target. Try to practice close and far distances. Move more erratically for a
more difficult challenge. If you are unable to move erratically and still hit a high %, keep
practicing this routine and coming back to the scenario.
○ Why: Being able to hit a stationary target while strafing in all directions with your keyboard
hand is a critical step. We must be able to do this before we can also start to hit a moving or
dodging target. A stationary target will also help you easily notice smoothness problems
when strafing in these directions, so be on the lookout for a jumpy crosshair.
● Close LS Dodge Jade - 3 minutes
○ Description: Full range of movement scenario with a long strafing target.
○ How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot
Aim Training routines by Voltaic
○ Why: I like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
How to play Cycle Strafes Long, Circle Strafes Fast and 3D Mid Dodge
Pay Attention to the Movement Bar for these 4 Scenarios:
These scenarios are the heart of the training and where most of the hand independence problems will show up.
The scenarios present a relatively easy to track target, but the scenarios get very complex when we pair this
tracking with very specific movement/strafing instructions.
The secret to these scenarios is making sure you get the specific movement correct. You will end up holding the
left or right strafe until the movement bar switches green, then you will hold the opposite strafe direction and
repeat. You can pay attention to the movement bar or enable sounds on when you should change your strafe
direction in order to understand the movement rhythm. While doing this you will be required to track the target
with your mouse hand, independently of how you are moving.
● Cycle Strafes Long Jade - 4 minutes
● Circle Strafes Long Varied Jade - 3 minutes
● Circle Strafes Fast Jade - 3 minutes
● 3D Mid Dodge Jade - 3 minutes
How to play PatStrafe
In the scenario above, conditional distance traveled scoring is used and is capped to 1000. In short, as long as
you don't mirror every bot 100% of the time, you will reach the score cap. In theory, reaching maximum
movement score requires you to anti-mirror for at least about 30-40% of the time.
In practice you will get an anti-mirror score while you are unintentionally anti-mirroring anyway. If you only
mirror during the run, you will not reach the movement score cap. If you only anti-mirror you will easily reach
score cap but your accuracy will suffer. You should mix up your movement and focus on accuracy.
● VT PatStrafe Intermediate - 2 minutes
○ Description: A single bot makes fast and sporadic strafes on a flat surface and continuously
respawns after it's eliminated, all while the player navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
making predictions and strafe with intention to account for your self imposed changes in
direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
Aim Training routines by Voltaic
MASTER
Intermediate to Advanced level - start here if you’re an intermediate to advanced FPS Player or Master on the
benchmarks.
To advance to the next rank complete the Grandmaster benchmarks
COMPLETE ROUTINE
Duration: ~90 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSGRIEFINGINVINCIBLECAMO
1. Smooth Thin Strafes Master - 2 runs
a. Description: Features an invincible horizontally strafing bot with some vertical dodging
requiring smooth horizontal and vertical angles.
b. How: Focus on being as smooth as possible and staying smooth when swapping directions.
Try not to overflick when swapping directions and keep your wrist loose enough to account for
verticality.
c. Why: This scenario helps improve your precise and reactive tracking and is a great warmup.
2. VAI 1 Master & VAI 15 Master - 2 runs each
a. Description: Features an invincible strafing bot at different angles depending on the series
number.
b. How: Track the bot smoothly back and forth from one end of the map to the other. Focus on
using your arm and avoid anchoring your wrist to your mousepad.
c. Why: These scenarios improve your smoothness at different angles. VAI 1 and 15 in particular
are awkward angles that are not often trained.
3. Popcorn Gauntlet Raspberry Master - 1 run
a. Description: This is a gauntlet scenario featuring a series of bots with varying heights, speeds,
and sizes.
b. How: Focus on being smooth and precise against both horizontal and vertical angles on
relatively small targets.
c. Why: This scenario helps practice your horizontal and vertical precise tracking, particularly on
large angle arcs.
4. Smoothsphere Master - 2 runs
a. Description: Track a small target as it flies around you at various distances and speeds.
b. How: Track the target as precisely as possible with your arm and make minor corrections with
your wrist. Do your best to minimize the amount of times you reset your mouse.
c. Why: This scenario helps practice your 360 tracking and precise tracking. This scenario also
teaches you how to use most of your mousepad when tracking a target, and tracking at
awkward angles.
5. Controlsphere Master - 2 runs
a. Description: Track a small, slow moving bot at varying distances and speeds.
b. How: Be smooth and try to read the movement of the target, its pauses, its acceleration and
deceleration and adapt your mouse movement to it.
c. Why: Improves your horizontal and vertical smoothness tracking as well as your reading
skills.
6. Air Angelic 7 Smaller fixed - 2 runs
a. Description: Track a quickly moving short strafe bot close to you.
b. How: Smoothly reacquire the target as it changes direction while refraining from overflicking
on your readjustments. Stay alert and try to react to direction changes as fast as possible.
c. Why: Improves horizontal and diagonal reactivity.
Aim Training routines by Voltaic
7. Air NUNS AIO Insane - 2 runs
a. Description: Track a moderately sized quickly moving bot that changes movement patterns
randomly.
b. How: Try not to overshoot when correcting for strafes. Stay smooth on your reacquisition of
the target and focus on reacquiring accurately rather than quickly. Doing so will ensure you
don’t start predicting and that your transitions when the bot changes movement patterns are
good.
c. Why: Improves horizontal and vertical smoothness and reactivity as well as your discipline
when tracking (reading movement and adjusting for it rather than blindly reacting to direction
changes).
8. Flicker XYZ - 2 runs
a. Description: Track a bot that moves slightly and blinks frequently.
b. How: Read the movement of the bot and smoothly acquire the target following a blink. Land
softly and accurately on target and don't dwell on reacting quickly to the movement of the
bot. After acquisition, continue to watch the bot and read its movement carefully as it will
blink again. Stay smooth after landing on target.
c. Why: Improves reading skills and tracking on blinking and fast moving targets.
9. FuglaaXYZ Voltaic Less Blinks Master - 2 runs
a. Description: Track a bot that moves smoothly and blinks infrequently.
b. How: Read the movement of the bot and smoothly track it as it changes directions. Acquire
the bot smoothly after each blink and follow through knowing that it will continue to move.
Stay smooth after landing on target.
c. Why: Improves reading skills and tracking at various diagonal angles.
10. Trackstop Master - 2 runs
a. Description: Track a smoothly moving bot that can short strafe or long strafe and will stop at
various intervals.
b. How: Track the bot as it strafes left and right and be ready to stop at any moment. Once it
begins moving again, focus on accurate and smooth reacquisition rather than fast
reacquisition.
c. Why: Teaches you to not predict as the bot will travel a varied distance before stopping and
can stop for a varied time.
11. Flicker Plaza No strafes Dash Master - 1 run
a. Description: Track a series of bots that dashes horizontally and stays still in between dashes.
b. How: Track the bot smoothly as it dashes attempting to hit it while it’s dashing. React quickly
to the dash but stay controlled and don’t overflick/overshoot the dash.
c. Why: Teaches you to not predict as the bot will travel a varied distance before stopping.
Teaches discipline as you may be tempted to react quickly but doing so will result in poor
learning.
12. Flicker Plaza Hard - 1 run
a. Description: A Ground Plaza type scenario where you must be smooth and reactive against
horizontal bots that blink frequently.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Be reactive to blinks, but stay smooth and reacquire the target accurately.
c. Why: Improves your horizontal smoothness and reactivity to help you react quickly to
directional changes.
13. VSS Close-Mid Long Master - 2 runs
a. Description: Track a horizontally strafing bot that changes its speed and distance from you
periodically.
b. How: Stay smooth while tracking the bot and pay attention to where your crosshair is on the
bot. Try to keep your crosshair centered on the bot so that you can keep up with it as it speeds
up or slows down.
c. Why: Teaches you to stay reactive instead of predicting as the bot can move at various speeds
and distances from you.
14. Midrange Fast Strafes Invincible Raspberry v2 - 2 runs
Aim Training routines by Voltaic
a. Description: Track a fast, horizontally strafing invincible bot.
b. How: Stay smooth during the long strafes and make sure not to overflick on strafes. Focus on
the target so that you can read its movement and react quickly to its direction changes.
Prioritize accurate reacquisition over speed.
c. Why: This bot will simulate a lot of what you will find in game from a dodging perspective as
well as a speed perspective. This will teach that you need to have a good balance between
being reactive with direction changes as well as smooth during long strafes
15. Glider GOATED - 2 runs
a. Description: Track invincible targets that slowly descend while long strafing left and right.
Targets respawn at the top after their cycle.
b. How: Focus on mostly moving your arm and let your wrist make minor adjustments to account
for inaccuracies when using your arm.
c. Why: Trains smoothness on descending targets—particularly with your arm since it’s difficult
to use only your wrist/fingers when moving down.
16. Smoothbot Unvincible Goated Master - 2 runs
a. Description: Track an invincible target that flies and glides smoothly around the map.
b. How: Track the bot smoothly as it flies into the air using your arm. Focus on mostly moving
your arm and let your wrist make minor adjustments to account for inaccuracies when using
your arm.
c. Why: Trains smoothness on large angles focusing on arm smoothness.
17. Leap 180TI Master - 2 runs
a. Description: Track a fast moving invincible bouncing bot around a 180 degree map.
b. How: Focus on always keeping the crosshair moving and tracking the bot through it’s entire
arc.
c. Why: Helps with micro-adjustments while smooth tracking.
18. Precision XYZ Master - 2 runs
a. Description: Track a bot that can move in any direction within a zone directly in front of you.
This version features a smaller bot.
b. How: Be quick with reactions as the direction changes of the bot are very quick. Smoothly
track the long strafes to do as much damage as possible.
c. Why: This scenario is very good at training tracking in all directions within small angles
directly in front of the player.
19. 1w4t Pasu Raspberry Master - 5 runs
a. Description: A click timing scenario that features bots that strafe horizontally, diagonally,
vertically, and has erratic strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
20. Popcorn VT Goated or Leap 180 Master - 5 runs
a. Description: Popcorn VT Goated has a full 360 degree map with small targets and
predictable arc movements and height variances per bot. Leap 180 Master is a 180 degree
map with 4 bots that have predictable but fast arc movement.
b. How: Focus on hitting as many targets as possible while reading them and working on your
crosshair placement. Usually, you’ll want to go for targets that are at their apex.
c. Why: The smaller targets on popcorn force you to be more precise and read the bot’s pattern
at an appropriate level. Leap 180 targets move faster than bounce 180 and force you to read
movement faster.
21. psalmTS angelic click - 5 runs
a. Description: A clicking scenario with 5 targets across a 180 degree map. The targets move
horizontally and diagonally.
b. How: Focus on moving from target to target with smooth motions. Pay attention to your next
target so you can intercept it and be ready to microadjust if it changes direction or if you miss.
c. Why: Teaches you to move from target to target in a wide map while maintaining accuracy.
Aim Training routines by Voltaic
22. 1w6ts_trustechain Raspberry - 2 runs
a. Description: The scenario features 6 small targets that spawn relatively close to each other
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: This scenario helps practice increasing your speed on clusters while still forcing you to
maintain precision and accuracy.
23. Pokeball Frenzy Auto 1w2ts - 2 runs
a. Description: 1 wall with 2 static targets that spawn immediately after being eliminated.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Take extra time on micro
adjustments. While you are performing this micro-adjustment, have the next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another. The 2 target version
benefits your macro flicking.
24. 1w2ts reload - 2 runs
a. Description: 1w2ts features consists of a wall and 2 extremely small static targets that will
instant spawn upon being eliminated.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
25. 1w4ts reload 30% smaller - 2 runs
a. Description: 1w4ts reload 30% smaller is 4 very small static targets where there is a reload
not an accuracy penalty. This version emphasizes precision.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice. This version
emphasizes precision.
26. 1w3ts 30% larger - 2 runs
a. Description: 1w3ts 30% Larger is 3 small static targets where there is a reload not an
accuracy penalty. This version emphasizes more speed since the targets are slightly larger.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
27. 1wall4targets TE Reload - 2 runs
a. Description: 4 large static targets that spawn on a wall. The targets respawn immediately
upon being eliminated.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation. This scenario
emphasizes speed, and will force you to move your arm quickly due to the rapidly increasing
size of the bots. Therefore it helps greatly with helping you increase your speed while playing
static. This version of 1w4ts greatly emphasizes speed. Since the targets are large, it should
help you increase your speed when playing static.
28. Pokeball Frenzy Auto Wide Wall 2 Targets - 2 runs
a. Description: 1 wide wall with 2 static targets that spawn immediately after being eliminated.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Take extra time on micro
adjustments. While you are performing this micro-adjustment, have the next target in mind.
Aim Training routines by Voltaic
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another. The 2 target version
benefits your macro flicking.
29. ww2t Voltaic - 2 runs
a. Description: This task consists of a very wide wall and 2 extremely small static targets that
will instant spawn upon being eliminated.
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation. This 2 target
version benefits your macro flicking.
30. Pokeball 5 Sphere Hipfire Small - 2 runs
a. Description: 1 wall with 5 static targets that spawn immediately after being eliminated.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Take extra time on micro
adjustments. While you are performing this micro-adjustment, have the next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another. This scenario
specifically helps practice your micro flicking.
31. 10 Sphere Hipfire Small Fixed Reload - 2 runs
a. Description: 10 Sphere Hipfire Small is a cluster of 10 small targets.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
32. fuglaab180t Master or kinTS Voltaic small 200% - 5 runs
b. Description: fuglaab180t Master is a 180 degree switching scenario with targets that bounce
in a predictable arc and have a high ttk. kinTS Voltaic small 300% is a larger angle switching
scenario against fast and evasive targets that have a very high ttk.
c. How: Focus on being as smooth as possible while staying on the target. For kinTS, switch to
the target closest to your crosshair for each kill with one smooth motion, attempting to
intercept its path. For fuglaab180t, move to a target that’s at its apex or about to reach its
apex. Follow through on the arc attempting to hit it even at the bottom of the arc.
d. Why: These bots get harder to track due to their size and speed. The larger angles will help
you train your mouse control on different parts of your mousepad.
33. patTS Static Small NR no body or voxTS Static Small NR - 5 runs
a. Description: patTS Static Small NR and voxTS Static Small NR are scenarios that feature
static targets on a map with large angles.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
34. patTS Voltaic 30% Smaller or voxTS Voltaic s3 30% smaller - 5 runs
a. Description: patTS Voltaic s3 30% Smaller is a 180 scenario that involves slow, low-ttk and
long strafing targets. These targets are slightly smaller than the original version. voxTS
Voltaic 30% smaller is voxTS with a few spawns removed and the targets are slightly smaller
than the original version.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
Aim Training routines by Voltaic
MASTER STRAFE
Duration: ~37 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSPEAKINGSLOWFULLBUY
Make sure to read Instructions for Strafe Routines and the instructions for each scenario below, to play these
scenarios properly.
Despite this section being optional, we do highly recommend playing these as they develop your hand
independence and various strafe aim techniques. Movement-based mouse control is an entirely different
discipline from other forms with extreme prevalence in modern games.
Avoid playing the scenarios below for high scores, the objective here is to yield the best practice possible,
playing for high scores for most of these scenarios will provide little to no benefit.
● Pistol Strafe Gallery Master - 2 minutes
○ Description: Three cylinder shaped bots with spherical heads strafe over a plane with stairs
and different elevations.
○ How: Keep moving during the entirety of the scenario while going for headshots (hitting the
spheres on top of the cylinder) exclusively. Try to mix up your strafes, avoid mirroring the
entire time. The objective is to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate higher ttk click-type targets all whilst strafing.
● Air Dodge TS Master - 2 minutes
○ Description: Five spherical bots that move in sporadic directions similar to the tracking
equivalent of Air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple evasive targets in quick succession all whilst strafing.
● Arc Dodge Switch Master - 2 minutes
○ Description: Six spherical bots that leap slowly, and mostly vertically in the air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple vertical-biased targets in quick succession all whilst strafing.
● XY Tracking Dodge Master - 2 minutes
○ Description: Fundamental Strafe Aim scenario with a spherical bot that strafes on a XY Axis.
○ How: Track the bot while staying in motion during the entirety of the scenario, try to strafe in a
way to make it easy to track the bot and switch directions when the bar has filled up to keep
being rewarded with movement scoring.
○ Why: Develops core Strafing Fundamentals such as hand independence and
mirroring/anti-mirroring.
How to play AngleStrafe, SkyStrafe and BounceStrafe
In these three scenarios above, MBS scoring is used - by default you should see a bar that fills up as you move.
The amount of movement score you get is based on the time spent strafing before changing direction. As long
as you change direction while the bar is green, you get maximum movement score. The bar is green between
3% and 100% filled. If you keep moving while the bar is full, you don't get any score. The score is capped to a
Aim Training routines by Voltaic
value that is easy to reach (200 for AngleStrafe & BounceStrafe 1000 for SkyStrafe) as long as you move
throughout the scenario. You should find ways to move in ways that make aiming relatively easy, while ensuring
your movement is honest to how you may navigate in your respective game.
● VT AngleStrafe Master - 2 minutes
○ Description: Slow moving bots travel in straight lines with either random or collision based
direction changes. The player is intended to navigate the space as they shoot and their four
round magazine reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT BounceStrafe Master - 2 minutes
○ Description: Bots leap in mid-low arcs with reasonably paced and random direction changes.
The player is intended to navigate the space as they shoot and their four round magazine
reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT SkyStrafe Master - 2 minutes
○ Description: A single invincible bot makes fast and sporadic X/Y/Z strafes while the player
navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
overreacting to direction changes and strafe with intention to account for your self imposed
changes in direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● Revolving Tracking Thin - 2 minutes
○ Description: The player slowly moves in a figure-eight pattern around two stationary bots,
passing through a threshold at the center to indicate which bot should be focused.
○ How: Keep the crosshair on the target by using your arm to smoothly track across your entire
mousepad. Do not reposition until you are forced to switch targets
○ Why: Arm warm up scenario that will help with becoming more comfortable on all areas of
your mousepad, and understanding the physical mouse movements required to circle strafe a
target
● Pole Long Dodge - 3 minutes
○ Description: Extremely simple scenario with a stationary pole as the target, and the ability to
move anywhere on the map
○ How: Ignore your score and the movement bar. Move however you want but keep your
crosshair on the target. Try to practice close and far distances. Move more erratically for a
more difficult challenge. If you are unable to move erratically and still hit a high %, keep
practicing this routine and coming back to the scenario.
○ Why: Being able to hit a stationary target while strafing in all directions with your keyboard
hand is a critical step. We must be able to do this before we can also start to hit a moving or
dodging target. A stationary target will also help you easily notice smoothness problems
when strafing in these directions, so be on the lookout for a jumpy crosshair.
● Close LS Dodge Master - 3 minutes
○ Description: Full range of movement scenario with a long strafing target.
○ How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot
Aim Training routines by Voltaic
○ Why: I like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
How to play Cycle Strafes Long, Circle Strafes Fast and 3D Mid Dodge
Pay Attention to the Movement Bar for these 4 Scenarios:
These scenarios are the heart of the training and where most of the hand independence problems will show up.
The scenarios present a relatively easy to track target, but the scenarios get very complex when we pair this
tracking with very specific movement/strafing instructions.
The secret to these scenarios is making sure you get the specific movement correct. You will end up holding the
left or right strafe until the movement bar switches green, then you will hold the opposite strafe direction and
repeat. You can pay attention to the movement bar or enable sounds on when you should change your strafe
direction in order to understand the movement rhythm. While doing this you will be required to track the target
with your mouse hand, independently of how you are moving.
● Cycle Strafes Long Master - 4 minutes
● Circle Strafes Long Varied Master - 3 minutes
● Circle Strafes Fast Master - 3 minutes
● 3D Mid Dodge - 3 minutes
How to play PatStrafe
In the scenario above, conditional distance traveled scoring is used and is capped to 1000. In short, as long as
you don't mirror every bot 100% of the time, you will reach the score cap. In theory, reaching maximum
movement score requires you to anti-mirror for at least about 30-40% of the time.
In practice you will get an anti-mirror score while you are unintentionally anti-mirroring anyway. If you only
mirror during the run, you will not reach the movement score cap. If you only anti-mirror you will easily reach
score cap but your accuracy will suffer. You should mix up your movement and focus on accuracy.
● VT PatStrafe Intermediate - 2 minutes
○ Description: A single bot makes fast and sporadic strafes on a flat surface and continuously
respawns after it's eliminated, all while the player navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
making predictions and strafe with intention to account for your self imposed changes in
direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
Aim Training routines by Voltaic
GRANDMASTER
Advanced level - start here if you’re an advanced FPS Player or Grandmaster on the benchmarks.
No advancements, continue playing this playlist to keep your skills sharp or play variations of similar scenarios.
COMPLETE ROUTINE
Duration: ~90 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSHEADSHOTTINGINVINCIBLETANK
1. Smooth Thin Strafes Grandmaster - 2 runs
a. Description: Features an invincible horizontally strafing bot with some vertical dodging
requiring smooth horizontal and vertical angles.
b. How: Focus on being as smooth as possible and staying smooth when swapping directions.
Try not to overflick when swapping directions and keep your wrist loose enough to account for
verticality.
c. Why: This scenario helps improve your precise and reactive tracking and is a great warmup.
2. VAI 1 Grandmaster & VAI 15 Grandmaster - 2 runs each
a. Description: Features an invincible strafing bot at different angles depending on the series
number.
b. How: Track the bot smoothly back and forth from one end of the map to the other. Focus on
using your arm and avoid anchoring your wrist to your mousepad.
c. Why: These scenarios improve your smoothness at different angles. VAI 1 and 15 in particular
are awkward angles that are not often trained.
3. Popcorn Gauntlet Raspberry Grandmaster - 1 run
a. Description: This is a gauntlet scenario featuring a series of bots with varying heights, speeds,
and sizes.
b. How: Focus on being smooth and precise against both horizontal and vertical angles on
relatively small targets.
c. Why: This scenario helps practice your horizontal and vertical precise tracking, particularly on
large angle arcs.
4. Smoothsphere Grandmaster - 2 runs
a. Description: Track a small target as it flies around you at various distances and speeds.
b. How: Track the target as precisely as possible with your arm and make minor corrections with
your wrist. Do your best to minimize the amount of times you reset your mouse.
c. Why: This scenario helps practice your 360 tracking and precise tracking. This scenario also
teaches you how to use most of your mousepad when tracking a target, and tracking at
awkward angles.
5. Controlsphere Grandmaster - 2 runs
a. Description: Track a small, slow moving bot at varying distances and speeds.
b. How: Be smooth and try to read the movement of the target, its pauses, its acceleration and
deceleration and adapt your mouse movement to it.
c. Why: Improves your horizontal and vertical smoothness tracking as well as your reading
skills.
6. Air Angelic 7 Grandmaster - 2 runs
a. Description: Track a quickly moving short strafe bot close to you.
b. How: Smoothly reacquire the target as it changes direction while refraining from overflicking
on your readjustments. Stay alert and try to react to direction changes as fast as possible.
c. Why: Improves horizontal and diagonal reactivity.
Aim Training routines by Voltaic
7. Air NUNS AIO Grandmaster - 2 runs
a. Description: Track a moderately sized quickly moving bot that changes movement patterns
randomly.
b. How: Try not to overshoot when correcting for strafes. Stay smooth on your reacquisition of
the target and focus on reacquiring accurately rather than quickly. Doing so will ensure you
don’t start predicting and that your transitions when the bot changes movement patterns are
good.
c. Why: Improves horizontal and vertical smoothness and reactivity as well as your discipline
when tracking (reading movement and adjusting for it rather than blindly reacting to direction
changes).
8. Flicker XYZ Grandmaster - 2 runs
a. Description: Track a bot that moves slightly and blinks frequently.
b. How: Read the movement of the bot and smoothly acquire the target following a blink. Land
softly and accurately on target and don't dwell on reacting quickly to the movement of the
bot. After acquisition, continue to watch the bot and read its movement carefully as it will
blink again. Stay smooth after landing on target.
c. Why: Improves reading skills and tracking on blinking and fast moving targets.
9. FuglaaXYZ Voltaic Less Blinks Grandmaster - 2 runs
a. Description: Track a bot that moves smoothly and blinks infrequently.
b. How: Read the movement of the bot and smoothly track it as it changes directions. Acquire
the bot smoothly after each blink and follow through knowing that it will continue to move.
Stay smooth after landing on target.
c. Why: Improves reading skills and tracking at various diagonal angles.
10. Trackstop Grandmaster - 2 runs
a. Description: Track a smoothly moving bot that can short strafe or long strafe and will stop at
various intervals.
b. How: Track the bot as it strafes left and right and be ready to stop at any moment. Once it
begins moving again, focus on accurate and smooth reacquisition rather than fast
reacquisition.
c. Why: Teaches you to not predict as the bot will travel a varied distance before stopping and
can stop for a varied time.
11. Flicker Plaza No Strafes Dash Grandmaster - 2 runs
a. Description: Track a series of bots that dashes horizontally and stays still in between dashes.
b. How: Track the bot smoothly as it dashes attempting to hit it while it’s dashing. React quickly
to the dash but stay controlled and don’t overflick/overshoot the dash.
c. Why: Teaches you to not predict as the bot will travel a varied distance before stopping.
Teaches discipline as you may be tempted to react quickly but doing so will result in poor
learning.
12. Flicker Plaza Grandmaster - 2 runs
a. Description: A Ground Plaza type scenario where you must be smooth and reactive against
horizontal bots that blink frequently.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Be reactive to blinks, but stay smooth and reacquire the target accurately.
c. Why: Improves your horizontal smoothness and reactivity to help you react quickly to
directional changes.
13. VSS Close-Mid Long 30% Smaller - 2 runs
a. Description: Track a horizontally strafing bot that changes its speed and distance from you
periodically.
b. How: Stay smooth while tracking the bot and pay attention to where your crosshair is on the
bot. Try to keep your crosshair centered on the bot so that you can keep up with it as it speeds
up or slows down.
c. Why: Teaches you to stay reactive instead of predicting as the bot can move at various speeds
and distances from you.
14. Midrange Fast Strafes Invincible Grandmaster - 2 runs
Aim Training routines by Voltaic
a. Description: Track a fast, horizontally strafing invincible bot.
b. How: Stay smooth during the long strafes and make sure not to overflick on strafes. Focus on
the target so that you can read its movement and react quickly to its direction changes.
Prioritize accurate reacquisition over speed.
c. Why: This bot will simulate a lot of what you will find in game from a dodging perspective as
well as a speed perspective. This will teach that you need to have a good balance between
being reactive with direction changes as well as smooth during long strafes
15. Glider GOATED Hard - 2 runs
a. Description: Track invincible targets that slowly descend while long strafing left and right.
Targets respawn at the top after their cycle.
b. How: Focus on mostly moving your arm and let your wrist make minor adjustments to account
for inaccuracies when using your arm.
c. Why: Trains smoothness on descending targets—particularly with your arm since it’s difficult
to use only your wrist/fingers when moving down.
16. Smoothbot Unvincible Small Goated - 2 runs
a. Description: Track an invincible target that flies and glides smoothly around the map.
b. How: Track the bot smoothly as it flies into the air using your arm. Focus on mostly moving
your arm and let your wrist make minor adjustments to account for inaccuracies when using
your arm.
c. Why: Trains smoothness on large angles focusing on arm smoothness.
17. Leap 180TI Grandmaster - 2 runs
a. Description: Track a fast moving invincible bouncing bot around a 180 degree map.
b. How: Focus on always keeping the crosshair moving and tracking the bot through it’s entire
arc.
c. Why: Helps with micro-adjustments while smooth tracking.
18. Precision XYZ Grandmaster - 2 runs
a. Description: Track a bot that can move in any direction within a zone directly in front of you.
This version features a smaller bot.
b. How: Be quick with reactions as the direction changes of the bot are very quick. Smoothly
track the long strafes to do as much damage as possible.
c. Why: This scenario is very good at training tracking in all directions within small angles
directly in front of the player.
19. 1w4t Pasu Raspberry Grandmaster - 5 runs
a. Description: A click timing scenario that features bots that strafe horizontally, diagonally,
vertically, and has erratic strafes against a wall.
b. How: Focus on smooth motions from bot to bot. Pay attention to the strafes and read the bot,
adjust your crosshair and click.
c. Why: Improves your reading skills, so you can more effectively and efficiently eliminate
targets with erratic movement.
20. Popcorn VT Goated or Leap 180 Grandmaster - 5 runs
a. Description: Popcorn VT Goated has a full 360 degree map with small targets and
predictable arc movements and height variances per bot. Leap 180 Grandmaster is a 180
degree map with 4 bots that have predictable but fast arc movement.
b. How: Focus on hitting as many targets as possible while reading them and working on your
crosshair placement. Usually, you’ll want to go for targets that are at their apex.
c. Why: The smaller targets force you to be more precise and read the bot’s pattern at an
appropriate level.
21. Psalm Clicking Small - 5 runs
a. Description: A semi-fast clicking scenario with 2 small targets down a hall that strafe left and
right.
b. How: Focus the target that is the closest to your crosshair to minimize ttk. Be accurate to
avoid missing too much.
c. Why: This scenario teaches how to micro flick between two moving targets efficiently.
22. 1w6ts_trustechain Raspberry - 2 runs
Aim Training routines by Voltaic
a. Description: The scenario features 6 small targets that spawn relatively close to each other
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: This scenario helps practice increasing your speed on clusters while still forcing you to
maintain precision and accuracy.
23. Pokeball Frenzy Auto 1w2ts - 2 runs
a. Description: 1 wall with 2 static targets that spawn immediately after being eliminated.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Take extra time on micro
adjustments. While you are performing this micro-adjustment, have the next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another. The 2 target version
benefits your macro flicking.
24. 1w2ts reload - 2 runs
a. Description: 1w2ts features consists of a wall and 2 extremely small static targets that will
instant spawn upon being eliminated.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
25. Pokeball Frenzy Auto Wide Wall 2 Targets - 2 runs
a. Description: 1 wide wall with 2 static targets that spawn immediately after being eliminated.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Take extra time on micro
adjustments. While you are performing this micro-adjustment, have the next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another. The 2 target version
benefits your macro flicking.
26. ww2t Voltaic - 2 runs
a. Description: This task consists of a very wide wall and 2 extremely small static targets that
will instant spawn upon being eliminated.
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation. This 2 target
version benefits your macro flicking.
27. Pokeball 5 Sphere Hipfire Small - 2 runs
a. Description: 1 wall with 5 static targets that spawn immediately after being eliminated.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Take extra time on micro
adjustments. While you are performing this micro-adjustment, have the next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another. This scenario
specifically helps practice your micro flicking.
28. 12 Sphere Hipfire 30% Smaller - 2 runs
a. Description: 1 wall with 12 static targets that spawn immediately after being eliminated.
b. How: Do your best to keep straight lines when going from target to target. Flick to your
target, and spend time micro correcting as quickly as you can to keep high accuracy
throughout the run.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation.
29. Pokeball Frenzy Auto 1w4ts - 2 runs
Aim Training routines by Voltaic
a. Description: 1 wide wall with 4 static targets that spawn immediately after being eliminated.
b. How: Hold down the shoot button, focus on switching targets as fast as possible while not
overflicking and keeping a straight line from target to target. Take extra time on micro
adjustments. While you are performing this micro-adjustment, have the next target in mind.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another.
30. fuglaaPressure NoReload - 2 runs
a. Description: This scenario features 4 static targets on one wall that increase in size rapidly.
The targets will respawn immediately once eliminated.
b. How: The targets increase size rapidly, do not let the targets hit you or you will lose score.
Prioritize the targets that are closer to you. Do your best to keep straight lines when going
from target to target. Flick to your target, and spend time micro correcting as quickly as you
can to keep high accuracy throughout the run.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation. This scenario
emphasizes speed, and will force you to move your arm quickly due to the rapidly increasing
size of the bots. Therefore it helps greatly with helping you increase your speed while playing
static.
31. 1wall4targets TE Reload - 2 runs
a. Description: 4 large static targets that spawn on a wall. The targets respawn immediately
upon being eliminated.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: Focusing on keeping straight lines, flicking, and micro correcting as quickly as you can
helps minimize wasted mouse movement and improves your kill confirmation. This scenario
emphasizes speed, and will force you to move your arm quickly due to the rapidly increasing
size of the bots. Therefore it helps greatly with helping you increase your speed while playing
static. This version of 1w4ts greatly emphasizes speed. Since the targets are large, it should
help you increase your speed when playing static.
32. B180T Voltaic Grandmaster or kinTS Voltaic small 300% - 5 runs
a. Description: B180T Voltaic Grandmaster is a 180 degree switching scenario with targets that
bounce in a predictable arc and have regenerating health. kinTS Voltaic small 300% is a larger
angle switching scenario against fast and evasive targets that have a very high ttk.
e. How: Focus on being as smooth as possible while staying on the target. For kinTS, switch to
the target closest to your crosshair for each kill with one smooth motion, attempting to
intercept its path. For B180T, move to a target that’s at its apex or about to reach its apex.
Your target viability depends on how far the target is from your crosshair and how fast you
can kill it before it reaches the bottom part of its arc.
f. Why: Why: These bots get harder to track due to their size and speed. The larger angles will
help you train your mouse control on different parts of your mousepad.
33. patTS Static Small NR no body or voxTS Static Small NR - 5 runs
a. Description: patTS Static Small NR and voxTS Static Small NR are scenarios that feature
static targets on a map with large angles.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
34. patTS Voltaic 30% Smaller Smooth or voxTS Voltaic 30% Smaller Smooth - 5 runs
a. Description: patTS Voltaic 30% Smaller Smooth is a 180 scenario that involves slow, low-ttk
and long strafing targets. These targets are slightly smaller than the original version. voxTS
Voltaic 30% Smaller Smooth Is voxTS with a few bad spawns removed and the targets are
slightly smaller than the original version. Both of these scenarios have regen targets.
Aim Training routines by Voltaic
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your target acquisition speed and accuracy, so that you can switch targets
faster and more accurately.
Aim Training routines by Voltaic
GRANDMASTER STRAFE
Duration: ~37 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSPATROLLINGSLIPPERYPRECISION
Make sure to read Instructions for Strafe Routines and the instructions for each scenario below, to play these
scenarios properly.
Despite this section being optional, we do highly recommend playing these as they develop your hand
independence and various strafe aim techniques. Movement-based mouse control is an entirely different
discipline from other forms with extreme prevalence in modern games.
Avoid playing the scenarios below for high scores, the objective here is to yield the best practice possible,
playing for high scores for most of these scenarios will provide little to no benefit.
● Pistol Strafe Gallery Grandmaster - 2 minutes
○ Description: Three cylinder shaped bots with spherical heads strafe over a plane with stairs
and different elevations.
○ How: Keep moving during the entirety of the scenario while going for headshots (hitting the
spheres on top of the cylinder) exclusively. Try to mix up your strafes, avoid mirroring the
entire time. The objective is to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate higher ttk click-type targets all whilst strafing.
● Air Dodge TS Grandmaster - 2 minutes
○ Description: Five spherical bots that move in sporadic directions similar to the tracking
equivalent of Air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple evasive targets in quick succession all whilst strafing.
● Arc Dodge Switch Grandmaster - 2 minutes
○ Description: Six spherical bots that leap slowly, and mostly vertically in the air.
○ How: Strafe while tracking each target for a short duration, and then switch to the next target
as fast as possible. Try to mix up your strafes, avoid mirroring the entire time. The objective is
to yield the best practice not the highest scores.
○ Why: Develops hand independence, target acquisition and improves ability to properly read
and eliminate multiple vertical-biased targets in quick succession all whilst strafing.
● XY Tracking Dodge Grandmaster - 2 minutes
○ Description: Fundamental Strafe Aim scenario with a spherical bot that strafes on a XY Axis.
○ How: Track the bot while staying in motion during the entirety of the scenario, try to strafe in a
way to make it easy to track the bot and switch directions when the bar has filled up to keep
being rewarded with movement scoring.
○ Why: Develops core Strafing Fundamentals such as hand independence and
mirroring/anti-mirroring.
How to play AngleStrafe, SkyStrafe and BounceStrafe
In these three scenarios above, MBS scoring is used - by default you should see a bar that fills up as you move.
The amount of movement score you get is based on the time spent strafing before changing direction. As long
as you change direction while the bar is green, you get maximum movement score. The bar is green between
3% and 100% filled. If you keep moving while the bar is full, you don't get any score. The score is capped to a
Aim Training routines by Voltaic
value that is easy to reach (200 for AngleStrafe & BounceStrafe 1000 for SkyStrafe) as long as you move
throughout the scenario. You should find ways to move in ways that make aiming relatively easy, while ensuring
your movement is honest to how you may navigate in your respective game.
● VT AngleStrafe Advanced - 2 minutes
○ Description: Slow moving bots travel in straight lines with either random or collision based
direction changes. The player is intended to navigate the space as they shoot and their four
round magazine reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT BounceStrafe Advanced - 2 minutes
○ Description: Bots leap in mid-low arcs with reasonably paced and random direction changes.
The player is intended to navigate the space as they shoot and their four round magazine
reloads per elimination.
○ How: Hit confirmations and smooth switches remain as mainstays here, the only added
variable is accounting for your strafes. Move with intent and avoid building patterns in your
strafes to accurately mimic evasive strafes that may be executed in-game.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● VT SkyStrafe Advanced - 2 minutes
○ Description: A single invincible bot makes fast and sporadic X/Y/Z strafes while the player
navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
overreacting to direction changes and strafe with intention to account for your self imposed
changes in direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
● Revolving Tracking Extra Thin - 2 minutes
○ Description: The player slowly moves in a figure-eight pattern around two stationary bots,
passing through a threshold at the center to indicate which bot should be focused.
○ How: Keep the crosshair on the target by using your arm to smoothly track across your entire
mousepad. Do not reposition until you are forced to switch targets
○ Why: Arm warm up scenario that will help with becoming more comfortable on all areas of
your mousepad, and understanding the physical mouse movements required to circle strafe a
target
● Pole Long Dodge - 3 minutes
○ Description: Extremely simple scenario with a stationary pole as the target, and the ability to
move anywhere on the map
○ How: Ignore your score and the movement bar. Move however you want but keep your
crosshair on the target. Try to practice close and far distances. Move more erratically for a
more difficult challenge. If you are unable to move erratically and still hit a high %, keep
practicing this routine and coming back to the scenario.
○ Why: Being able to hit a stationary target while strafing in all directions with your keyboard
hand is a critical step. We must be able to do this before we can also start to hit a moving or
dodging target. A stationary target will also help you easily notice smoothness problems
when strafing in these directions, so be on the lookout for a jumpy crosshair.
● Close LS Dodge Grandmaster - 3 minutes
○ Description: Full range of movement scenario with a long strafing target.
○ How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot
Aim Training routines by Voltaic
○ Why: I like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
How to play Cycle Strafes Long, Circle Strafes Fast and 3D Mid Dodge
Pay Attention to the Movement Bar for these 4 Scenarios:
These scenarios are the heart of the training and where most of the hand independence problems will show up.
The scenarios present a relatively easy to track target, but the scenarios get very complex when we pair this
tracking with very specific movement/strafing instructions.
The secret to these scenarios is making sure you get the specific movement correct. You will end up holding the
left or right strafe until the movement bar switches green, then you will hold the opposite strafe direction and
repeat. You can pay attention to the movement bar or enable sounds on when you should change your strafe
direction in order to understand the movement rhythm. While doing this you will be required to track the target
with your mouse hand, independently of how you are moving.
● Cycle Strafes Long Grandmaster - 4 minutes
● Circle Strafes Long Varied Grandmaster - 3 minutes
● Circle Strafes Fast Grandmaster - 3 minutes
● 3D Mid Dodge Grandmaster - 3 minutes
How to play PatStrafe
In the scenario above, conditional distance traveled scoring is used and is capped to 1000. In short, as long as
you don't mirror every bot 100% of the time, you will reach the score cap. In theory, reaching maximum
movement score requires you to anti-mirror for at least about 30-40% of the time.
In practice you will get an anti-mirror score while you are unintentionally anti-mirroring anyway. If you only
mirror during the run, you will not reach the movement score cap. If you only anti-mirror you will easily reach
score cap but your accuracy will suffer. You should mix up your movement and focus on accuracy.
● VT PatStrafe Advanced - 2 minutes
○ Description: A single bot makes fast and sporadic strafes on a flat surface and continuously
respawns after it's eliminated, all while the player navigates the space as they shoot.
○ How: Transfer previously learned reactivity principles to this movement scenario. Avoid
making predictions and strafe with intention to account for your self imposed changes in
direction.
○ Why: Adds movement aiming as a layer on top of the isolated mouse control principles that
are to be learned prior to this.
Aim Training routines by Voltaic
Credits
Below are people who have provided feedback or have assisted in creating these routines.
● Empyrean - Scenario/Routine Conception & Creation, Writing, Formatting
● Hasin - Scenario/Routine Conception & Creation, Writing, Formatting
● Krascsi - Routine Conception & Creation
● HotRodRe - Writing
● Grissom - Writing
● BecKz - Writing
● sini - Scenario Conception, Feedback, Formatting, GFX
Aim Training routines by Voltaic Game-specific KvKs Aim Routines
Voltaic Discord | Voltaic Twitter | Support us | Original Creator | Website
Introduction
To make things easier to read, we color code clicking in red , tracking in blue , switching in purple , hybrid in
pink , movement-clicking in orange , movement-tracking in yellow , movement-switching in magenta .
1. Want to understand the theory behind aiming? Read our aim journey
2. Still looking for answers? Check our advice faq
3. Check out our benchmarks here
4. Join our discord for more help or information
5. Follow our twitter to stay up to date
6. Check out our resources channel for more resources.
Before you begin
For clicking and switching: try to make smooth and straight motions from one target to another and actively try
to land your shot from one target to the next one, with minimal to no micro-correcting. In addition, try to have
the next target in mind.
For tracking: try to be as smooth and precise as you can, react to direction changes as fast as you can, but make
sure to transition into a smooth tracking motion committing to the direction that the bot is going, focus on
reacting not predicting. Also make sure to focus on the target instead of just looking at it or eye-locking on your
crosshair. By focusing on the target, you essentially help yourself to read the target’s movement better.
Also make sure to check out the routine vods to get an idea of how to play these scenarios properly, so that
1
you can make the best out of your training.
Why should you follow these routines?
These routines are based on feedback from a group of skilled and experienced individuals in different genres /
areas with strong and varying opinions, who have all contributed or shared their thoughts to make sure the
scenarios are appropriate. This has had a positive impact on the outcome of the routines and their respective
scenarios. The constructive criticism helped with forging a strong foundation of routines and scenarios that will
help you with your training. You can consult the credit section to see all the contributors.
Playlists with the main scenarios are available for download and linked for each routine provided. However, we
would encourage players to branch out of the playlists and find complementary scenarios that can assist with
weaknesses or present more / less of a challenge. To add a playlist, download the appropriate file and paste it
2
into Steam/steamapps/common/FPSAimTrainer/FPSAimTrainer/Saved/SaveGames/Playlists .
Disclaimer: The scenarios underneath are subject to change. Our goal is to keep this document up-to-date with
scenarios that we recommend people to play. These scenarios are by no means the best, it is always best to
match scenarios that are appropriate for your skill level and weaknesses.
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In case the scenario is too difficult for you
1 You can find a link to these at the top of each game routine
Game specific aim training routines by Voltaic
VALORANT & COUNTERSTRIKE
Recommended FOV for Valorant: 103 valorant
Recommended FOV for Counterstrike: 90 source
About this routine
This routine focuses on different aspects that will be useful in real game situations, such as being smooth when
spraying or acquiring targets, so that it is easier to actually time your shots. Another important aspect; this
scenario focuses on target acquisition and speed, so that you can acquire targets more accurately and faster,
which is why the switching scenarios above are added to the routine. The clicking scenarios should help with
target acquisition, click-timing, reaction based clicking, reading skills (in case they’re moving) and
micro-adjustments (if applicable). Finally, one can make use of the movement clicking scenarios to get used to
the strafe clicking aiming style and practice it.
KovaaK 2.0 - Easy
Recommended for Bronze, Silver & Gold
Duration: 60-100 minutes | routine vods | Copy & Paste share code underneath via Online Playlist tab on
KovaaKs
KOVAAKSTELEPORTINGJEBAITEDBUYSTATION
1. Thin Gauntlet Easy or Centering I Easy - 10 minutes optional *
a. There isn’t really any tracking in Valorant, but it’s worth working on your smoothness as this
may indirectly carry over to any other scenario / situations
2. patTargetSwitch no reload or patTargetSwitch - 10 minutes
a. Try to avoid bodies and only go for headshots
b. Play the 360 version for larger angles
c. Focus on switching as fast as possible to eliminate as many moving targets as possible
d. Try to hold the fire button as much as possible
3. Pokeball Frenzy Auto TE 60s or Pokeball Frenzy Auto TE Wide - 10 minutes
a. Focus on switching as fast as possible to eliminate as many static targets as possible
b. Try to hold the fire button as much as possible
c. voxTargetSwitch Voltaic: in case you want to focus on non-static target acquisition
4. voxTargetSwitch click or 1wall5targets_pasu slow or patTargetClick 1shot - 10 minutes
a. Focus on fast 1 tap switches and clicks
b. Your objective is to eliminate as many targets as possible
5. Wide Wall 3 Targets or Wide Wall 4 Targets - 10 minutes
a. Focus on hitting as many targets as you can
b. This is especially helpful to train your longer flicks
c. If you struggle with small flicks try: 1w2t smallflicks 60s
d. Alternatives to these scenarios: 1w2te reload, 1w4te reload & dot frenzy
6. Floating Heads Timing Easy or tamSpeed 2bps - 10 minutes
a. Helps focusing on 1-tapping headshots on moving targets
7. voxTargetClick Easy Strafe or Pasu Dodge EES 180 or - 10 minutes optional *
a. Make sure to turn on movement bar, so you can see when you need to swap directions with
your strafe and get the most out of this scenario
b. Full focus on movement 1 taps
8. Reflex Micro++ Flick Reload - 10 minutes optional *
9. Microshot Speed Medium - 10 minutes optional *
Game specific aim training routines by Voltaic
10. Reactive Clicking - 10 minutes optional *
a. Acquire a target then click it and move to it again to finish it before it escapes
KovaaK 2.0 - VT bardOZ VALORANT Advanced
Recommended for Diamond and above New *
IN COLLABORATION WITH BARDOZ
About this routine
This is an advanced routine that is also beneficial for beginners if executed properly; most scenarios will be
played on two different sensitivities, because learning to control your mouse at higher sensitivities is always
beneficial, but if you only practice at a higher sensitivity you might not perform at your best in game. Switching
between the two sensitivities (your valorant sens, and twice your valorant sens) is a useful middle ground to
leverage in your training.
If your VALORANT sens is already high (under 35cm/360°), go 1.5x or 1.2x your VALORANT sens. Don’t get to
the point where you are using sub 15cm/360°, because that might hurt your wrist.
Absolute scores in the Kovaak scenarios are not important, and some scenarios will favor some sensitivities over
others. Make sure you track YOUR OWN improvement. Don’t compare yourself to people in the leaderboards /
your friends, only compare yourself to where you were the last time you practiced.
The routine will change over time based on feedback, and I will add in-game clips that mirror each scenario.
Caveat: this is only a support routine. You don’t get great aim in VALORANT just by doing this, you need to also
play a lot of deathmatch and focus on your crosshair placement, and a lot of ranked matches and work on your
gamesense. Those things win you games; your raw aim might win you a few fights. Both things are important,
and a proper routine has Kovaak’s -> Deathmatch -> Ranked every day. Ideally you should play this routine
first, then 1 hour deathmatch to try to replicate in game the movements you practiced in this routine, then
ranked where you’re in the “real world” of VALORANT and you try to use your synthetic training to actually win
games and climb the leaderboard. If you are really lacking in gamesense, find a coach that is willing to VoD
review with you (fastest way to improve) or VoD review yourself, but make sure you really analyze logically each
single decision you, your teammates, and your enemies make.
If you want to actually become a pro, you need to study what pros do, and especially, how they react to
situations. Watch VoDs of pros that play the same agents and positions you tend to play, see how they react to
events on the map and information on their screen, see how they position themselves, always take your time to
properly analyze the whole round (enemy economy, team economy, pushes happening in the map), and really
try to understand WHY the player you are watching made a given decision. This is what brings you to the next
level in VALORANT.
Caveat #2: for Kovaak’s to be useful, you need to really think about how you are using your mouse while
training. Clean lines, where you only use as much movement as needed to get from point A to point B, is where
you want your aiming skill to get. Sure, flicking around at an extremely high speed might look cool, but it will
only lose you games in VALORANT. Make sure you can control your mouse as if it was an extension of your arm,
maximize your efficiency for each of your movements, never move your mouse an inch more than needed to
reach your target. This is the idea that you should have in mind when practicing your aim.
Tip: The duration of the scenarios are arbitrary, you can decide how much time you spend on each scenario.
We recommend 30-40 minutes, but you may spend more time if you wish. The reason for that is, because
playing the game is more effective practice.
Game specific aim training routines by Voltaic
The VT bardOZ Advanced Routine for VALORANT
Duration: 32-44 minutes | Copy & Paste share code underneath via Online Playlist tab on KovaaKs | routine
vods
KOVAAKSTRACKINGJITTERYLOWGROUND
1. voxTS Voltaic - 4 minutes (2x Double Sens & 2x Normal Sens)
a. How: Play twice on double your VALORANT sensitivity and twice on your VALORANT
sensitivity.
Focus on being very fast between the switches but also controlling your crosshair once you
get to the enemy. Switch as fast as you can after you get the kill, use a kill confirmed sound
(VALORANT has a kill confirmed sound too).
b. Why: This helps you in those situations where you need to spray transfer, which happens for
example when holding a site on Defenders and you get the enemy team executing your site.
The movements in this scenario are also good for general smooth crosshair placement.
2. Pokeball Frenzy Auto 1w2ts - 4 minutes (2x Double Sens & 2x Normal Sens)
a. How: Focus on not over-flicking and having clean lines between targets. Switch as fast as you
can once you kill.
b. Why: This is the kind of movement you often do when in a clutch situation like 1v2 and
enemies decide to peek together, you might need to flick to one of them (example) who might
not be where your crosshair position currently is. Hold fire all the time. This scenario helps
get that first movement + micro correction right. The pokeball version is played first to help
get you in the flow, to have clean lines and not going unnecessarily fast.
3. Pokeball auto ww6t - 4 minutes (2x Double Sens & 2x Normal Sens)
a. How: You need to smoothly move from one target to the next, and speed up when the targets
cluster together. Focus on being able to dynamically pace yourself based on what you have on
screen. Bind your fire to shift instead of Mouse1 so that you can have the same tension on the
mouse that you’d have in game.
b. Why: This kind of movement is done all the time subconsciously in VALORANT: when you
navigate the map, you constantly do large and small angle movements to keep your crosshair
placement in the right position. Eventually you want to get to the point where you instantly
change the angle you are holding based on info (sound, comms, gamesense); this scenario
helps you be sharp when you do this movement. You might be surprised by the amount of kills
being very quick in your crosshair placement will get you. Especially when proper team
communications are present, if you instantly move your crosshair to where your teammate
told you an enemy is instead of slowly getting there, you might avoid having to large-angle
flick to their head, which is an unfavorable scenario to be in.
4. 1w2ts reload - 4 minutes (2x Double Sens & 2x Normal Sens)
a. How: Focus on not over-flicking and having clean lines between targets. Switch as fast as you
can once you kill.
b. Why: This is the actual “simulation” of what might happen in a game, since we incorporate
also firing once at the target. Make sure not to drop your accuracy below 85%, and eventually
get to a point where you can get close to your high score with 95%+ accuracy, because in
VALORANT you are highly penalized for missing your first shot, so if you learn to just go fast
but with low accuracy you are actually gaining a bad habit in VALORANT.
5. 5 sphere hipfire extra small - 4 minutes (2x Double Sens & 2x Normal Sens)
a. How: The goal here is to maximize the speed at which you can micro correct, so really focus
on a good pace and strengthen your habit of micro correcting quickly and accurately after you
do the initial small angle flick.
b. Why: Now we move onto small angle training, which is actually the most important thing in
VALORANT. When your crosshair placement is already good and someone peeks, in that little
Game specific aim training routines by Voltaic
300-400ms window of time you will have a target that suddenly comes to a stop and is
stationary while trying to kill you. This is when you microcorrect the inevitable mistakes your
crosshair placement will sometimes have, and this scenario helps you hit those shots, which
are the most important ones in VALORANT.
6. 6wall18targets small reload - 4 minutes (2x Double Sens & 2x Normal Sens)
a. How: Focus on being fast and on still having clean lines even on the awkward angles from
this scenario.
b. Why: Sometimes in VALORANT (especially compared to CS:GO) you have situations with a
lot of awkward angles to check, especially in maps like Icebox or in places like A site in Haven.
This scenario helps you navigate your angles in 3D in a cleaner way, so that you will be able,
for example, to defend a bomb plant in A site Haven even if you have a flank coming from A
Long and someone retaking from A heaven (180° angles, with vastly different verticality).
7. Floating Heads Timing 400% - 4 minutes (2x Double Sens & 2x Normal Sens)
a. How: Focus on not dropping under 85% accuracy, and avoiding useless movements, because
in game if you miss your first shot on this kind of “easy to read” moving targets, you might die
because of second shot inaccuracy / getting 1hs from the enemy.
b. Why: This scenario is very close to the kind of movement and speed that opponents might
have while swinging out of an angle. This is the kind of shot that you shouldn’t miss.
8. SmoothBot Invincible Goated - 4 minutes (4x Double Sens) optional *
a. How: You need to smoothly track the bot and recenter the mouse when needed, especially on
lower sens. Your focus here should be learning not to tense too much when having to move
smoothly.
b. Why: Most of the time in VALORANT you are not in a fight, but might be moving around.
When moving, your goal should be to consistently keep your crosshair to a position where an
enemy can peek from, so that if they do peek, you can instantly stop and shoot. Many people
underestimate how important having your crosshair placement correct when moving around
is. This is what wins you clutches. When you are navigating angles (using objects to your
advantage to take a fight, for example in 1v1s with the bomb down) you need to smoothly
track an imaginary point in space which is where you expect your enemy to pop out. Since you
will be moving during the clutch, either walking or running depending on whether your
position is known to your enemy, you are basically smoothly tracking a point; which is the
movement this scenario teaches you. This scenario has verticality too, which is also good for
those situations where a Raze or Jett might be flying in an arc and you need to spray and track
her.
9. Centering I - 4 minutes (2x Double Sens & 2x Normal Sens) optional *
a. How: No verticality, but same as above.
b. Why: Exact same reason as the Smoothbot scenario, apart from the Raze/Jett thing. Most
times when navigating angles your smooth movement will be horizontal (at head level in front
of you), imagine for example if you’re in a 1v1 on C site in Haven, and you know the enemy is
on Default plant and you’re Backsite. You will be moving and smoothly holding an angle
horizontally. This simulates that movement from your mouse.
10. Pistol Strafe Gallery Small - 4 minutes (2x Double Sens & 2x Normal Sens) optional *
a. How: Use your fire button in the same way you’d spam a pistol in close range in VALORANT.
Constantly be moving.
b. Why: With pistols (and, in the current meta, with Phantom) in close range you can actually
shoot while moving and retain a decent accuracy. Considering pistols have a huge weight in
VALORANT (winning the pistol round usually causes you to win 2 rounds, which is 2 out of 12
in a side, which is VERY impactful), learning to do this kind of shooting is very important. In
general, moving and tracking enemies is a movement that also helps your crosshair
positioning (see next scenarios).
11. Reflex Micro++ Flick Reload Small - 4 minutes (2x Double Sens & 2x Normal Sens) optional *
a. How: Just get the highest score you can.
Game specific aim training routines by Voltaic
b. Why: Sometimes you will be caught off guard and need to quickly adjust, it’s inevitable. This
scenario helps you with that, it’s a pretty straight-forward scenario that is really about
reacting quickly to the targets popping up on screen.
KovaaK 2.0 - Advanced Classic
Recommended for Platinum and above
Duration: 60-100 minutes | Copy & Paste share code underneath via Online Playlist tab on KovaaKs | routine
vods
KOVAAKSBOBBINGSNEAKYBLOOM
1. Thin Gauntlet or Centering I - 3 runs / 5 minutes optional *
a. There isn’t really any tracking in Valorant, but it’s worth working on your smoothness as this
may indirectly carry over to any other scenario / situations
2. patTargetSwitch small no reload or patTargetSwitch Small - 10 minutes
a. Try to avoid bodies and only go for headshots
b. Focus on switching as fast as possible to eliminate as many moving targets as possible
c. Try to hold the fire button as much as possible
d. Your objective is to eliminate as many targets as possible
3. Pokeball Frenzy Auto Small 60s or Pokeball Frenzy Auto Small Wide - 10 minutes
a. Focus on switching as fast as possible to eliminate as many static targets as possible
b. Try to hold the fire button as much as possible
c. voxTS Voltaic: in case you want to focus on non-static target acquisition
4. voxTargetClick 20% small or Pasu Small Reload or patTargetClick small 1shot - 10 minutes
a. Focus on fast 1 tap switches and clicks
b. Your objective is to eliminate as many targets as possible
5. 1w3ts or 1w4ts reload - 10 minutes
a. Focus on hitting as many targets as you can
b. This is especially helpful to train your longer flicks
c. If you struggle with small flicks try: 1w2t smallflicks small 60s
d. Alternatives to these scenarios: 1w2ts reload, 1w6ts reload & small dot frenzy
6. Floating Heads Timing 400% or tamSpeed 2bpes - 10 minutes
a. Helps focusing on 1-tapping headshots on moving targets
b. tamSpeed is decent practice due to it focusing more on holding an angle
7. voxTargetClick Easy Strafe or Pasu Dodge EES 180 - 5 minutes optional *
a. Make sure to turn on movement bar, so you can see when you need to swap directions with
your strafe and get the most out of this scenario
b. Full focus on movement 1 taps
c. Try Pistol Strafe Gallery Sparky Small (Good Edition) for more challenge
8. Reflex Micro++ Flick Reload Small - 10 minutes optional *
9. Valorant Microshot Speed Small - 10 minutes optional *
10. Reactive Clicking Hard - 10 minutes optional *
a. Acquire a target then click it and move to it again to finish it before it escapes
b. You may try the easier version Reactive Clicking, if this is too difficult
Game specific aim training routines by Voltaic
In-game
10-60 minutes
1. Valorant Practice range - taps | Practice range - Spray transfer - 10 minutes or 10 minutes each
a. Start up the practice range in Valorant and increase the spawn speed of the targets or enable
strafing for 50-100 targets - either go for taps or headshot spray transfers
b. Focus on flicking on the target’s head as fast as possible
c. Move and counter-strafe to increase effectiveness
d. You can also practice corner-peaking by adding a sage wall
e. *note this isn’t isolated mouse control training and includes weapon control
2. Valorant Bridge - taps | Bridge - Spray transfer - 10 minutes or 10 minutes each
a. Start up the practice range in Valorant and head to the bridge, try to get creative with how
you flick or spray the targets (credit to Zeeq).
b. Focus on flicking on the target’s head as fast as possible
c. Move and counter-strafe to increase effectiveness
d. You can also practice corner-peaking by adding a sage wall
e. *note this isn’t isolated mouse control training and includes weapon control
3. Counterstrike Valorant Custom Game - Clearing bombsites - 10-30 min
a. Practice clearing bomb sites with good crosshair placement
4. Counterstrike Headshot deathmatch - taps | Deathmatch - Spray transfer - 10-30 min
a. Focus on flicking on the target’s head as fast as possible - either go for taps or spray transfer
b. Alternatively play Multi CFG DM
c. *note this isn’t isolated mouse control training and includes weapon control
Game specific aim training routines by Voltaic
ARENA FPS: QUAKE & DIABOTICAL
Recommended FOV for Arena FPS: 90-110 source | routine vods
● Scroll down for the LG 1v1 Routine
KovaaK 2.0 - Fundamental
About this routine
The Arena FPS routine for Quake and Diabotical includes all the fundamental scenarios that are applicable
in-game. Ground Plaza Sparky v3, Air no ufo no skybots, MFSI, VSS Close-Mid Long and VSS gpaio all help to
learn smooth and reactive tracking without adding too much overwhelming movement. The routine also
includes smooth tracking scenarios for both horizontal and vertical angles. This should help with being more
composed and make the transition from reactive to smooth tracking easier. The Low and High ground version of
Plaza are important to incorporate, because they don’t happen frequently in-game, so it can be useful to work
on them during your training.
LG Pin Practice has a niche mechanic from Quake and Diabotical, which should help improve target acquisition,
mouse control and get better at this mechanic. Pattargetswitch 90 no reload and Slide Targets are supposed to
help develop low fov LG target switching at mid range, like during a quad run. The clicking scenarios are meant
to improve your railgun skills. For the movement based scenarios, it should help to learn fundamentals and
become better at certain niche scenarios such as T1 Drop Punish, where the target hovers above you and you
need to punish it before it falls down. The rocket scenario below is one of the few and underrated dodge
scenarios where you need to be both accurate and constantly dodge projectiles.
Duration: 60-95 minutes | Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSAFKINGMAGENTAAFK
1. Ground Plaza Sparky Quake or Smoothbot Invincible Goated - 10 minutes
a. Try GP Sparky Quake Thin for more challenge
b. Try Smoothbot Unvincible Small Goated for more challenge
c. Try Close Fast Strafes (easy) Invincible alternatives for more reactivity
d. Try Thin Gauntlet as an alternative to work on smoothness
e. Try VSS Close-Mid Long or VSS gpaio for more varied strafes
f. Try Midrange Fast Strafes Invincible to work on reactivity from further away
2. Air Divine or B180TI Sparky Small - 10 minutes
a. Try Air no ufo no skybots small for more challenge
b. Try the regular Air to work on more reactivity and vertical angles
c. Try Air 2 Smooth to work on smoothness for both vertical and horizontal angles
d. Try B360TI Sparky Small or B360TI Sparky to work on vertical smoothness and precision
with larger angles
e. Play the regular B180TI Sparky, if the small version is too difficult
f. Play the regular Air no ufo no skybots if the Divine version is too difficult
3. Plaza High Ground Sparky or Plaza High Ground Easy - 5 minutes optional *
a. Focus on a target that’s angled on low ground and where you’re positioned on high ground
4. Plaza Low Ground Sparky or Plaza Low Ground Easy - 5 minutes optional *
a. Focus on a target that’s angled on high ground and where you’re positioned on low ground
5. LG pin practice 360 or Bounce 180 Tracking Sparky or Air Dodge Target Switch - 10 minutes
a. Try to eliminate as many targets as possible
b. Try Bounce 360 Tracking Sparky for more challenge
Game specific aim training routines by Voltaic
6. Pattargetswitch 90 no reload or Slide Targets - 5 minutes optional *
a. Try to focus on optimizing your technique for maximum speed, using exclusively wrist or arm
depending on your sensitivity and grip style.
7. 1wall5targets_pasu reload or Popcorn Sparky or DevTargetSwitch 1shot - 10 minutes
a. DevTargetSwitch 1shot is useful for practicing long-range rail shots
b. Try Popcorn Sparky Easy if you struggle way too much
c. Try 1wall5targets_pasu slow if you struggle way too much
d. Try Pasu small reload for more challenge
8. Bounce 180 Sparky or Skeet Clicking - 10 minutes
a. Try Bounce 360 Sparky for larger angles
b. Try Bounce 180 Sparky smaller for more challenge
c. Try Bounce 180 Sparky CQC for closer, faster targets
9. LGC3 Reborn Varied or Air Angelic Dodge - 10 minutes
a. Try LGC3 Reborn Varied Thin for more challenge
b. Try LGC3 Reborn Varied easy if you struggle way too much
c. Try T1 Drop Punish Good Edition to work on vertical angle
d. Try LGC3 Diabotical Fixed as an alternative
e. Try Close FS Easy Dodge as an easier alternative to LGC3 Reborn varied
10. Pasu Dodge Easy - 10 minutes
a. Try Pasu Dodge ES for more challenge (extra small)
11. Quake LG 1v1 Rockets or Stralroom FS Dodge - 10 minutes optional *
Game specific aim training routines by Voltaic
KovaaK 2.0 - LG 1v1 Routine
Purpose
The routine provided is unorthodox in comparison to other published routines for a strong LG, and was put
together to help with issues players have when jumping into actual LG duels. Traditional Kovaak’s movement
scenarios can cause players to develop bad habits when it comes to LG dueling. These Traditional movement
scenarios tend to reward movement that makes a player much easier to hit. Practicing specifically as directed in
this routine, will help a player learn to dodge and aim independently to more efficiently deal damage to others
while avoiding damage themselves.
Disclaimer: This should supplement, not be a replacement for, 1v1 LG Practice with partners inside
Quake/Diabotical. The only movement scenarios that should be played for a high score are (Cycle Strafes Long,
Cycle Strafes Fast, and Close FS Quick Dodge).
1. Contains warm up exercises, so no warm up needed prior to starting the routine
2. Establishes independence between your right and left hands
3. Asks the player to focus on Dodging
What this routine does not do:
1. Focus on tracking for other Quake/Diabotical game modes outside of 1v1 LG/Shaft fights
a. TDM/Duel/Macguffin/Wipeout etc…
2. Teach Fundamental Strafe Aim (mirroring/anti-mirroring/half-sideways)
3. Teach Smoothness or Reactivity
Duration: 60 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSBINDINGMAROONWINDOW
1. Midrange Long Strafes V2 - 2 runs
2. Pole Long Dodge - 3 runs
a. Back up into a corner, focus on spamming Left and Right Strafe, and keeping the crosshair
centered
3. Anti-Mirror LS 360 Thin Robsai - 3 runs
a. Focus on being smooth and anti-mirroring these bots, get warm and DO NOT reposition
unless out of mousepad space. This scenario should start warming up your arm aim
4. Close LS Easy Dodge - 3 runs
a. Play this by holding left or right strafe and only left or right strafe for the entire bot. Switch
direction when you kill the bot. This should cause you to circle the bot
5. Cycle Strafes Long - 5 runs
a. The secret to this scenario is making sure you get a good movement score, and then tracking
the bot with your mouse hand independently of how you are moving. You need to learn
independence in your hands to help do better at hitting with LG while doing insanely good
dodging
6. Cycle Strafes Fast - 5 runs
7. Close FS Quick Dodge - 3 runs
a. Track the bot while strafing left and right very quickly. Try to get a perfect movement score.
Do not mirror this and cheese the scenario
8. Air UFO 10x - 1 run
a. We must throw in reactivity between the smooth tracking/hand independent scenarios and a
good score here also requires some smoothness in hitting a very difficult target
9. XY Tracking Dodge - 3 runs
Game specific aim training routines by Voltaic
a. From this point on the focus needs to be 60% Dodge - 40% hitting the target. Be erratic with
your dodges and make sure to use the whole room to dodge. Do not move in any predictable
manner, do not start strafe aiming to make the target easier to hit. The bot is easy to hit, so
you should still be able to get decent accuracy while focusing on erratic and random dodges
10. LG Duel 1v1 Diabotical - 5 runs
a. Again focus on dodging while you try to kill this bot. DO NOT PLAY THIS FOR SCORE. Try to
be very erratic with your dodges and put everything together to be reactive and smooth with
your tracking. If a bot spawns far from you, take the opportunity to practice the longer range
instead of +forwarding into the bot. If you are hitting above 50% accuracy through the
scenario, you are either insane or you are moving to maximize your accuracy instead of not
getting hit.
In-game
10-60 minutes
1. QC Unholy Trinity LG or All Weapon FFA or LG 1v1 Duels - 10-30 minutes
a. Start up a match and choose on of the above modes in a game of choice: Quake Live /
Diabotical / Quake Champions
b. You may choose to use LG only
2. Instagib or Rail 1v1 Duels - 10-30 minutes
a. Start up a match and do Instagib / Rail only duels in a game of choice: Quake Live / Diabotical /
Quake Champions
Game specific aim training routines by Voltaic
FORTNITE
Recommended FOV for Fortnite: 80 FN (TPS) or 103 ow (FPS) | routine vods
About this routine
The Fortnite routines below have similar movement speed or more challenging scenarios that are close to
in-game situations. Air 2 Smooth should help you learn to effectively and smoothly track a target that randomly
changes strafe directions. The other two air variants are excellent practice, because one is angled close and the
other one is angled further away so you can work on two distances and track without predicting. All the
smoothness scenarios are important for Fortnite, because Fortnite doesn’t really need that much reactivity as
there isn’t much dodging. Both B180T Sparky and patTargetShotgun are solid choices to learn to switch targets
quickly after eliminating one. Pasu should help with acquiring, reading and timing your clicks appropriately to hit
your targets efficiently. The static scenario should help with the most pure fundamental aiming drills. The hybrid
scenarios such as Air Infantry and FN Gliders 360 HS, can help you practice higher-ttk clicking, which requires
proper reading skills and consecutive timed clicks on the same target, which is common in Fortnite, but is often
neglected. The charge routines should help with the current Fortnite meta, because it introduces a new aiming
mechanic that most players are not familiar with. You have a choice to play the FPS version of the routine or the
TPS version, the latter feels closer to the game, but the former allows you to see more of the map and targets.
KovaaK 2.0 - Fundamental [First person]
Duration: 60-70 minutes | Copy & Paste share code underneath via Online Playlist tab on KovaaKs
Recommended FOV: 103
KOVAAKSBLINKINGMAUVENUNS
1. Air 2 Smooth or Air close long strafes or Air far long strafes - 10 minutes
a. Try Air Invincible and Air Invincible 2 for more effective practice, these bots are invincible
meaning you have to track them for 1 minute straight.
b. You can try Air 2 Smooth Invincible for more effective practice.
2. Thin Gauntlet or Smoothbot Invincible Goated or CLSI FN or MLS FNI - 10 minutes
a. Thin Gauntlet helps with pure smoothness
b. Smoothbot Invincible Goated to practice smoothness with some added verticality
c. Fortnite Gliders 360 Invincible for vertical smoothness
d. CLSI: stands for close long strafes invincible and should help you focus on pro-actively
tracking a close long strafing target for 1 minute straight. Play CLS if you struggle way too
much with endurance.
e. MLSI: stands for midrange long strafes invincible and should help you focus on pro-actively
tracking a close long strafing target for 1 minute straight. Play MLS if you struggle way too
much with endurance.
3. B180TI Sparky or FN Gliders 360 HS - 10 minutes
a. Try Fortnite Flyers to work on incoming flying enemies (FOV 80 fn)
b. FN Gliders 360 HS should help you with precisely tracking vertical targets
c. B180TI Sparky should help with pure smoothness
4. Bounce 180 Tracking Sparky or PatTargetShotgun - 10 minutes
a. Should help you with horizontal tracking and switches on airborne targets
b. Try Bounce 360T Sparky for more challenge
c. PatTargetShotgun FN: Slightly higher-ttk clicking targets with shotgun spread
5. 1wall5targets_pasu reload or Bounce 180 Sparky - 10 minutes
a. Try 1wall5targets_pasu slow if you struggle way too much
Game specific aim training routines by Voltaic
b. Try Bounce 360 Sparky for larger angles
6. 1w3ts - 10 minutes
a. Try to eliminate three targets spawning on a wide wall
b. Helps with pure smooth flicks
7. Air Infantry or Fortnite Gliders 360 HS - 10 minutes optional *
a. To work on hybrid (higher-ttk clicking) on vertical angles
b. Try Air Infantry small for more challenge
c. FN Gliders 360 HS: Use semi-auto weapons so you have to ‘time’ your clicks as well as track
targets
d. Helps with higher-ttk clicking
KovaaK 2.0 - Charge [First person]
You can change the playtime value to what you want it to be, it’s arbitrary. These scenarios use the same
mechanic that Aimer7 and Kroader introduced in their Charge Shotgun Routine .
3
The settings used for the charge shotgun:
The charge time is 1 seconds and the delay between shots is 1 seconds as well.
Duration: 30 minutes | Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSBLOOMINGMAXIMUMBLUEFALLDAMAGE
1. Charge - Pasu - 10 minutes
a. Track the bot and release the charge at the right time
2. Charge - B180 Sparky - 10 minutes
a. Track and read the target, you can pre-charge and hit the target during the arc motion
b. Try Charge Bounce 360, for larger angles
3. Charge - PatTargetShotgun - 10 minutes
a. Quickly switch from one target to another and try to maximize your damage output, you could
for instance practice pre-charging just before hitting the target
3 You can choose whichever one you prefer to play
Game specific aim training routines by Voltaic
KovaaK 2.0 - Fundamental [Third person]
Duration: 60-70 minutes | Copy & Paste share code underneath via Online Playlist tab on KovaaKs
Recommended FOV: 80 Fortnite
KOVAAKSBOMBINGMEDIUMTELEPORT
1. Air 2 Smooth FN or Air 1 FN or Air 2 FN - 10 minutes
a. Try Air 1i FN and Air 2i FN for more effective practice, these bots are invincible meaning you
have to track them for 1 minute straight.
b. You can try Air 2 Smooth Invincible FN for more effective practice.
2. Thin Gauntlet FN or Smoothbot Invincible Goated FN or CLSI FN or MLSI FN - 10 minutes
a. Thin Gauntlet FN helps with pure smoothness
b. Smoothbot Invincible Goated FN to practice smoothness with some added verticality
c. Fortnite Gliders 360 Invincible for vertical smoothness
d. CLSI FN: stands for close long strafes invincible and should help you focus on pro-actively
tracking a close long strafing target for 1 minute straight. Play CLS FN if you struggle way too
much with endurance.
e. MLSI FN: stands for midrange long strafes invincible and should help you focus on
pro-actively tracking a close long strafing target for 1 minute straight. Play MLS FN if you
struggle way too much with endurance.
3. B180TI Sparky FN or FN Gliders 360 HS - 10 minutes
a. Try Fortnite Flyers to work on incoming flying enemies (FOV 80 fn)
b. FN Gliders 360 HS should help you with precisely tracking vertical targets
c. Bounce 180 TI FN should help with pure smoothness
4. B180T Sparky FN or PatTargetShotgun FN - 10 minutes
a. Should help you with horizontal tracking and switches on airborne targets
b. Try Bounce 360T Sparky FN for more challenge
c. PatTargetShotgun FN: Slightly higher-ttk clicking targets with shotgun spread
5. Pasu FN or B180 Sparky FN - 10 minutes
a. Try Pasu FN slow if you struggle way too much
b. Try Bounce 360 Sparky FN for larger angles
6. Wide Wall 3 Targets Small FN - 10 minutes
a. Try to eliminate two targets spawning in a third-person environment
b. Helps with pure smooth flicks
7. Air Infantry FN or FN Gliders 360 HS - 10 minutes optional *
a. To work on hybrid (higher-ttk clicking) on vertical angles
b. Try Air Infantry small FN for more challenge
c. FN Gliders 360 HS: Use semi-auto weapons so you have to ‘time’ your clicks as well as track
targets
d. Helps with higher-ttk clicking
Game specific aim training routines by Voltaic
KovaaK 2.0 - Charge [Third person]
Duration: 30 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSBOBBINGMEDIUMCAMP
1. Charge - Pasu FN - 10 minutes
a. Track the bot and release the charge at the right time
2. Charge - B180 Sparky FN - 10 minutes
a. Track and read the target, you can pre-charge and hit the target during the arc motion
b. Try Charge - Bounce 360 FN, for larger angles
3. Charge - PatTargetShotgun FN - 10 minutes
a. Quickly switch from one target to another and try to maximize your damage output, you could
for instance practice pre-charging just before hitting the target
In-game
You don’t have to do all of these, below are some in-game alternatives or options to train both your aim and
other in-game mechanics. These in-game practice options aren’t going to exactly isolate your mouse control, but
will instead train everything at once (weapon control, movement, game-mechanics et cetera).
10-60 minutes
1. FN Aim duels - 10-30 minutes
a. Start up a match in creative and play the FN Aim duel map by Raider, Zexrow or Kroader
2. MachineRite’s 1v1 map - 10-30 minutes
a. Start up a match in creative and play the 1v1 map made by MachineRite
b. Code: 5196-5134-9088
3. Box Fights - 10-30 minutes
a. Requires premade
4. Build Fights - 10-30 minutes
a. Requires premade
5. Zone Wars - 10-30 minutes
a. You can queue for this in creative or use customs
6. Turtle Wars - 10-30 minutes
a. Requires premade
7. Playground Fill - 10-30 minutes
a. You can queue alone
Game specific aim training routines by Voltaic
APEX LEGENDS
Recommended FOV for Apex: 90-110 source
VT APEX 2.0
This section is provided by Krascsi
ABOUT THIS ROUTINE
Brand new routine that includes tons of new scenarios that will challenge you to improve your aim in Apex. The
Apex routine below is effective practice, because it includes scenarios that are very closely related to in-game
situations. The new training provides easy scenarios for users just getting started with Apex and aim training,
Advanced scenarios that will be much harder but are great for fine tuning mechanics that you will use in game.
Due to Apex having many different weapons, and many different ranges for taking fights, we also have included
a category specific section where you can target types of aim that are issues for you e.g. close range strafe aim
fights.
DISCLAIMER
It’s important to keep in mind for Strafe Aiming scenarios, they are to be played to the specificity outlined
within the document. Not doing so will have a significant direct impact on the benefits you’ll see from playing
these scenarios, it’s important to take the proper steps to getting the most out of your time training.
VT APEX 2.0 EASY
Recommended for Gold and above
COMPLETE FOCUS
Duration: 60-70 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSCHOKINGCLOSEBUG
1. Revolving Tracking Slow - 5 runs
a. Description: Improve your tracking by revolving around a static target.
b. How: Do your best not to reset and track the target for as long as possible.
c. Why: This helps work on your wide angle tracking, and in certain scenarios when you slide
around a target.
2. B180T Voltaic Regen - 5 runs
a. Description: Track a target with high ttk and regen that has a predictable arc pattern
b. How: Focus on being as smooth as possible when tracking the target.
c. Why: This helps you become more precise and helps you track targets that are jumping off of
buildings or high ground since they’ll usually have a predictable movement pattern when
falling.
3. Controlsphere 80% - 5 runs
a. Description: Track a gently small jumping dot as it flies around you at various distances and
speed.
b. How: Focus on being as smooth and precise as possible when tracking the target.
c. Why: Helps your precision tracking to help hit smaller targets in game.
4. Close Tappy Strafes Easy - 5 runs
Game specific aim training routines by Voltaic
a. Description: A rectangular, medium sized map with a single humanoid bot conducting strafes
that increase in difficulty on each elimination. The scenario timer starts at 30 seconds and
counts down, each bot elimination adds 14 seconds to the scenario timer.
b. How: Start off smoothly tracking the initial bots’ long strafes, and react to the occasional
jumps. As the bots progress to being more reactive, adjust your approach to deal with faster
strafes and more frequent jumps.
c. Why: The dodge patterns of the bots in this scenario are some of the most realistic you can
find in Kovaak’s. Realistic meaning that the strafes closely resemble the movement you may
see from an opposing player.
5. Close Fast Strafes Very Easy Invincible or CFSEI Thin Shotgun HS - 5 runs
a. Description: A rectangular, medium sized map with a single large invincible bot conducting
introductory level reactivity strafes. The scenario ends after sixty seconds elapse, scoring is
added for every point of damage given to the bot.
b. How: Focus on building reactivity fundamentals by focusing only on visual feedback, avoid
predicting strafes and follow the bot through its entire traversal.
c. Why: Understanding the basics of reactive strafes will aid significantly in your ability to track
enemies that are intentionally trying to move evasively.
6. PGTI Voltaic Slower - 40% or Smoothbot Voltaic Easy - 5 runs
a. Description: PGTI Voltaic Slower - 40%: Scenario that features a bot with a predictable yet
difficult to hit arc pattern at slower speed. Smoothbot Voltaic Easy: Track a cylinder shaped
bot as it flies around you at various distance and speed.
b. How: Focus on being smooth and precise against vertical angles on a relatively small target
c. Why: Great for improving your smoothness tracking. These tasks get you to start using most
of your mousepad, so you may find yourself on awkward parts of your mousepad you’ve
hardly used before.
7. Thin Aiming Long Invincible - 5 runs
a. Description: Thin horizontal moving cylinder that changes directions and is invincible.
b. How: Focus on being as smooth as possible and reacting quickly to the directional changes.
c. Why: Helps develop your horizontal smoothness tracking and partial reactivity at a beginner
level.
8. Vertical Smoothness Training Popcorn - 5 runs
a. Description: Features a target that moves exclusively vertically.
b. How: Focus on being precise without resetting your mouse often or at all if possible.
c. Why: Helps practice your vertical tracking and smoothness at an easier level.
9. Apex MLSI Headshot Click - 5 runs
a. Description: A midrange long strafing cylinder that strafes horizontally and has a headshot
multiplier and is invincible.
b. How: Carefully read the target’s movement and try to deal as much damage by exclusively
clicking the cylinder’s head.
c. Why: Specifically helps with precision and hybrid clicking in Apex, think of when you have to
use the wingman and a player is strafing in front of you.
10. Pasu 360 Reload Goated 2-Click Easy - 5 runs
a. Description: Multiple spheres on a 360 degree map that take two shots to be eliminated.
b. How: Carefully read the target’s movement and shoot each target twice to eliminate it, then
switch to the next one as fast as possible while maintaining a clean motion from one target to
another.
c. Why: Works on your precision and reading skills, helps with hitting targets with erratic
movement in Apex.
11. B180 Voltaic Easy - 5 runs
a. Description: Eliminate multiple small spheres that bounce and move in an arc motion on a
180 degree map.
b. How: Read the movement of each target carefully and move your mouse from one target
directly to another. Avoid unnecessary movements.
Game specific aim training routines by Voltaic
c. Why: This task helps with your reading, click-timing and precision skills on small but
predictable targets.
12. voxTargetSwitch Smooth - 5 runs
a. Description: Multiple sphere shaped bots that strafe at slow speed on a wide map and have
regenerative health.
b. How: Acquire a target, track it shortly and switch to the next target as fast as possible.
Always make sure to have the next target in mind. Make sure each and every switch is as
clean as possible.
c. Why: Helps with target acquisition and speed.
13. Close LS Easy Dodge - 5 runs optional*
a. Description: Full range of movement scenario with a long strafing target.
b. How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot
c. Why: I like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
14. Manwing Strafe Gallery Easy V3 - 5 runs optional*
a. Description: Scenario with multiple cylinder shaped bots that strafe horizontally. Targets have
headshot multipliers and movement scoring is present in this scenario.
b. How: Carefully read the target of each individual target and exclusively hit the target’s head
multiple times until it gets eliminated. Make sure you are moving at all times during your run,
practice doing strafes that both help your aim as well as strafes that throw off your aim for
optimal practice.
c. Why: Helps you develop your reading and hybrid clicking skills while moving. Specifically
helpful in situations where you need to strafe heavily and hit headshots with the Wingman or
other clicking weapons.
VT APEX 2.0 ADVANCED
Recommended for Diamond and above
VT APEX 2.0 COMPLETE FOCUS
Duration: 60-70 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSCHATFRAGGINGCHESTNUTTOPFRAG
1. Revolving Tracking - 5 runs
a. Description: Forced circle strafing while attempting to hit a stationary bot.
b. How: Keep the crosshair on the target by using your arm to smoothly track across your entire
mousepad. Do not reposition until you are forced to switch targets.
c. Why: Arm warm up scenario that will help with becoming more comfortable on all areas of
your mousepad, and understanding the physical mouse movements required to circle strafe a
target.
2. fuglaab180t or B180T Voltaic Regen - 5 runs
a. Description: Track a target with high ttk and regen that has a predictable arc pattern
b. How: Focus on being as smooth as possible when tracking the target.
c. Why: This helps you become more precise and helps you track targets that are jumping off of
buildings or high ground since they’ll usually have a predictable movement pattern when
falling.
3. Controlsphere - 5 runs
Game specific aim training routines by Voltaic
a. Description: Track a small gently jumping bot as it flies around you at varying distance and
speed.
b. How: Be smooth and react to the directional changes of the target. Try not to
overcorrect/overshoot.
c. Why: Improves your horizontal and vertical smoothness tracking.
4. Close Tappy Strafes - 5 runs
a. Description: A rectangular, medium sized map with a single humanoid bot conducting strafes
that increase in difficulty on each elimination. The scenario timer starts at 30 seconds and
counts down, each bot elimination adds 14 seconds to the scenario timer.
b. How: Start off smoothly tracking the initial bots’ long strafes, and react to the occasional
jumps. As the bots progress to being more reactive, adjust your approach to deal with faster
strafes and more frequent jumps.
c. Why: The dodge patterns of the bots in this scenario are some of the most realistic you can
find in Kovaak’s. Realistic meaning that the strafes closely resemble the movement you may
see from an opposing player.
5. Close Fast Strafes Easy Invincible or CFSE Thin Shotgun HS - 5 runs
a. Description: A rectangular, medium sized map with a single large invincible bot conducting
introductory level reactivity strafes. The scenario ends after sixty seconds elapse, scoring is
added for every point of damage given to the bot.
b. How: Focus on building reactivity fundamentals by focusing only on visual feedback, avoid
predicting strafes and follow the bot through its entire traversal.
c. Why: Understanding the basics of reactive strafes will aid significantly in your ability to track
enemies that are intentionally trying to move evasively.
6. PGTI Voltaic Slower - 60% or Smoothbot Voltaic - 5 runs
a. Description: PGTI Voltaic Slower - 60%: Scenario that features a bot with a predictable yet
difficult to hit arc pattern at slower speed. Smoothbot Voltaic Easy: Track a cylinder shaped
bot as it flies around you at various distance and speed.
b. How: Focus on being smooth and precise against vertical angles on a relatively small target
c. Why: Great for improving your smoothness tracking. These tasks get you to start using most
of your mousepad, so you may find yourself on awkward parts of your mousepad you’ve
hardly used before.
7. Thin Aiming Long Invincible - 5 runs
a. Description: Thin horizontal moving cylinder that changes directions and is invincible.
b. How: Focus on being as smooth as possible and reacting quickly to the directional changes.
c. Why: Helps develop your horizontal smoothness tracking and partial reactivity at a beginner
level.
8. Vertical Smoothness Training Popcorn Small - 5 runs
a. Description: Features a target that moves exclusively vertically.
b. How: Focus on being precise without resetting your mouse often or at all if possible.
c. Why: Helps practice your vertical tracking and smoothness at an easier level.
9. Apex MLSI Headshot Click - 5 runs
a. Description: A midrange long strafing cylinder that strafes horizontally and has a headshot
multiplier and is invincible.
b. How: Carefully read the target’s movement and try to deal as much damage by exclusively
clicking the cylinder’s head.
c. Why: Specifically helps with precision and hybrid clicking in Apex, think of when you have to
use the wingman and a player is strafing in front of you.
10. Pasu 360 Reload Goated 2-Click - 5 runs
a. Description: Multiple spheres on a 360 degree map that take two shots to be eliminated.
b. How: Carefully read the target’s movement and shoot each target twice to eliminate it, then
switch to the next one as fast as possible while maintaining a clean motion from one target to
another.
c. Why: Works on your precision and reading skills, helps with hitting targets with erratic
movement in Apex.
Game specific aim training routines by Voltaic
11. B180 Voltaic - 5 runs
a. Description: Eliminate multiple small spheres that bounce and move in an arc motion on a
180 degree map.
b. How: Read the movement of each target carefully and move your mouse from one target
directly to another. Avoid unnecessary movements.
c. Why: This task helps with your reading, click-timing and precision skills on small but
predictable targets.
12. voxTargetSwitch Smooth - 5 runs
a. Description: Multiple sphere shaped bots that strafe at slow speed on a wide map and have
regenerative health.
b. How: Acquire a target, track it shortly and switch to the next target as fast as possible.
Always make sure to have the next target in mind. Make sure each and every switch is as
clean as possible.
c. Why: Helps with target acquisition and speed.
13. Close LS Easy Dodge Thin - 5 runs optional*
a. Description: Full range of movement scenario with a long strafing target.
b. How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot
c. Why: I like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
14. Manwing Strafe Gallery V3 - 5 runs optional*
a. Description: Scenario with multiple cylinder shaped bots that strafe horizontally. Targets have
headshot multipliers and movement scoring is present in this scenario.
b. How: Carefully read the target of each individual target and exclusively hit the target’s head
multiple times until it gets eliminated. Make sure you are moving at all times during your run,
practice doing strafes that both help your aim as well as strafes that throw off your aim for
optimal practice.
c. Why: Helps you develop your reading and hybrid clicking skills while moving. Specifically
helpful in situations where you need to strafe heavily and hit headshots with the Wingman or
other clicking weapons.
VT APEX 2.0 CATEGORY SPECIFIC
Recommended for Diamond and above
VT APEX 2.0 CLICKING FOCUS
Duration: 60-100 minutes
KOVAAKSCLEARINGCLOSESTART
1. Apex MLSI Headshot Click - 5 runs
a. Description: A midrange long strafing cylinder that strafes horizontally and has a headshot
multiplier and is invincible.
b. How: Carefully read the target’s movement and try to deal as much damage by exclusively
clicking the cylinder’s head.
c. Why: Specifically helps with precision and hybrid clicking in Apex, think of when you have to
use the wingman and a player is strafing in front of you.
2. VoxTargetSwitch Click Heads - 5 runs
a. Description: Eliminate multiple static spheres on a wide map.
Game specific aim training routines by Voltaic
b. How: Acquire each target swiftly, click it and switch to the next target as fast as possible.
Always keep the next target in mind.
c. Why: This task improves target acquisition and speed.
3. Popcorn Voltaic Goated - 3 runs
a. Description: Full 360 degree map with small targets and predictable arc movements and
height variances.
b. How: Focus on hitting as many targets as possible while reading them and working on your
crosshair placement. Usually, you’ll want to go for targets that are at their apex and focus on
not reloading as much as possible.
c. Why: The larger targets make it easier for you to continue learning crosshair placement and
reading the bot’s pattern at an appropriate level.
4. Pasu 360 Reload Goated 2-Click Small - 5 runs
a. Description: Multiple spheres on a 360 degree map that take two shots to be eliminated.
b. How: Carefully read the target’s movement and shoot each target twice to eliminate it, then
switch to the next one as fast as possible while maintaining a clean motion from one target to
another.
c. Why: Works on your precision and reading skills, helps with hitting targets with erratic
movement in Apex.
5. Pasu 360 Reload Goated - 2 runs
a. Description: Read each target carefully, move your mouse in one smooth motion from one
target to another and click with minimal corrections.
b. How: Read each target carefully, move your mouse in one smooth motion from one target to
another and click with minimal corrections.
c. Why: This task helps with your reading, clicking timing and precision skills.
6. B180 Voltaic - 5 runs
a. Description: Eliminate multiple small spheres that bounce and move in an arc motion on a
180 degree map.
b. How: Read the movement of each target carefully and move your mouse from one target
directly to another. Avoid unnecessary movements.
c. Why: This task helps with your reading, click-timing and precision skills on small but
predictable targets.
7. 1w2ts Perfected - 3 runs
a. Description: 1w2ts features consists of a wall and 2 small static targets that will instant
spawn upon being eliminated.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
8. Pasu Voltaic Easy - 4 runs
a. Description: Read each target carefully, move your mouse in one smooth motion from one
target to another and click with minimal corrections.
b. How: Read each target carefully, move your mouse in one smooth motion from one target to
another and click with minimal corrections.
c. Why: This task helps with your reading, clicking timing and precision skills.
9. 6wall18targets small reload - 2 runs
a. Description: 18 static targets that spawn on randomly on any of the 6 walls in the scenario.
b. How: Focus on keeping straight lines when going from target to target and making sure
you’re on the target before clicking to maintain precision. Focus on the next flick during the
micro corrections so you can be more prepared to land accurately on or near the target.
c. Why: Helps practice micro corrections, micro flicking, and cluster practice.
10. Manwing Strafe Gallery V3 - 5 runs
a. Description: Scenario with multiple cylinder shaped bots that strafe horizontally. Targets have
headshot multipliers and movement scoring is present in this scenario.
Game specific aim training routines by Voltaic
b. How: Carefully read the target of each individual target and exclusively hit the target’s head
multiple times until it gets eliminated. Make sure you are moving at all times during your run,
practice doing strafes that both help your aim as well as strafes that throw off your aim for
optimal practice.
c. Why: Helps you develop your reading and hybrid clicking skills while moving. Specifically
helpful in situations where you need to strafe heavily and hit headshots with the Wingman or
other clicking weapons.
11. Pasu Dodge Easy - 4 runs
a. Description: Read each target carefully, move your mouse in one smooth motion from one
target to another and click with minimal corrections.
b. How: Read each target carefully, move your mouse in one smooth motion from one target to
another and click with minimal corrections. Ensure that you keep moving during the entirety of
the scenario.
c. Why: This task helps with your reading, clicking timing and precision skills.
VT APEX 2.0 TRACKING FOCUS
Duration: 60 minutes
KOVAAKSCLICKINGCLUTCHKILLSTREAK
1. Revolving Tracking - 1 run
a. Description: Forced circle strafing while attempting to hit a stationary bot
b. How: Keep the crosshair on the target by using your arm to smoothly track across your entire
mousepad. Do not reposition until you are forced to switch targets
c. Why: Arm warm up scenario that will help with becoming more comfortable on all areas of
your mousepad, and understanding the physical mouse movements required to circle strafe a
target
2. B360TI Sparky Small Popcorn - 3 runs
a. Description: Track a small bouncing target around a 360 degree map
b. How: Focus on being smooth and precise against vertical angles on a relatively small target
c. Why: Great for improving your smoothness tracking. These scenarios get you to start using
most of your mousepad, so you may find yourself on awkward parts of your mousepad you’ve
hardly used before.
3. FuglaaXYZ Voltaic No Blinks small - 4 runs
a. Description: Track a bot that moves smoothly.
b. How: Read the movement of the bot and smoothly track it as it changes directions.
c. Why: Improves reading skills and tracking at various diagonal angles.
4. Controlsphere - 1 run
a. Description: Track a small gently jumping bot as it flies around you at varying distance and
speed.
b. How: Be smooth and react to the directional changes of the target. Try not to
overcorrect/overshoot.
c. Why: Improves your horizontal and vertical smoothness tracking.
5. Air Angelic 4 Voltaic Smaller - 5 runs
a. Description: Track a small sphere as it strafes erratically on both vertical and horizontal
angles.
b. How: Be smooth and react to the directional changes of the target. Try not to
overcorrect/overshoot.
c. Why: Improves your horizontal and vertical smoothness tracking.
6. Close Tappy Strafes - 3 runs
Game specific aim training routines by Voltaic
a. Description: A rectangular, medium sized map with a single humanoid bot conducting strafes
that increase in difficulty on each elimination. The scenario timer starts at 30 seconds and
counts down, each bot elimination adds 14 seconds to the scenario timer.
b. How: Start off smoothly tracking the initial bots’ long strafes, and react to the occasional
jumps. As the bots progress to being more reactive, adjust your approach to deal with faster
strafes and more frequent jumps.
c. Why: The dodge patterns of the bots in this scenario are some of the most realistic you can
find in Kovaak’s. Realistic meaning that the strafes closely resemble the movement you may
see from an opposing player.
7. Close Fast Strafes Easy Invincible - 1 run
a. Description: A rectangular, medium sized map with a single large invincible bot conducting
introductory level reactivity strafes. The scenario ends after sixty seconds elapse, scoring is
added for every point of damage given to the bot.
b. How: Focus on building reactivity fundamentals by focusing only on visual feedback, avoid
predicting strafes and follow the bot through its entire traversal.
c. Why: Understanding the basics of reactive strafes will aid significantly in your ability to track
enemies that are intentionally trying to move evasively.
8. Thinbot Plaza Raspberry Invincible v2 - 5 runs
a. Description: A rectangular prism shaped map with a 360 degree viewing angle, occupied by
a single thin and cylindrical bot conducting a mixture of long and short strafes throughout the
map.
b. How: Attempting to predict bot movement on this scenario, as with most reactive scenarios,
will most likely end with you throwing your crosshair off of the bot. Avoiding this will allow
you to properly take advantage of the bot’s longer strafes when it does them.
c. Why: A slightly more intense test of reactivity designed to further reactive fundamentals
you’ve learn, but on a more difficult to hit target in both size and movement.
9. PGTI Voltaic Slower - 60% & PGTI Voltaic Slower - 80% - 2 runs
a. Description: PGTI Voltaic Slower - 60%: Scenario that features a bot with a predictable yet
difficult to hit arc pattern at slower speed.
b. How: Focus on being smooth and precise against vertical angles on a relatively small target
c. Why: Great for improving your smoothness tracking. These tasks get you to start using most
of your mousepad, so you may find yourself on awkward parts of your mousepad you’ve
hardly used before.
10. Thin Aiming Long Invincible - 4 runs
a. Description: Thin horizontal moving cylinder that changes directions and is invincible.
b. How: Focus on being as smooth as possible and reacting quickly to the directional changes.
c. Why: Helps develop your horizontal smoothness tracking and partial reactivity at a beginner
level.
11. raspStrafes 360 Easy - 3 runs
a. Description: Map is a rectangular prism that covers a 360 degree viewing angle, with a single
invincible bot conducting small adjustment strafes, while floating throughout the map.
Scenario is complete when 60 seconds elapse.
b. How: The macro movement the bot takes over the course of a run is very slow and would
otherwise be smooth if not for it’s consistent strafes. This means tracking the bot on the whole
should be relatively simple if you focus on not overreacting to its adjustments.
c. Why: Builds reactivity principles while not being overwhelmingly difficult. Mouse control
elements learned in this scenario will serve as a backbone for feature reactive challenges.
12. RaspStrafesCata Invincible - 3 runs
a. Description: The player camera sits on an elevated platform separated from their target by a
small moat. The bot across from the player, has a dual elevation platform that can be
transitioned between by a single set of stairs.
b. How: Play this scenario with standard reactivity fundamentals with the exception of making
minor vertical adjustments if the bot chooses to use the stair way.
Game specific aim training routines by Voltaic
c. Why: This adds a slight variation on elements of reactivity you’ve already seen, while keeping
you honest by offering a dodge profile you’re presumably not accustomed to yet.
13. Reactive Dot Invincible - 3 runs
a. Description: Scenario map is a three dimensional oval containing a single spherical bot,
conducted long strafes with rapid direction changes on every axis.
b. How: The most difficult aspect of this scenario is not being caught off guard on the fast
direction changes, otherwise don’t be deterred by the three dimensional bot movement.
c. Why: Builds upon reactivity principles while also introducing depth to three dimensional aim
training.
14. Plaza Low Ground Sparky 50%HP - 3 minutes
a. Description: A tall and shallow rectangular prism shaped map, with the player camera on the
floor and a single bot conducting smooth medium paced angular strafes mixed with blinks.
b. How: Play this scenario how you would play the first bot from flicker plaza, reacting to it’s
strafes while constantly being prepared to make a large adjustment flick when it blinks. Make
sure the impact looking up has on your crosshair traversing your upper vision cone is minimal.
c. Why: In Apex you have to eliminate opponents from all sorts of positions, this includes being
beneath them.
15. Vertical smoothness training popcorn small - 2 runs
a. Description: Features a target that moves exclusively vertically.
b. How: Focus on being precise without resetting your mouse often or at all if possible.
c. Why: Helps practice your vertical tracking and smoothness at an easier level.
16. Pole long dodge extra thin - 3 runs
a. Description: Extremely simple scenario with a stationary pole as the target, and the ability to
move anywhere on the map
b. How: Ignore your score and the movement bar. Move however you want but keep your
crosshair on the target. Try to practice close and far distances. Move more erratically for a
more difficult challenge. If you are unable to move erratically and still hit a high %, keep
practicing this routine and coming back to the scenario.
c. Why: Being able to hit a stationary target while strafing in all directions with your keyboard
hand is a critical step. We must be able to do this before we can also start to hit a moving or
dodging target. A stationary target will also help you easily notice smoothness problems
when strafing in these directions, so be on the lookout for a jumpy crosshair.
17. Close LS Easy Dodge Thin - 2 runs
a. Description: Full range of movement scenario with a long strafing target.
b. How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot
c. Why: I like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
18. Revolving Tracking Strafes - 5 runs
a. Description: The map is shaped as three dimensional figure eight, with a transparent panel
separating both loops. Each loop has a bot conducting short fast strafes in the center while
the player automatically traverses the space with their back to the scenario wall.
b. How: Do your best not to reset and track the target for as long as possible.
c. Why: This helps work on your wide angle tracking, and in certain scenarios when you slide
around a target.
19. Anti-Mirror LS 360 Thin Robsai - 4 runs
a. Description: Anti-mirror floating thin targets that are relatively long TTK
b. How: Focus on being smooth and anti-mirroring these bots, get warm and DO NOT reposition
unless out of mousepad space.
c. Why: helps with anti-mirroring at somewhat vertical angles and will help identify and assist
with smoothness tracking problems
Game specific aim training routines by Voltaic
VT APEX 2.0 SWITCHING FOCUS
Duration: 34 minutes
KOVAAKSCLIPPINGCOBALTDOUBLEPUMP
1. Oblique Tracking Goated - 1 minute
a. Description: A rectangular prism shaped map with a single bot that cycles locations upon
each elimination. The bot will strafe at various diagonal angles and a semi-rapid pace, the
scenario ends after 60 seconds elapse.
b. How: The bots will strafe at even intervals, so it’s ok to become accustomed to the movement
pattern for the sake of making your fast strafes smoother. Make sure the transitions on each
strafe doesn’t throw you off.
c. Why: It’s important to be comfortable tracking at awkward angles, so you aren’t thrown off by
erratic movement. Starting the routine with fast strafes will make the transition into longer
smooth strafes in the latter portions of the routine feel easier as well.
2. fuglaab180t - 2 minutes
a. Description: A variation of the common Bounce 180 Tracking evasive switching scenario, but
the bots all have a much higher time to kill. The scenario completes after 60 seconds elapses,
score increases on each bot elimination.
b. How: The higher time to kill will force you to track most of the bots you kill through their
bounce, something that would otherwise be bad practice on standard Bounce 180 tracking
scenarios. Do not preemptively switch away from a bot before it’s eliminated.
c. Why: Verticality and long arc jumps are common enough in Apex where being familiarized
with that kind movement pattern is beneficial. Beyond this, switching fundamentals and
smoothness will always come in handy in a variety of mouse control situations.
3. Target Switching 360 Static Extra Thin - 4 minutes
a. Description: A 360 degree rectangular prism shaped map with three cylinder shaped bots
attached to the walls at random locations around you. Score is increased upon damage given,
and the scenario completes after 60 seconds elapse.
b. How: Prioritize completing every bot elimination before you switch, make sure you have your
next targets in mind. If your screen is devoid of targets a 180 degree turn will most likely yield
hidden bots.
c. Why: There are going to be situations where an opponent is in a location you did not
anticipate, or you need to get visual information on several locations consistently for an
extended period of time. Being able to look at a specific location in your entire 360 degree
cone at your discretion will let you reorient, and may even save your life a few times.
4. xenTargetSwitch - 3 minutes
a. Description: A tall rectangular prism shaped map with 6 spherical bots that conduct very
slow long strafes across the map.
b. How: All standard switching fundamentals come into play here: properly timing your
switches, completing each and every bot elimination, and landing your initial flick. The only
distinguishing factor is the extreme verticality of the map, which may require a higher fov such
as 125 Overwatch.
c. Why: Vertical adjustments are commonplace in apex, and due to the geometry of the player
camera mouse movements towards the top and bottom of a players “sphere of vision” feel
vastly different from what you may be used to.
5. voxTargetSwitch Smooth - 2 minutes
a. Description: Multiple sphere shaped bots that strafe at slow speed on a wide map and have
regenerative health.
Game specific aim training routines by Voltaic
b. How: Acquire a target, track it shortly and switch to the next target as fast as possible.
Always make sure to have the next target in mind. Make sure each and every switch is as
clean as possible.
c. Why: Helps with target acquisition and speed.
6. kinTS Voltaic mini - 4 minutes
a. Description: A smaller version of the evasive switching Voltaic benchmark, this scenario’s map
a spacious rectangular prism, with five bots.
b. How: Don’t be intimidated by the bots’ strafe pattern, while it may not be a straight line it’s
still very smooth and can be tracked in its entirety though you may find floor or ceiling bots to
be more difficult.
c. Why: This combines switching fundamentals that are most commonly built on speed
switching scenarios, with an evasive element that you will want to be prepared to face when
it comes to specific gunfights.
7. Skeet Tracking Goated smaller - 3 minute
a. Description: Focal point of the map is a window where four bots jump from varying heights
on either side of the window to the opposite side. Scenario completes when 60 seconds
elapse.
b. How: While it may be easier to focus on the apex of each bots path, try to master all points of
the arc the bot takes for good practice.
c. Why: The narrow window forces you to acquire bots and read their movement quickly, target
acquisition is an underrated aspect of mechanical ability that is distinguished amongst top
players.
8. Controlsphere TS - 5 minutes
a. Description: A rectangular prism shaped map with angular corners, covering a 180 degree
viewing angle occupied by four bots. Each bot moves in a compact, smooth evasive pattern
and the player’s score is increased with damage given.
b. How: Play as you would play the standard Controlsphere scenario but implement switching
fundamentals.
c. Why: Evasive switching is a staple of Apex as previously addressed in the kinTS description.
Reading movement after reorienting your sight picture is a must for success in high time to kill
shooters.
9. canTS - 3 minutes
a. Description: Scenario map is similar to 1wall5targets_pasu, but the bots health regenerates
if the player’s crosshair leaves the target before it’s eliminated.
b. How: In regeneration scenarios like this it’s more imperative than ever to prioritize completing
your eliminations before you conduct your timed switch to the next target. You may feel like
you’re missing more than you're accustomed to at first, but it's the nature of the scenario to
expose the details of your errors in tracking.
c. Why: Well executed smooth tracking on evasive targets will make weapon specific recoil the
only barrier between you and being able to effectively beam fast evading targets.
10. Bounce 180 Tracking - 3 minutes
a. Description: Eliminate multiple small spheres that bounce and move in an arc motion.
b. How: Read the movement of each target carefully and move your mouse from one target
directly to another. Avoid unnecessary movements.
c. Why: This task helps with your reading, click-timing and precision skills on small but
predictable targets.
11. patTargetSwitch Dodge 360 v2 - 4 minutes
a. Description: Multiple cylinder shaped bots that strafe horizontally and have headshot
multipliers.
b. How: Move during the entirety of the scenario and switch directions when the movement bar
is about to be full, acquire and track each target briefly. Go for headshots exclusively.
c. Why: Improves target acquisition, speed and strafe tracking.
Game specific aim training routines by Voltaic
VT APEX 2.0 STRAFE AIM FOCUS
Duration: 40 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSCOUNTERSTRAFINGCOPPERBLOOM
1. Revolving Tracking - 1 minute
a. Description: Forced circle strafing while attempting to hit a stationary bot
b. How: Keep the crosshair on the target by using your arm to smoothly track across your entire
mousepad. Do not reposition until you are forced to switch targets
c. Why: Arm warm up scenario that will help with becoming more comfortable on all areas of
your mousepad, and understanding the physical mouse movements required to circle strafe a
target
2. Rhombus Dodge - 3 minutes
a. Description: Track a horizontal moving sphere that is locked inside a Rhombus
b. How: Practice Mirroring, Anti-Mirroring, and erratic movement while tracking an easy to hit
target
c. Why: Warms up your keyboard and mouse hand getting in sync with movement and aiming
3. Pole long dodge extra thin - 3 minutes
a. Description: Extremely simple scenario with a stationary pole as the target, and the ability to
move anywhere on the map
b. How: Ignore your score and the movement bar. Move however you want but keep your
crosshair on the target. Try to practice close and far distances. Move more erratically for a
more difficult challenge. If you are unable to move erratically and still hit a high %, keep
practicing this routine and coming back to the scenario.
c. Why: Being able to hit a stationary target while strafing in all directions with your keyboard
hand is a critical step. We must be able to do this before we can also start to hit a moving or
dodging target. A stationary target will also help you easily notice smoothness problems
when strafing in these directions, so be on the lookout for a jumpy crosshair.
4. Revolving Tracking Strafes - 3 minutes
a. Description: Improve your tracking by revolving around a strafing target.
b. How: Do your best not to reset and track the target for as long as possible.
c. Why: This helps work on your wide angle tracking, and in certain scenarios when you slide
around a target.
5. Close LS Easy Dodge Thin - 2 minutes
a. Description: Full range of movement scenario with a long strafing target.
b. How: Play this by holding left OR right strafe, and only left or right strafe, for the entire bot.
Switch strafe direction when you kill a bot. This should cause you to circle the bot
c. Why: We like playing this scenario, in the described way, a bit more than revolving tracking
strafes because you learn how your own inputs with the keyboard and mouse will transition
your aim from mirroring to anti-mirroring a target. Be mindful of this transition into
anti-mirroring and circling the target.
6. Anti-Mirror LS 360 Thin Robsai - 2 minutes
a. Description: Anti-mirror floating thin targets that are relatively long TTK
b. How: Focus on being smooth and anti-mirroring these bots, get warm and DO NOT reposition
unless out of mousepad space.
c. Why: helps with anti-mirroring at somewhat vertical angles and will help identify and assist
with smoothness tracking problems
7. Rhombus Vertical Dodge - 2 minutes
a. Description: Full range of movement scenario while tracking a easy to hit vertical target
b. How: Practice moving in all directions while tracking the target
c. Why: Will help with vertical tracking a target while moving around the map
Game specific aim training routines by Voltaic
8. Hyperscape VT Dodge Easy - 2 minutes
a. Description: Track a blinking small target at extreme vertical angles
b. How: Ignore your score and work on moving all around the play area while tracking the
target, try to avoid strafing in ways that would also make you extremely easy to hit
c. Why: To practice movement while tracking a precise target on vertical angles
9. Pasu Dodge Track Pure - 3 minutes
a. Description: Track a small erratic dodging target around a 360 degree map
b. How: Ignore Score Practice anti-mirroring and erratic movements while tracking, DO NOT
mirror the target as much as possible
c. Why: Why this works
10. Manwing Strafe Gallery V3 - 3 minutes
a. Description: Scenario with multiple cylinder shaped bots that strafe horizontally. Targets have
headshot multipliers and movement scoring is present in this scenario.
b. How: Carefully read the target of each individual target and exclusively hit the target’s head
multiple times until it gets eliminated. Make sure you are moving at all times during your run,
practice doing strafes that both help your aim as well as strafes that throw off your aim for
optimal practice.
c. Why: Helps you develop your reading and hybrid clicking skills while moving. Specifically
helpful in situations where you need to strafe heavily and hit headshots with the Wingman or
other clicking weapons.
11. Pasu Dodge Easy - 3 minutes
a. Description: Read each target carefully, move your mouse in one smooth motion from one
target to another and click with minimal corrections.
b. How: Read each target carefully, move your mouse in one smooth motion from one target to
another and click with minimal corrections. Ensure that you keep moving during the entirety of
the scenario.
c. Why: This task helps with your reading, clicking timing and precision skills.
12. voxTargetClick Easy Strafe - 2 minutes
a. Description: Click very slow moving targets as you slowly move around a platform
b. How: Practice moving erratically while clicking targets as fast as possible maintaining an
85%+ accuracy
c. Why: Helps practice accurate clicking while moving
13. patTargetSwitch Dodge 360 v2 - 3 minutes
a. Description: patTargetSwitch but while moving on a 360 degree map
b. How: move erratically while trying to do as much damage as quickly as possible to all the
targets
c. Why: Will help you with dodging while quickly switching targets, as well as making large
flicks that are often in Apex matches
14. Close Range LG Duel - 4 minutes
a. Description: Track an fast dodging target around a very small map with full range of motion
b. How: Do not mirror the target for maximum score, please dodge as if you were attempting to
throw off your opponent's aim. work on anti-mirroring, quick direction changes, fakes, etc.
c. Why: Pure close range 1 on 1 tracking action. Great practice as long as your dodging is not
just mirroring
15. Stralroom FS Dodge - 2 minutes
a. Description: Track targets on different platforms as you are able to move around a single
platform
b. How: Track targets as best as possible, use movement to help your aim
c. Why: Learn how to kill erratic dodging targets at close and far distances that are confined into
a small dodging area
16. lgc3 Reborn Varied Thin - 1 minute
a. Description: Track targets that spawn in different areas around an arena style map
Game specific aim training routines by Voltaic
b. How: Do as much damage as possible while strafing in directions that do not make you an
easy to hit target. understand that knockback exists in this scenario but does not in flying
Apex targets
c. Why: Helps with hitting targets that are dodging in hallways or rooms.
17. Air Dodge - 1 minute
a. Description: Track large spheres that have different dodging profiles around a large map
b. How: hold +back for bots 1,3,5,7 so that you can avoid skybots.
c. Why: Do as much damage as possible and work on hitting targets pressuring you, as people
in apex love to W-key
VT APEX ORIGINAL
ABOUT THIS ROUTINE
The Apex routine below is effective practice, because it includes scenarios that are very closely related to
in-game situations, such as Close Long Strafes Headshot where you need to track a target smoothly and
deliberately focus on the head. Ground Plaza Sparky v3 also adds an important element like smooth tracking
with fast reacting to blinks and varying movement changes. Smoothness is always useful and helps you use the
right amount of tension so it’s easier to be precise. Both Plaza High and Low ground are optional, but can be
useful if you struggle when you’re angled at a disadvantage or advantage. The hybrid scenario Close Long
Strafes HST should help you focus on reading a target and constantly reacting to its direction changes, while
timing your clicks consecutively on the head in order to eliminate the target. Basic types of switching scenarios
should still be useful for Apex, because you learn to read targets, acquire them and switch quickly then
eliminate them efficiently. The clicking scenarios should apply to all the click-type weapons such as the
Wingman (hence why it’s called Manwing), Scout et cetera. Close Fast Strafes Easy Thin Shotgun, is especially
useful to make sure to line up your shots effectively, this is what Apex players tend to struggle with. Both the
movement type scenarios are useful so you can learn to take advantage of your movement to line up your shots
better.
APEX ORIGINAL ROUTINE
Duration: 60-100 minutes
KOVAAKSGEARINGFASTUFO
1. Ground Plaza Sparky v3 or Apex CLS Headshot - 10 minutes
a. Try GP Sparky Thin for more challenge
b. Try Apex CLSI Headshot or Apex MLSI Headshot or Apex MLS Headshot alternatively
(CLSI stands for Close Long Strafes Invincible and the MLSI stands for Midrange Long Strafes
Invincible)
c. Try Thin Gauntlet as an alternative to work on smoothness
d. Try VSS Close-Mid Long or VSS gpaio for more varied strafes
e. Try Midrange Fast Strafes Invincible or VSS GP9 to work on reactivity from further away
f. Try Midrange Long Strafes Invincible (Thin) or Close Long Strafes Invincible (Thin), as
these basic scenarios are still useful for Apex
2. Air no ufo no skybots or B180TI Sparky or Smoothbot Invincible Goated - 10 minutes
a. Try Air no ufo no skybots small for more challenge
b. Try Leap 180 Tracking Invincible as an alternative to B180
c. Try Smoothbot Unvincible Small Goated for more challenge
d. Try Air 2 Smooth to work on smoothness on both horizontal and vertical angles
e. Try the regular Air to work on more reactivity and vertical angles
f. Try Popcorn GTI to work on vertical smoothness and precision
3. Plaza High Ground Sparky or Plaza High Ground Easy - 5 minutes optional *
Game specific aim training routines by Voltaic
a. Focus on a target that’s angled on low ground and where you’re positioned on high ground
4. Plaza Low Ground Sparky or Plaza Low Ground Easy - 5 minutes optional *
a. Focus on a target that’s angled on high ground and where you’re positioned on low ground
5. Apex CLS Headshot Click or Apex MLS Headshot Click - 10 minutes optional *
a. Apex CLS(I) / MLS(I) Headshot Click: Focus on a higher-TTK target with headshots only
b. Try Apex CLSI Headshot Click or Apex MLSI Headshot Click
6. Bounce 180 Tracking Sparky or patTargetSwitch no reload or devTargetSwitch no reload - 10
minutes
a. Try Bounce 360T Sparky for more challenge
b. Try patTargetSwitch 360 for more challenge
7. 1wall5targets_pasu reload or Popcorn Sparky - 10 minutes
a. Try Popcorn Sparky Easy if you struggle way too much
b. Try 1wall5targets_pasu slow if you struggle way too much
c. Try Pasu small reload for more challenge
8. CFSE Thin Shotgun HS or CFSEI Thin Shotgun HS - 10 minutes
a. Go for headshots only and try to maximize your damage output
b. See cody’s guide on how to practice: CFSE Thin Shotgun
9. B180 Manwing Sparky or Bounce 180 Sparky - 10 minutes optional *
a. Try Vertical Hand Warmup small for verticality
b. Try Bounce 180 Manwing From Above for verticality
c. Try Manwing Microshot for micro flicks
d. Play the 360 version for larger angles if available
10. Manwing Strafe Gallery V3 or Close FS Dodge Manwing Nomag - 10 minutes optional *
a. Try Pasu Dodge ES for more challenge
11. Air Angelic Dodge or XY Tracking Dodge - 10 minutes optional *
a. Smaller and slower Air Dodge variant, for more precise type movement tracking
b. Play XY Tracking Dodge, if you still struggle too much with fundamental movement tracking
c. Try Close FS Easy Dodge if you want to work on mirror-type movement tracking
In-game
Firing range 1v1’s should be the closest to real game practice, as it involves the exact in-game player models,
weapon control, movement and game-mechanics, which are all essential for performance in-game.
10-60 minutes
1. Firing Range 1v1’s - 10-30 minutes
a. with 1 or 2 other people, load into the firing range and practice 1v1’s using whatever weapon
you want to focus on
b. remember to practice different scenarios such as short/medium/long engagements, different
angles of verticality, gibby dome fights, etc...
c. Note: you can quickly heal back up to full by pressing your map key and switching legends
Game specific aim training routines by Voltaic
OVERWATCH
Recommended FOV for Overwatch: 103 ow | routine vods
About this routine
The Overwatch routine below is effective practice, because it includes scenarios that are very closely related to
in-game situations, such as Popcorn GTI where you need to track a target precisely and accurately so you can
maximize your damage output. Ground Plaza Sparky v3 OW also adds an important element like smooth and
fast tracking with fast reacting to blinks and instant acceleration movement changes. This applies to heroes like
Soldier and Tracer. Smoothness is always useful and helps you use the right amount of tension so it’s easier to
be precise. Both Plaza High and Low ground are optional, but can be useful if you struggle when you’re angled
at a disadvantage or advantage. The hybrid scenario Air no ufo no skybots Click should help you focus on
reading a target and constantly reacting to its direction changes, while timing your clicks consecutively on the
target in order to eliminate it (McCree, Ashe, Ana etc.). Basic types of switching scenarios should still be useful
for Overwatch as well, because you learn to read targets, acquire them and switch quickly then eliminate them
efficiently. The clicking scenarios should apply to all the click-type heroes such as Widowmaker, McCree, Ashe,
Anna and even Reaper & Roadhog . All the movement type scenarios are useful so you can learn to take
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advantage of your movement to line up your shots better.
KovaaK 2.0
Duration: 60-90 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSBOTTINGMIDEGG
1. Ground Plaza Sparky v3 OW or CLS Headshot OW or MLS Headshot OW - 10 minutes
a. Try GP Sparky OW Thin for more challenge
b. Try CLSI Headshot OW or MLSI Headshot OW - (CLSI stands for Close Long Strafes
Invincible and the MLSI stands for Midrange Long Strafes Invincible)
c. Try Close Fast Strafes (easy) Invincible alternatives for more reactivity
d. Try Thin Gauntlet, Centering I, Centering II or Smooth Thin Strafes as alternatives to work
on smoothness
e. Try VSS Close-Mid Long or VSS gpaio for more varied strafes
f. Try Midrange Fast Strafes Invincible to work on reactivity from further away
2. Air Divine or Popcorn GTI or Smoothbot Invincible Goated - 10 minutes
a. Try Air no ufo no skybots small for more challenge
b. Try Air 2 Smooth to work on smoothness on both horizontal and vertical angles
c. Try Smoothbot Unvincible Small Goated for more challenge
d. Try Overhead Jumps to practice tracking a target that jumps over you
e. Try the regular Air to work on more reactivity and vertical angles
f. Try Popcorn GTI to work on vertical smoothness and precision
3. Plaza High Ground Sparky or Plaza High Ground Easy - 5 minutes optional *
a. Make sure to try these scenarios as High and Low ground scenarios are underrated and can be
quite common in-game
b. Focus on a target that’s angled on low ground and where you’re positioned on high ground
4. Plaza Low Ground Sparky or Plaza Low Ground Easy - 5 minutes optional *
a. Focus on a target that’s angled on high ground and where you’re positioned on low ground
5. Air no ufo no skybots small click or CLS Headshot Click OW or CLSI Headshot Click OW - 10
minutes optional *
4 The more precise you are the more pallets will hit, which will increase the damage output
Game specific aim training routines by Voltaic
a. Focus on higher-TTK targets by just clicking
b. Try Air no ufo no skybots click if the small version is too difficult
c. CLS(I) / MLS(I) Headshot Click: Focus on a higher-TTK target with headshots only
d. Try MLS Headshot Click OW or MLSI Headshot Click OW
e. Try Overhead Jumps Click to practice clicking against targets jumping over you
6. Bounce 180 Tracking Sparky or Air Dodge Target Switch - 10 minutes
a. Try Bounce 360T Sparky for more challenge
7. Popcorn Sparky or 1wall5targets_pasu reload - 10 minutes
a. Try Popcorn Sparky Easy if you struggle way too much
b. Try Popcorn Sparky NoReload if the original version is too difficult
c. Try 1wall5targets_pasu slow if you struggle way too much
d. Try Pasu small reload for more challenge
8. B180 Manwing Sparky or Skeet Clicking - 10 minutes
a. Try Vertical Hand Warmup small for verticality
b. Try Bounce 180 Manwing From Above for verticality
c. Try Manwing microshot for micro flicks
9. Manwing Strafe Gallery V3 or Close FS Dodge Manwing V2 nomag - 10 minutes optional *
a. Try Pasu Dodge ES for more challenge
b. Try Arc Dodge Click or Popcorn Dodge as alternatives
c. Try Pistol Strafe Gallery Sparky Small (Good version)
10. Air Angelic Dodge or XY Tracking Dodge - 10 minutes optional *
a. Smaller and slower Air Dodge variant, for more precise type movement tracking
b. Play XY Tracking Dodge, if you still struggle too much with fundamental movement tracking
11. LGC3 Reborn Varied OW or Arc Dodge - 10 minutes optional *
a. LGC3 Reborn with varied strafes based on Overwatch
b. Arc Dodge can be played for vertical smoothness
Game specific aim training routines by Voltaic
In-game
These game modes should provide decent aim practice outside matchmaking. Tryhard FFA puts you in a
situation with all the in-game angles. Aim Arena is constant shooting and the Custom Aim maps offer
KovaaK-esque scenarios to practice on all the different aiming styles.
10-60 minutes
1. Tryhard FFA - 10-30 minutes
a. Search for “tryhard” in the server browser
b. Very good practice for realistic scenarios that includes verticality
2. Aim Arena - 10-30 minutes
a. Search for “aim arena” in the server browser
b. Alternatively you could play this in a 1v1 setting
c. Very little verticality (high or low-ground), but constant aiming/shooting
3. Custom Aim maps - 10-30 minutes
a. There are a few decent custom maps made for aim training inside Overwatch
b. You can find some of the codes on this website:
https://workshop.codes/search/aim%20training
Game specific aim training routines by Voltaic
CALL OF DUTY & BATTLEFIELD
Recommended FOV for Call of Duty: 90-110 source | routine vods
Recommended FOV for Battlefield: 90-110 source | routine vods
About this routine
The Call of Duty & Battlefield routine makes use of mostly switching scenarios with a few clicking scenarios.
This is because Call of Duty and Battlefield don’t have any type of dodge in them, and the targets are all
low-ttk. For this reason a large selection of the scenarios are all switching scenarios . The switching scenarios
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help working on improving target acquisition and speed, to effectively and efficiently take out targets as fast as
possible. Most basic switching scenarios are useful for this reason. The 360 version offers larger angles, which
are often replicated in-game. The clicking scenarios help with target acquisition, fundamental aiming drills
(straight and smooth motion) and pure click-timing.
KovaaK 2.0
Duration: 60 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSGHOSTPEEKINGFEDMONSTER
1. Bounce 360T Sparky or Target Switching 360 Thin - 10 minutes
a. Try Bounce 180 Tracking Sparky if this is too hard
b. Try Target Switching 360 or Target Switching 360 Static if this is too hard
2. patTargetSwitch 360 or Pokeball Frenzy Auto Small 60s - 10 minutes
a. Try patTargetSwitch if this is too hard
3. kinTargetSwitch 360 no reload or patTargetSwitch v2 - 10 minutes
a. Try kinTargetSwitch no reload if this is too hard
4. devTargetSwitch goated no mag or Skeet Tracking Goated - 10 minutes
a. You may also try Skeet Tracking Goated Small
5. voxTS Voltaic or Floating Heads 50% Health - 10 minutes
a. Try voxTargetSwitch 250% more hp for more challenge
b. Try Floating heads 50% HP 400% for more challenge
6. 1w3ts or 1w4ts reload - 10 minutes
a. Focus on hitting as many targets
b. Try the TE version if the small targets are too difficult
c. This is especially helpful to train your longer flicks
d. Play voxTargetClick or patTargetClick to practice reading clicking skills
e. Alternatives to these scenarios: 1w2ts reload, 1w6ts reload & small dot frenzy
7. Reactive Clicking - 10 minutes optional *
a. Acquire a target then click it and move to it again to finish it before it escapes
5 Switching scenarios still require tracking, but the time-to-kill is not high enough for it to be considered a tracking scenario.
The primary objective of the scenario is to eliminate as many targets as possible, by efficiently taking down each target and
then switching to the next ones.
Game specific aim training routines by Voltaic
HYPER SCAPE
Recommended FOV for Hyper Scape: 103 ow | routine vods
About this routine
The Hyper Scape routine below is effective practice, because it includes scenarios that are very closely related
to in-game situations, such as Popcorn GTI where you need to track a target precisely and accurately so you can
maximize your damage output. Ground Plaza Sparky v3 also adds an important element like smooth and fast
tracking with fast reacting to blinks and varying movement changes. This applies to weapons like Ripper, Harpy
and Hexfire. Smoothness is always useful and helps you use the right amount of tension so it’s easier to be
precise. Both Plaza High and Low ground are optional, but can be useful if you struggle when you’re angled at a
disadvantage or advantage. The hybrid scenario Air no ufo no skybots Click should help you focus on reading a
target and constantly reacting to its direction changes, while timing your clicks consecutively on the target in
order to eliminate it (Riot One). The clicking scenarios should apply to all the click-type weapons such as Riot
One, Protocol and the Mammoth MK 1. The movement type scenarios are useful so you can learn to take
advantage of your movement to line up your shots better. Hyper Scape VT Dodge is excellent practice for
precision-esque tracking and reacting to abilities such as teleport or slam.
KovaaK 2.0
Duration: 60-90 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSBOUNCINGMIDNIGHTBLUEBRUSH
1. Smoothbot Invincible Goated or Ground Plaza Sparky v3 - 10 minutes
a. Try GP Sparky Thin for more challenge
b. Try Smoothbot Unvincible Small Goated for more challenge
c. Try Close Fast Strafes (easy) Invincible alternatives for more reactivity
d. Try Thin Gauntlet as an alternative to work on smoothness
e. Try VSS Close Mid-Long or VSS gpaio for more varied strafes
f. Try Midrange Fast Strafes Invincible to work on reactivity from further away
2. Popcorn GTI or Fountain Tracking or Slide&Bounce Tracking - 10 minutes
a. Try Popcorn GTI to work on vertical smoothness and precision
b. Try Vertical smoothness training popcorn small to train pure precise verticality
3. Air Divine or Air no ufo no skybots or Overhead Jumps - 10 minutes
a. Try Air no ufo no skybots small for more challenge
b. Try the regular Air to work on more reactivity and vertical angles
4. Plaza High Ground Sparky or Plaza High Ground Easy - 5 minutes optional *
a. Focus on a target that’s angled on low ground and where you’re positioned on high ground
5. Plaza Low Ground Sparky or Plaza Low Ground Easy - 5 minutes optional *
a. Focus on a target that’s angled on high ground and where you’re positioned on low ground
6. Air no ufo no skybots small click or CLS Headshot Click OW or CLSI Headshot Click OW - 10
minutes optional *
a. Focus on higher-TTK targets by just clicking
b. Try Air no ufo no skybots click if the small version is too difficult
c. Try Arc Dodge Semi to practice clicking on a higher-TTK target on vertical angles
d. CLS(I) / MLS(I) Headshot Click: Focus on a higher-TTK target with headshots only
e. Try MLS Headshot Click OW or MLSI Headshot Click OW
f. Try Overhead Jumps Click to practice clicking against targets jumping over you
7. Fountain ClickTiming or Slide&Bounce Sheriff or apa3’s Bounce House - 10 minutes
a. Helps to practice on vertical angles on falling targets
Game specific aim training routines by Voltaic
b. Wide Strafe Humanoid (Riot One) | Wide Strafe Humanoid, to practice specifically on
humanoid targets
8. Popcorn Sparky or Vertical Hand Warmup small - 10 minutes
a. Try Popcorn Sparky easy if this scenario is too difficult
9. Arc Dodge Click or Popcorn Dodge - 10 minutes
a. To practice movement while clicking a precise target on vertical angles
10. HyperScape VT Dodge or Arc Dodge - 10 minutes
a. To practice movement while tracking a precise target on vertical angles
b. Arc Dodge: is a movement version of Popcorn GTI, but slightly easier target and movement
requirement.
c. Play Arc Dodge if HyperScape VT Dodge is too difficult.
Game specific aim training routines by Voltaic
RAINBOW 6 SIEGE
Recommended FOV for Siege: 90 Vertical 1:1 (or check the #siege channel’s pins for FOV and Aspect Ratio
conversion help) | routine vods
This section is provided by Toast of War
About this routine
This basic routine provides a focus for each major aiming style that you’ll encounter when playing Rainbow 6
Siege for any skill level of player. The prioritizations of each genre of mouse control are ordered in such a way
that they flow seamlessly into one another to form a complete routine while still being entirely applicable to
Siege’s fundamental gunplay. Our thin tracking scenarios facilitate smoothness for situations when
room-clearing, peeking doorways, and following strafing enemies. The selected target switching options
strengthen the all-too-important ‘snap’ to a target that is required to gain the edge on an enemy during a
gunfight, or when multiple enemies are in your field of view. Our click-timing scenarios are varied in such a way
that they prioritize different situations with similar concepts. 1wall5targets_pasu provides less predictable
targets on a smaller field while the proceeding click-timing scenarios provide more predictable targets on a
significantly wider playing field. Lastly our static click-timing scenarios practice the most efficient pathing
between targets as quickly as possible for effective target transitioning and general mouse control.
KovaaK 2.0
Duration: 60 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSBUNNYHOPPINGMINIINTELLIGENCE
1. Thin Gauntlet V2 or Centering I - 10 minutes
a. Tracking is a non-dominant aiming style in Siege, but is incredibly useful for following heads,
tracing doorways while clearing angles, shooting drones, and overall smoothness
b. Focus on being as smooth as possible while tracking
c. Try the other Centering scenarios for faster strafing variations
2. PatTargetSwitch no reload - 10 minutes
a. A good blend of tracking and snapping to targets; practical for when you’re being pushed by
multiple enemies
b. Try to avoid bodies and only go for headshots while holding the fire button as much as
possible
c. Try DevTargetSwitch Goated for a lower FOV scenario with targets at a variable depth
3. voxTS Voltaic - 10 minutes
a. Similar to the previous target switching situation, but this time with a prioritization of speed
over tracking
4. 1wall5targets_pasu reload - 10 minutes
a. Useful for emulating the sporadic motion of a head on a moving player
b. Practice is most effective when played as accurately as possible without sacrificing speed
5. voxTargetSwitch Click or Floating Head Timing 400% - 10 minutes
a. Good for practicing wider range engagements with slow moving targets to strengthen
micro-adjustments
b. Focus on accuracy as much as possible
c. Try DevTargetSwitch 1shot for a lower FOV scenario with targets at a variable depth
6. 1w4ts reload or 1w3ts - 10 minutes
a. Practicing small static targets is beneficial for improving general click-timing mouse control;
practical for shooting utility or long range headshots
Game specific aim training routines by Voltaic
b. Prioritize having the most efficient and direct pathing when switching between your target
c. Try 1w3t or Wide Wall 6 Targets Small for wider angle movements on a larger FOV map
In-game
10-30 minutes
1. Terrorist Hunt - Single Fire only - 5-15 minutes
a. Choose any 3-speed 1-armor operator with your favored optic magnification (you can
alternate scope magnifications after each run if you desire)
b. Run any small Lone Wolf T-Hunt map (preferably Outback, Border, Coastline, Plane, etc.) on
your preferred game mode (Defuse has the most enemies per round) while on Normal
difficulty
c. Change your weapon’s fire mode to single-fire and run the T-Hunt with the intention of not
missing a single headshot
d. Play aggressively and put yourself in disadvantageous positions when engaging opponents;
do not worry about dying but rather being accurate
e. This is useful for practicing your first bullet accuracy
2. Terrorist Hunt - Full Auto - 5-15 minutes
a. Choose any operator with your favored optic magnification (preferably a different
magnification than when running single-fire only)
b. Repeat the previous process but with the intention of accurately switching between targets’
heads while full-auto spraying your weapon.
c. This not only practices your practical target switching, but also your recoil control with your
choice of weapon
- Keep in mind that while this is a mouse control routine, mechanics such as crosshair placement,
character movement, recoil control, etc. are just as important to practice when running T-Hunts.
Game specific aim training routines by Voltaic
DESTINY 2
Recommended FOV for Destiny 2: 101 overwatch
This section is provided by sini and pattycakes
About this routine
This routine is meant to complement your aim in Destiny 2. The tracking scenarios focus on smooth reactivity
and pure smoothness to make sure you are being conservative with your aim. The target switching scenarios are
covering large angles as well as smooth switches, to make sure you eliminate the target you’ve damaged. The
clicking scenarios will aid both your Hand Cannon and Shotgun aim, by offering drills that develop appropriate
habits, such as precise clicking, click-timing and target acquisition.
IN COLLABORATION WITH PATTYCAKES
KovaaK 2.0
Duration: 60-110 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSGLIDINGFLANKEDENTRYFRAGGER
1. Ground Plaza Sparky v3 or Flicker Plaza or FuglaaXYZ Voltaic - 10 minutes
a. Focus on being as smooth as possible while tracking
b. Try CFSI you can focus on more reactivity
c. Play Flicker Plaza to focus on a blinking target
d. Try the other Centering scenarios for faster strafing variations
2. Smoothsphere Voltaic or Smoothbot Goated Invincible or B360 TI Sparky - 10 minutes
a. Focus on being as smooth as possible while tracking
b. Try the smaller Smoothbot scenarios for more precise tracking
c. Try the B180 TIS Sparky for more precision
d. Try Popcorn GTI if you want even more precise Smooth tracking
e. Try Vertical Smoothness Trainer Popcorn if you want to train pure vertical tracking
3. GP Sparky TS v2 or PatTargetSwitch 360 no reload or Bounce 360 Tracking Sparky - 10 minutes
a. A good blend of tracking and snapping to targets; practical for when you’re being pushed by
multiple enemies
b. Try to avoid bodies and only go for headshots while holding the fire button as much as
possible
c. Try DevTargetSwitch Goated for a lower FOV scenario with targets at a variable depth
4. tamTargetSwitch smooth or voxTS Voltaic - 10 minutes
a. Similar to the previous target switching situation, but this time with a prioritization of speed
over tracking
b. Try tamTargetSwitch Smooth Hard if you want more challenge
5. Close Fast Strafes Shotgun - 10 minutes optional *
a. Useful for getting better at lining up shotgun shots on a fast strafing target
6. Pasu 360 Reload or Pasu 360 Reload Small or Destiny 2 Hand Cannon and Sniper v2 - 10 minutes
a. Useful for emulating the sporadic motion of a head on a moving player
b. Practice is most effective when played as accurately as possible without sacrificing speed
7. Pasu 3-Click v2 or Floating Head Timing 400% or voxTargetSwitch Click - 10 minutes optional *
a. Good for practicing wider range engagements with slow moving targets to strengthen
micro-adjustments
Game specific aim training routines by Voltaic
b. Focus on accuracy as much as possible
c. Try patTargetClick Destiny alternatively
d. Try DevTargetSwitch 1shot for a lower FOV scenario with targets at a variable depth
8. 1w4ts reload or 1w3ts - 10 minutes
a. Practicing small static targets is beneficial for improving general click-timing mouse control;
practical for shooting utility or long range headshots
b. Try ww3t Voltaic for easier difficulty and practicing a faster pace
c. Prioritize having the most efficient and direct pathing when switching between your target
d. Try 1w3t or Wide Wall 6 Targets Small for wider angle movements on a larger FOV map
9. Pistol Strafe Gallery Sparky Small or patTargetClick Dodge - 10 minutes optional *
a. To practice movement while clicking high-TTK fast moving horizontal targets
10. Psalmflick Strafing SRR - 10 minutes optional *
a. To practice clicking multiple evasive targets
11. Psalmflick Strafing Tracking - 10 minutes optional *
a. To practice tracking and switching to evasive targets
Game specific aim training routines by Voltaic
WARZONE - CALL OF DUTY
Recommended FOV for Call of Duty: 103-120 overwatch | routine vods
About this routine
The Call of Duty Warzone routine makes use of mostly high ttk
6
/regen switching scenarios, tracking, and a few
clicking scenarios. This is because Warzone has minimal movement, and the targets are mostly high ttk due to
the armor in Warzone. For this reason, a large selection of the scenarios are mostly switching and tracking
scenarios . The high TTK/regen switching scenarios improve target acquisition and the ability to maintain your
7
crosshair on a target. The clicking scenarios help with target acquisition, fundamental aiming drills (straight and
smooth motion) and pure click-timing.
To effectively play this routine, cycle through the scenarios everytime you play the routine. For example, if one
day you play tamTargetSwitch Smooth, play tamTargetSwitch control, etc.
RECOMMENDED BY STARSHIIPER
KovaaK 2.0
Recommended for Platinum and above New *
Duration: 60 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSBUYINGMOUNTEDDODGE
Some of the scenarios below are marked as Hybrid because it involves both Target Switching and Tracking
skills due to the health regeneration when targets are not tracked perfectly. This can dramatically increase the
time to kill based on your level of tracking.
1. tamTargetSwitch Smooth or tamTargetSwitch Control or Controlsphere - 4 minutes
a. Description: TamTargetSwitch Smooth is a scenario that involves small long strafing bots
that switch direction and regenerate health while firing at them. tamTargetSwitch Control is
the same as the former, but has bots that have shorter strafes and gently wiggle back and
forth.
b. How: tamTargetSwitch Smooth, tamTargetSwitch Control: Focus on smoothly tracking each
bot with as little jitter as possible before switching to the next one. Controlsphere: Focus on
precision and smoothness to track the bot to account for the variance in its strafes and
direction change.
c. Why: This helps with your Precision and ensures that you don’t leave a target before it is
eliminated. Useful for most Fully automatic weapons.
d. Increased Difficulty: Try tamTargetSwitch Smooth Hard or tamTargetSwitch Control Hard
2. kinTargetSwitch Small No Reload 300%HP - 4 minutes
a. Description: kinTargetSwitch Small No Reload is a scenario that involves small evasive
targets with a considerable amount of health. It is a tracking version of the original
kinTargetSwitch, but with smaller targets, increased health and no reload mechanics.
7 Switching scenarios still require tracking, but the time-to-kill is not high enough for it to be considered a tracking scenario.
The primary objective of the scenario is to eliminate as many targets as possible, by efficiently taking down each target and
then switching to the next ones.
6 TTK - Time To Kill
Game specific aim training routines by Voltaic
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one.
c. Why: This trains your reading skills, so that you can eliminate Precise and Evasive targets
better.
3. canTS or canTS Smooth Hard - 4 minutes
a. Description: canTS is a scenario that involves diagonally moving targets that regenerate
health when you start shooting them.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your reading skills, so that you can eliminate Precise and Evasive targets
better, especially on diagonal angles.
4. voxTargetSwitch Smooth - 4 minutes
a. Description: voxTargetSwitch Smooth is a scenario that involves slow, low-ttk and long
strafing targets. Targets regenerate health if not tracked perfectly.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: This trains your Target Acquisition Speed and Accuracy, so that you can switch targets
faster and more accurately.
5. FuglaaB180T or Bounce 360T Sparky - 4 minutes
a. Description: FuglaaB180t is a scenario that features small high ttk bots that have a
predictable arc pattern. Bounce 360T Sparky is a scenario that features larger bots with a
lower ttk and predictable arc pattern but spawn all around the player making it 360 degrees.
b. How: For FuglaaB180t, focus on tracking the bot’s arc as smoothly and precisely as possible
since there is a high ttk. For Bounce 360T Sparky since the ttk is low, focus on target
acquisition by quickly switching between targets after eliminating them.
c. Why: The Purpose of these scenarios is not too mimic the movement patterns in-game, but to
increase your control for smoothly tracking targets with a predictable trajectory
6. psalmTrack Voltaic - 4 minutes
a. Description: psalmTrack Voltaic is a scenario that involves multiple vertical and diagonal
moving targets.
b. How: Focus on smoothly tracking each bot with as little jitter as possible before switching to
the next one. Try to make smooth and clean motions that land directly from one target to
another.
c. Why: Improves your Reactive Tracking skills, specifically with more vertical moving targets.
This also trains your Target Acquisition ability versus Evasive targets.
7. Glider Goated or FN Gliders 360 HS Invincible - 4 minutes
a. Description: Glider Goated is a scenario where you track the bots going through the sky
towards you on invisible gliders. The bots are invincible and glide from the top to the bottom
then disappear and respawn. FN Gliders 360 HS Invincible features a single bot that is small
and glides top to bottom and vice versa that features long diagonal strafes.
b. How: For both of these scenarios, focus on precision and smoothness by committing to the
direction the bot is going and tracking it in one smooth motion rather than multiple small
ones. If the bot changes direction, react quickly to the change of direction.
c. Why: By doing these exercises,
8. Close Long Strafes Warzone - 4 minutes
a. Description: Close Long Strafes Warzone involves a long strafing cylinder shaped bot that
strafes exclusively horizontally, the target has a head hitbox so that players can focus on head
level tracking.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones. Go for headshots only.
Game specific aim training routines by Voltaic
c. Why: This ensures that you are able to track Close and Long strafing targets at head level. It
helps with both Precise and Reactive Tracking, specifically with fully automatic weapons.
9. Kindaclose Mid Strafes HS or Kindaclose Mid Strafes Humanoid HS - 4 minutes
a. Description: Kindaclose Mid Strafes HS involves a close to midrange horizontally strafing
bot, it is cylinder shaped. The target has a head hitbox so that players can focus on head level
tracking.
b. How: Focus on the target so that you can read its movement and react quickly to its direction
changes. Commit to the direction the bot is going and track it in one smooth motion rather
than multiple small ones. Go for headshots only.
c. Why: This ensures that you are able to track Close and Long strafing targets at head level. It
helps with both Precise and Reactive Tracking, specifically with fully automatic weapons.
10. Fountain Tracking Easy or PGTI Voltaic Easy - 4 minutes
a. Description: Fountain Tracking involves a platform where small spheres rain down from
above like a fountain. PGTI Voltaic is a scenario with a tiny sphere that bounces up with a tall
arc trajectory.
b. How: Fountain Tracking: track each individual target with as little jitter as possible, switch
quickly from one target to another in one smooth motion. PGTI Voltaic: Track the bot as
smoothly as possible, try to steady your aim once you’re on target.
c. Why: To train Precision versus predictable overhead targets, like targets that parachute or
skim above above your head, specifically for headshot accuracy.
d. Increased Difficulty: Try Fountain Tracking or PGTI Voltaic
11. Pasu Voltaic Chicken or Tamspeed 2bps or B180 Voltaic Chicken - 4 minutes
a. Description: Pasu Voltaic Chicken is a clicking scenario with erratic moving targets on a
single wall, tamspeed 2bps is a semi-fast clicking scenario with 2 targets down a hall that
strafe left and right, B180 Voltaic Chicken is a horizontal clicking scenario with bouncing
targets of various height
b. How: With Pasu Voltaic Chicken and B180 Voltaic Chicken, you should focus on timing of
your clicks, don't spam click, as well as your next target. for tamspeed 2bps you should
always have your next target in mind so practice clicking and switching to you next target as
fast as possible.
c. Why: Helps with Basic Target Acquisition, Reading and Click-Timing with click-based
weapons on Warzone. Tamspeed is good for oneshot hits switching from one target directly to
another
d. Increased Difficulty: Play Tamspeed 2bpes
12. Pokeball Frenzy Auto Small 60s or Reflex Poke-Micro++ Regenerating Goated - 4 minutes
a. Description: Pokeball Frenzy Auto Small 60s is a scenario with multiple small pokeball
shaped spheres. The bots are all static and respawn immediately upon being eliminated.
Reflex Poke-Micro++ Regenerating Goated: Reflex based Pokeball Scenario.
b. How: Pokeball Frenzy Auto Small 60s: hold down during the entirety of the scenario, switch
from one target directly to another. Use a smooth motion, with as little micro correcting as
possible. Reflex Poke-Micro++ Regenerating Goated same as before.
c. Why: Helps with precision and Speed target acquisition skills, a good way to build up
fundamental habits and make clean switches from one target to another.
13. 1w2ts reload smallflicks - 4 minutes
a. Description: Static sphere scenario with 2 small targets to switch between
b. How: Make clean lines that land from one target directly onto the next one
c. Why: Helps with small flicks and focuses on small micro adjustments
14. Floating Heads Timing 400% - 4 minutes
a. Description: Tiny floating spheres that strafe in one direction for long periods of time
b. How: Make clean lines that land from one target directly onto the next one
c. Why: This scenario should help with sniping and precise marksmanship guns
15. Reactive Clicking Hard - 4 minutes*
Game specific aim training routines by Voltaic
a. Description: Reactive Clicking Hard is a scenario that features bots that are static prior to
clicking them, then when you do, the bot moves in any direction and you must click it again in
order to eliminate it completely.
b. How: React quickly to the change of direction of the bots after clicking them.
c. Why: Reactive Clicking Hard helps to recognize the movement direction of a target quickly
Additional Scenarios
*Not mandatory, change the duration to your liking
1. Revolving Tracking - 4 minutes*
a. Description: A scenario where you will be dealing as much damage as possible while your
character is being moved in an infinite eight-shaped carousel
b. How: Focus on being smooth and using a lot of your mousepad to keep your crosshair on the
target through the entire forced circle strafe. Do not reposition your mouse until you switch
circles/targets.
c. Why: This scenario will help you with being comfortable and smooth outside of the center of
your mousepad or your comfort zone.
2. Apa3’s Bounce House or Air Invincible Bounce House - 4 minutes*
a. Description: In this scenario you are being bounced around in a cube
b. How: Apa’s Bounce House: The objective is to eliminate as many fast strafing air bots as
possible. Air Invincible Bounce House: The objective is to deal as much damage as possible,
try to avoid lifting your mouse for the best practice.
c. Why: These scenarios will help you track targets independently from how you are moving,
and can assist to help you learn to track fast strafing targets from uncomfortable hand/arm
positions.
3. Close LS Easy Dodge - 4 minutes*
a. Description: Movement scenario where you will track a long strafing bot at close to mid range
b. How: Move and Strafe while dealing as much damage as possible to eliminate each target
effectively. Mix up your own dodge patterns, and don’t mirror the bot all the time.
c. Why: Tracking practice where you control the movement.
In-game
30 minutes
This can be used as training if you don’t own KovaaKs or as a warm-up method in general. The amount of
matches is arbitrary, feel free to change it to fit your needs. We recommend not to spend more than 30 minutes
on in-game training, because the in-game practice methods do not isolate your training enough.
1. Plunder Mode - 1-3 matches
a. Description: Plunder Mode is a gamemode in Warzone, in this mode, teams drop into a race
to collect as much in-match Cash as possible by raiding Supply Boxes, eliminating opponents,
completing Contracts or by controlling Cash deposit locations throughout the map.
b. How: Use the guns and loadouts that you want to practice with, prioritise Airborne Targets for
more vertical training. Focus on headshots exclusively in order to train your Precision. In
addition, try to switch targets quickly and efficiently (Speed), by moving your mouse in one
smooth motion from one target to another.
c. Why: Plunder Mode has far less down time as there are plenty of targets on the map to shoot.
This is because you and your opponents can spawn back in upon death and with 200 players
on the map, there should be no issues with finding targets to shoot. Lastly, you can train both
your Evasive and Speed Switching skills, as well as your Precise and Reactive Tracking skills
using this mode
2. Custom Game - 1-3 matches
a. Description: If you own the Multiplayer mode you can boot up a Custom Game and add bots
to practice against. We recommend using a small map and as many targets as possible.
Game specific aim training routines by Voltaic
b. How: Focus on exclusively headshotting all the targets and quickly acquiring each and every
target. Adjust the bot’s health to anything between 100-200 (150 is a good baseline). The
more health you give the bots the more tracking-heavy it becomes. The less health you give
the bots the more switching-heavy it becomes. Use settings that accommodate what you
want to work on (note that in-game practice methods are limited).
c. Why: Custom Games have far less down time than the actual game, due to the smaller map
and being able to spawn back upon death. With Higher TTK bots you can focus more on your
Precise and Reactive Tracking Skills and with Lower TTK bots you can focus on your Speed
Switching Skills.
Game specific aim training routines by Voltaic
SPLITGATE
Recommended FOV for Splitgate: 103-120 overwatch
About this routine
This routine involves multiple switching scenarios to start off so you can work on your speed and evasive target
switching. This helps when you quickly need to eliminate a target and need to switch to another that is
mid-strafe (for instance when using the AR). It also includes dynamic clicking scenarios with hard to hit patterns
that offer more challenges as you’ll be able to focus on your target acquisition as well as your reading skills
(useful for when you use any clicking weapon such as the Pistol, Sniper and Shotgun). In addition we’ve added a
brand new subcategory of aiming scenarios called multiclicking, these scenarios involve higher-ttk clicking
targets. In these scenarios you have to click a target at least 3 times before it gets eliminated. The multiclicking
scenarios are the favourites of this routine, as it closely resembles the type of aiming you need to be good at in
Splitgate. Finally, we included some tracking scenarios to improve your reactivity, so you can track targets that
make sporadic movements or change directions often in their strafes as well as some precision tasks to improve
your precise tracking skills (mostly useful for fully automatic weapons such as the AR; the reactivity and
precision can also help with other weapons).
RECOMMENDED BY VT PUNK
KovaaK 2.0
Playable at any level New *
Duration: 60 minutes - Copy & Paste share code underneath via Online Playlist tab on KovaaKs
KOVAAKSCALLINGNARROWBFG
1. voxTargetSwitch 360 - 10 minutes
a. Description: Multiple sphere shaped bots that strafe at slow speed on a 360 degree map
b. How: Acquire a target, track it shortly and switch to the next target as fast as possible.
Always make sure to have the next target in mind. Make sure each and every switch is as
clean as possible by having clean straight lines.
c. Why: Helps with target acquisition and speed
2. siniTS - 10 minutes
a. Description: Multiple sphere shaped bots at varying distances that strafe swiftly with instant
accel and slight forwards and backwards movement.
b. How: Acquire a target, track it shortly and switch to the next target as fast as possible.
Always make sure to have the next target in mind. Make sure each and every switch is as
clean as possible by having clean straight lines.
c. Why: Helps with target acquisition and switching skills against targets that are mid-strafe.
3. siniTS 360 - 10 minutes
a. Description: Multiple sphere shaped bots at varying distances that strafe swiftly on a wide
map
b. How: Acquire a target, track it shortly and switch to the next target as fast as possible.
Always make sure to have the next target in mind. Make sure each and every switch is as
clean as possible by having clean straight lines.
c. Why: Helps with target acquisition and switching skills against targets that are mid-strafe.
4. Sini Click - 10 minutes
Game specific aim training routines by Voltaic
a. Description: Multiple sphere shaped bots at varying distances that strafe swiftly with instant
accel and slight forwards and backwards movement.
b. How: Focus, read and click on each target individually and switch to the next one as fast as
possible. Always make sure to have the next target in mind. Make sure each and every switch
is as clean as possible.
c. Why:
5. Pasu 360 Voltaic - 10 minutes
a. Description: Five medium to small sized spheres that move diagonally on a 360 degree map
b. How: Focus on reading the movement of each target carefully move your mouse in one
smooth from one target to another and click with minimal to no micro-correcting
c. Why: Helps with your reading, click-timing and precision skills on targets that move and
change directions sporadically.
6. Sini Multiclick - 10 minutes
a. Description: Multiple sphere shaped bots at varying distances that strafe swiftly on a wide
map
b. How: Focus, read and click 3 times on each target individually and switch to the next one as
fast as possible. Always make sure to have the next target in mind. Make sure each and every
switch is as clean as possible.
c. Why: Helps with reading, target acquisition and high-ttk clicking skills on targets that are
mid-strafe.
7. Pasu 3-Click Angelic - 10 minutes
a. Description: Two medium to small sized spheres that move diagonally that require 3 clicks to
eliminate.
b. How: Focus, read and click on each target 3 times individually and switch to the next one as
fast as possible. Always make sure to have the next target in mind. Make sure each and every
switch is as clean as possible.
c. Why: Helps with reading, target acquisition and high-ttk clicking skills on targets that are
strafing.
8. Floating Heads Timing 400% 3-Click - 10 minutes
a. Description: Multiple small fast horizontal moving targets on a 180 degree map
b. How: Focus on reading the movement of each target carefully move your mouse in one
smooth from one target to another and click 3 times one each individual target with minimal
to no micro-correcting
c. Why: Helps with your reading, high-ttk click-timing and precision skills on fast long strafing
targets that are small.
9. Ground Plaza Voltaic Invincible 5 - 10 minutes
a. Description: A cylinder shaped bot that strafes quickly horizontally and has varying strafes.
The bot will make stops occasionally throughout the run.
b. How: Focus on the target to the best of your ability, read its movement and react to its strafes
and stops accordingly. Try to match the target’s movement to the best of your ability.
c. Why: Helps with your reading, target acquisition and reactivity skills
10. B180TI Sparky - 10 minutes
a. Description: A sphere shaped bot that bounces up in arc motion with vertical bias
b. How: Focus on carefully reading the sphere’s motion and try to match it precisely by tracking
it while being as steady as possible
c. Why: Helps with your reading and precision tracking skills
11. Smoothbot Voltaic - 10 minutes
a. Description: Track a cylinder shaped bot as it flies around you at various distance and speed.
b. How: Track the target as precisely as possible by not tensing your wrist and smoothly tracking
the bot. Do your best to minimize the amount of times you reset your mouse.
c. Why: This scenario helps practice your 360 tracking and precise tracking. This scenario also
teaches you how to use most of your mousepad when tracking a target, and tracking at
awkward angles.
Game specific aim training routines by Voltaic
Credits
Below are people who have provided feedback or have assisted in creating these routines, including some trivial
information to understand why their help is valuable:
● sini
○ Owner of Voltaic and this document
○ Responsible for all sections, unless otherwise specified
○ Grandmaster II on aim training benchmarks
○ Surrounded by good players to receive feedback and learn
○ Decent amount of experience / hours per FPS genre
○ Benchmark system & coaching
● Krascsi
○ Helped create the entire Apex Legends 2.0 Routine
○ Coach for Voltaic
○ Scenario concepting
● Whisper
○ Knowledgeable and analytical aim training mentor
○ Recorded a lot of the routine vods
○ Scenario creator
○ Grandmaster II on aim training benchmarks
○ Created most of scenarios that didn’t exist yet
● bardOZ
○ Competitive Valorant Player
○ Former Ascended on Aim Benchmarks
○ World-record holder in static scenarios on KovaaK 2.0
○ Created the entire bardOZ Advanced VALORANT section
● huekk
○ Former competitive Fortnite player
○ Scenario creator
○ Helped with creating a bunch of scenarios
● Empyrean
○ Grandmaster II aim training rank
○ Assisted and created many of the scenarios in the Apex Legends 2.0 routine
○ Edited all the Routines and Playlists for the Apex 2.0 routine
○ Assisted in creating the Warzone routine and writing its descriptions
● Hasin
○ Master Complete aim training rank
○ Assisted in creating the Warzone routine and writing some of its descriptions
● pattycakes
○ Destiny 2 competitive player
○ Content creator
○ Contributor / collaborator for the Destiny 2 section
● StarshiipeR
○ Content Creator
○ Warzone Player
○ Provided feedback on the Warzone routine
● MrChang
○ Master aim training rank
○ Suggested some of the scenarios for the Warzone routine
○ Recorded most of the routine vods for the Warzone Routine
● Viscose
○ Suggested some of the scenarios for the Warzone routine
Game specific aim training routines by Voltaic
● Crunchy
○ Professional Valorant Player (Rank 1 Radiant)
○ Tons of FPS Experience
○ Mythic and Grandmaster aim training rank
○ Assisted bardOZ with scenario selection and provided feedback
● Zeeq
○ Mythic and master aim training rank
○ Rank 1 on most small dot scenarios on KovaaKs
○ Suggested a lot of underrated scenarios for Overwatch, Quake, Hyper Scape and Valorant
● Sarin
○ Scenario creator
○ Grandmaster on aim training benchmarks
○ Created some scenarios and has given good feedback
● HotRodRe
○ Former Tribes:Ascend Pro
○ Grandmaster on aim training benchmarks
○ Helped with mostly the Arena FPS section
● patys
○ Highly knowledgeable scenario creator
○ Surrounded by good players
○ Made most good KovaaK scenarios
○ Helped with the Arena FPS section
● Jaro
○ Apex Guru
○ Competitive apex player / pro
○ High masters aim training rank
○ Helped with the Apex section
● Masaato
○ Grandmaster aim training rank
○ Former competitive Fortnite player
○ Rank 1 on many notable tracking (and movement) scenarios
○ Suggested some of the CS / Valorant changes
● Toast of War
○ Siege Guru
○ Incredibly noob
○ Created the Siege section
● Ransom West
○ Grandmaster on aim training benchmarks
○ Helped with recording scenarios
● Rob
○ Former competitive Fortnite player / streamer
○ Former Rank 1 on KovaaKs: voxTargetSwitch
○ High Masters on aim training benchmarks
○ Suggested some of the Hyper Scape scenarios
● Tammas
○ Creator of Aimer7 Addendum
○ Routine / guide guru
○ Given good feedback and provided help
● Mana
○ Mythic and Grandmaster II aim training rank
○ Former competitive Diabotical player
○ Former competitive Fortnite player
○ Former competitive CSGO player
○ FaceIt level 10
Game specific aim training routines by Voltaic
○ 4.2K peak on Overwatch as hitscan
○ Radiant on Valorant
○ Competitive Valorant player
○ Decent suggestions for Overwatch and Valorant
● Tanner
○ Former Overwatch Pro
○ Radiant in Valorant
● Rallex
○ Former Eclipse on aim training benchmarks
● Scuezy
○ Former Ascended on aim training benchmarks
● Seral
○ Grandmaster on aim training benchmarks
○ Immortal 3 on Valorant
○ Former competitive Fortnite player
● Florence
○ Former Ascended on aim training benchmarks
○ Immortal 3 on Valorant
○ Former competitive Roblox player
● Tony
○ Mythic and Grandmaster aim training ranks
○ Diamond 3 on Valorant
○ 4.3K peak on Overwatch, not playing competitively
● Jab
○ Competitive Fortnite player
○ High Masters on aim training benchmarks
● Ins
○ Former Quake / Overwatch Pro
○ Master on aim training benchmarks
● Kariyu
○ Former competitive Fortinite player / semi-pro
● Cody
○ Knowledgeable and analytical aim training coach
○ Grandmaster and Master II on aim training benchmarks
○ 4.2K peak on Overwatch, not playing competitively
● Cookie
○ Former Ascended aim training rank
○ 4.5K peak on Overwatch as hitscan
● Kosei
○ Near-Ascended aim training rank
○ Immortal 3 Valorant
○ FaceIt level 10
● Nymach
○ Grandmaster aim training rank
○ Former Fortnite Pro
○ Former competitive CS player
○ FaceIt level 10
○ Immortal on Valorant
○ Competitive Valorant player
Game specific aim training routines by Voltaic