Tammas' Aim Training Routine Guide
Tammas' Aim Training Routine Guide
Important change this patch, the intended difficulty of each level is now different
from what it was previously. Below is a very well-made visual illustrating the
difference of difficulty of each level. This change was made to bring this guide more
in line with the difficulty levels of the Sparky guide and Benchmarks.
Before After
Feel free to ask me questions or make suggestion, my discord handle is Tammas#3731 v1.9.1
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Guide structure
Categories
There are three major categories and one semi-major category of scenarios in Kovaaks, these are Tracking, Target
Switching, Click Timing and Movement Aiming.
These will be colour coded as such; blue is Tracking, red is Click Timing and purple is Target Switching.
Movement Aiming scenarios still occupy one of these three major categories and will instead be marked by an underline.
For example; gp 1 Invincible is a Tracking scenario, Wide Wall 6 Targets is a Click Timing Scenario, kinTargetSwitch is a
Target Switching scenario and Pasu Dodge Easy is a Click Timing Movement scenario.
Routine Categories
Much like scenarios there are also categories for the routines themselves, these can be seen as contemporaries to the
scenario categories, and as such there are routines for Tracking, Click Timing and Balanced.
Do note that a Balanced routine is not explicitly a Target Switching routine even though they share the same colour. That
being said someone following a Balanced routine will likely be better at Target Switching over other categories and will
likely have more Target Switching scenarios in their routine.
Duration / Time
It is assumed that you are playing in challenge mode and not free play, where you would do enough challenge runs to take
the specified amount of time. Most scenarios have a challenge time of 1 minute so for example 10 minutes of play would
be 10 challenge runs. To learn more read the “1-minute challenge exceptions” section on page 13.
In regard to Plaza style scenarios, just play however many runs is required to take the specified amount of time. If it takes
you 3 minutes to finish a run of Ground Plaza Easy and you are asked to play for 10 minutes, just play 3 (or 4) runs.
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Benchmarks
Below is a set of target high scores for a scenario in each category. Try each scenario as many times as you want and pick a
level and routine based on your performance. Note that the score targets are for your high score, not average. This is just
because tracking averages can be unreliable and tedious.
1wall6targets TE Bounce 180 Tracking Pasu Track Invincible v2
Complete Beginner <115 <40 <3000
Intermediate Beginner 115 to 128 40 to 45 3000 to 3600
Advanced Beginner 128 to 140 45 to 56 3600 to 4500
Sub-Intermediate 140 to 160 56 to 68 4500 to 5500
Intermediate 160 to 175 68 to 80 5500 to 6200
Advanced 175 to 195 80 to 90 6200 to 6900
Sub-Aimbeast 195+ 90+ 6900+
What level to start at
Where you start is up to you but the routines are designed to be appropriate to your skill level. I would generally suggest
meeting two of the score targets for a level to justify starting there. If you are lacking a fair bit in some categories
compared to others, I would also consider starting on the balanced routines to help you catch up.
Should I do the Tracking, Click-Timing or Balanced Routines?
Which type of routine you do depends entirely on what you want to focus on. Whether that is a particular game you want
to improve at, a type of weapon you want to improve at, or just whatever you feel you aren’t good at.
Overwatch is a good example of these variables, even though its one game there are a lot of very different characters.
Tracer and Soldier could be considered tracking-based characters, while Ashe, McCree and Widow could be considered
click timing. Balanced routines are for if you play a mix of both.
As an example;
Tracking = sustained rate of fire = Soldier76/Spitfire/Lightning gun
Click-Timing = Semi-auto = Shotguns/Snipers // ‘1-tap’ AR’s (AK/VANDAL)
balanced routines often put an emphasis on target switching since it incorporates elements of both tracking and clicking.
Generally tac shooters like CS/VAL are best practiced with Click-Timing routines. Most Battle royals and Team death
match games would be a mix of either balanced or tracking.
For most games, unless there is a very heavy focus on either low or high TTK (time to kill) it is hard to pin a specific
routine type to that game. Just go with something similar to your playstyle. I should also mention since some people ask. it
is only intended for you to do one of these routines, but you can do two a day if you want, I guess.
Legacy benchmarks
Meeting the score target for these qualifies as meeting the score target for that category of aim. At the moment this is just
Close Long Strafes Invincible which I wanted to replace since it is very biased against people who are playing on 60hz
monitors.
Legacy benchmarks Close Long Strafes
Invincible
Complete Beginner <10000
Intermediate Beginner 10000 to 12500
Advanced Beginner 12500 to 13800
Sub-Intermediate 13800 to 15200
Intermediate 15200 to 16400
Advanced 16400 to 17300
Sub-Aimbeast 17300+
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Sub-Intermediate Routines
If you haven’t yet, I would suggest looking at;
Extras and alternatives on page 2
After 5 to 8 weeks you should try the intermediate routine. If they feel too difficult then don’t feel forced to move on
Tracking Routine || Alternatives Time
Close Evasive 2 || Midrange Fast Strafes Invincible 10 mins
B180TSI Sparky || Fountain Tracking - Easy 8 mins
Bounce 180 Sparky Easy || Wide wall 6Targets 6 mins
Thin Gauntlet || Ground Plaza Easy 10 mins
Air NUNS AIO Medium || Fortnite Gliders 360 10 mins
1wall5targets_pasu Reload || 1wall 6targets small 6 mins
LG Pin Practice 360 || kinTS NR 10 mins
Extras
Close Evasive 3 Pasu Vert Track
Tamspeed 2bps Reflex Flick – Easy Reload Reflex Flick – Mini Reload
patTargetSwitch No Reload Cube Whoosh Easy
Intermediate Routines
If you haven’t yet, I would suggest looking at;
Movement/Dodge Scenarios on page 14
Since you are going to be doing this level for longer than the previous levels, I’m going to give you score targets to meet.
You Don’t need to meet all of the score targets, but you should try for a good handful, around four to eight scores should
be a good target.
Tracking Routine || Alternatives
Close Fast Strafes Invincible || Close Evasive 3 Ground Plaza No UFO
Thin Gauntlet || tamTargetSwitch Smooth Fortnite Gliders 360
Air II || Pasu Track Invincible v2 B180TSI Sparky
1wall5targets_Pasu Reload || patTargetClick Popcorn Sparky
kinTS NR || Bounce 180 Sparky Bounce 360 Tracking
voxTargetSwitch 250% more hp || psalmflick Strafing Tracking Skeet Tracking Goated
Extras
XY Tracking Dodge lgc3 Reborn Varied Easy LG Plaza Dodge Easy
Arc Dodge Bounce 360 Tracking Dodge Pistol Strafe Gallery Sparky
tamTargetSwitch Smooth Ground Plaza Sparky Quake Smoothbot Invincible Goated
1wall 6targets small Microshot Speed 2targets psalmflick Strafing SSR
tamTargetSwitch LR patTargetSwitch V2 Cube Whoosh Tracking
Tracking Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change.
Close Fast Strafes Invincible: 9600+ Close Evasive 3: 9800+
Ground Plaza No UFO: 99908+ Thin Gauntlet: 865+
Fortnite Gliders 360: 3500+ Air II: 838+
Pasu Track Invincible v2: 6200+ B180TSI Sparky: 3200+
1wall5targets_Pasu Reload: 120+ patTargetClick: 5600+
Popcorn Sparky: 200+ Bounce 180 Sparky: 83+
tamTargetSwitch Smooth: 27+ kinTS NR: 21000+
voxTargetSwitch 250% more hp: 138+ psalmflick Strafing Tracking: 60+
Clicking Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change.
Thin Gauntlet: 863+ Ground Plaza Sparky Quake: 872+
Air II: 835+
1wall 6targets small: 1100+ Wide Wall 6Targets: 127+
1w2t smallflicks 60s: 1400+ voxTargetSwitch Click: 93+
patTargetClick: 5700+ Tamspeed 2bpes: 87+
1wall5targets_Pasu Reload: 122+ Bounce 180 Sparky: 85+
psalmflick Strafing SSR: 82+ Popcorn Sparky: 210+
tamTargetSwitch Smooth: 26+ patTargetSwitch 360: 5550+
1wall6 Flick: 115+ voxTargetSwitch: 97+
Pokeball Frenzy Auto 1w6ts: 110+
Balanced Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change.
Ground Plaza Sparky Quake: 874+ Air II: 838+
Thin Gauntlet: 863+ Close Fast Strafes Invincible: 9500+
Pasu Track Invincible v2: 6200+ B180TSI Sparky: 3200+
1wall5targets_Pasu Reload: 120+ 1wall 6targets small: 1075+
voxTargetSwitch Click: 92+ psalmflick Strafing SSR: 82+
patTargetClick: 5600+ Microshot Speed 2targets: 242+
psalmflick Strafing Tracking: 60+ tamTargetSwitch LR: 35+
voxTargetSwitch: 97+ Bounce 360 Tracking: 61+
1wall6 Flick: 115+ kinTS NR: 21000+
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Advanced Routines
If you haven’t yet, I would suggest looking at;
Movement/Dodge Scenarios on page 14
As with Intermediate you do not need to meet all the score targets, but you should try to get a good amount of them,
around a half to a full dozen is a good goal to set.
Tracking Routine || Alternatives
Close Fast Strafes Invincible - Thin || Close Evasive 4 VSS GPAIO Flicker Plaza
Smoothbot Invincible Goated || tamTargetSwitch Smooth Hard Thin Gauntlet v2 5678
Air II Angelic+ || Popcorn Goated Tracking Invincible Bounce 180 Tracking Small
lgc3 Reborn Varied || Air Dodge II LG Plaza Dodge Close FS Dodge
Bounce TS Dodge Park || Ground Plaza patTargetClick PSGS Small
Leap 180 Tracking || psalmflick Strafing Tracking kinTS NR kinTargetSwitch small no reload
Extras
Lgc3 Reborn Varied Hard LG Plaza Dodge Hard XY Tracking Dodge Hard patTargetSwitch Dodge 360 v2
Fountain Tracking Air II Angelic Close Evasive 5 Pasu Track Invincible v2
Close Fast Strafes Shotgun patTargetClick Small 1shot Bounce CT Dodge Park pasu small reload
tamTargetSwitch Smooth Small kinTargetSwitch 360 Small No Reload Cube Whoosh Tracking 360
Tracking Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change.
Close Fast Strafes Invincible - Thin: 8400+ Close Evasive 4: 8600+
VSS GPAIO: 9400+ Flicker Plaza: 870+
Smoothbot Invincible Goated: 3550+ Thin Gauntlet v2 5678: ???
Air Angelic+ II: 850+ Popcorn Goated Tracking Invincible: 1300+
lgc3 Reborn Varied: 28700+ Air Dodge II: 135+
LG Plaza Dodge: ??? Close FS Dodge: 14800+
Ground Plaza: 865+
patTargetClick: 6600+ PSGS Small: 192000+
tamTargetSwitch Smooth Hard: 25+ Bounce 180 Tracking Small: 64+
Bounce TS Dodge Park: 7400+ Leap 180 Tracking: 47+
psalmflick Strafing Tracking: 64+ kinTS NR: 22300+
kinTargetSwitch small no reload: 15800+
Clicking Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change.
Popcorn Goated Tracking Invincible: 1250+ centering I: 9800+
1wall 6targets small: 1200+ Wide Wall 6Targets: 140+
Wide Wall 10 Extra Small: 85+ 1wall2targets TE: 146+
Popcorn Sparky: 260+ pasu small reload: 74+
Leap 180 Reload; 55+ Tamspeed 2bpes: 94+
patTargetClick Small 1shot: 4400+ Floating Heads Timing 400%: 2650+
PSGS Small: 195000+ Bounce CT Dodge Park: 8000+
Floating Heads 50% HP 400%: 2100+ tamTargetSwitch Smooth Small: 14+
1wall6 flick small+: 99+ devTargetSwitch Goated Small: 325+
Bounce 180 Tracking Small: 63+ voxTargetSwitch Small: 76+
patTargetSwitch Dodge 360 v2: 7900+
Balanced Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change.
Air Angelic+ II: 850+ Ground Plaza: 864+
Smoothbot Invincible Goated: 3500+ Close Fast Strafes Invincible - Thin: 8300+
Flicker Plaza: 868+ lgc3 Reborn Varied: 28700+
Air Dodge II: 133+
pasu small reload: 73+ Floating Heads Timing 400%: 2600+
Popcorn Sparky: 250+ patTargetClick: 6600+
psalmflick Strafing SSR: ??? PSGS Small: 195000+
Wide Wall 6Targets: 137+
Bounce 180 Tracking Small: 64+ psalmflick Strafing Tracking: 64+
1wall6 flick small+: 99+ kinTS NR: 22500+
Cube Whoosh: ??? voxTargetSwitch: 107+
patTargetSwitch Dodge 360 v2: 8000+ Bounce TS Dodge Park: 7400+
voxTargetSwitch 250%: 88+ tamTargetSwitch Smooth Hard: 25+
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How much of my arm should be on my desk? / Should I hover my arm above the pad?
As a starting point you should put your arm on the desk, at least your wrist and half your forearm, and lift your elbow
enough that you aren’t putting unnecessary weight near your point of rotation as doing so will hinder your ability to turn
smoothly. From there you can adjust as you see fit and figure out what works for you. Ideally only put enough of your
arm’s weight down that it doesn’t stop you from sliding your arm across the pad. Your elbow and the forearm near your
elbow can touch the pad, you just don’t want it to be too much weight or it will make it harder to move around smoothly.
In general; More arm weight = more stability, too much arm weight = Too much resistance when turning.
Less arm weight = easier to move, Too little arm weight = shoulder fatigue and a lack of control / stability.
Feel free to play around with having your arm further forwards or back, how far from your side your elbow is, how much
arm you use, etc… This is a pretty subjective part of aim training and what I have above is just a starting point to work
from.
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Motivational fatigue
It is important that aim training doesn't feel like a chore otherwise you won’t improve much during the time you spend
aim training. It is very easy to become jaded and complacent due to the effort and repetitiveness of aim training; this is a
common cause of plateaus in improvement. There are a few pieces of advice I can give you;
1) Re assess what aim training means to you and what your goals are. You very well might just not have the drive or find
enough enjoyment in the improvement process for aim training to feel worthwhile.
2) Try changing the way you divvy up your routine over the course of a day. You might enjoy the process more if you
practice for periods of 20 minutes or so multiple times over the course of the day until you finish however much you set
for yourself to do in a day. You could bounce back and forth between the scenarios you set for yourself to do, like 5
minutes of one, 5 of another etc and repeat until you have done however much you set out to do for each scenario.
3) Try different scenarios, You may find that what you are currently training on is stale or you are so familiar with the
process of those scenarios that it doesn't interest you. This is a large part of why alternating scenarios daily or however
often you like can be a good idea, keeping your routine engaging is an effective way to maintain interest.
4) It is worth understanding that a big part of becoming really good at any skill is overcoming the weight of your own
expectations. Any success will make you feel good, failing to see that success repeatedly fills you with doubt. This doubt
can lead you to become demotivated due to the lack of consistent reinforcement. You CAN however become very good at
anything you put your mind to, and that is the truth. Believing it and having faith in your ability to improve is the best
motivator you could hope for.
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Movement/Dodge Scenarios
Dodge scenarios can be identified by an Underline and will first show up in the Extra scenarios in Intermediate and then
the main routine in Advanced. Dodge scenarios will contain one or both of these scoring mechanics; Movement Score
and Distance Travelled. “Distance Travelled” is based entirely on how far you travelled during the challenge run, the
more you move the more score you get, so focus most of your attention on shooting while subconsciously strafing within
the space given to you. “Movement Score” on the other hand is a bit more involved, in a scenario that uses movement
score you will have a bar that fills up while you are strafing, when you changed directions you get given score equal to the
time spent filling the bar multiplied by a specified value. Note that the strafing durations and multipliers are decided by the
scenario’s creator. If the bar fills completely changing direction only gives you score based on the maximum time required
to fill the bar so change directions before it fills up. Changing too early will usually result in you getting a lower multiplier.
As long as you change directions while the bar is in the “good” section (green by default but you can change the colour in
the UI settings) you will get the maximum score, so don’t stress about when exactly you change direction as long as it’s
not immediately (i.e. don’t ADAD spam) and not while the bar is full. A good piece of advice I can give you is to go to the
sound settings and add a sound to the “MBS – Good” field near the bottom, I personally like bodyShot02 and headshot02
for this. That way you get audible feedback for when you changed directions at the right time, this helps with avoiding the
need to pay visual attention to the bar (you can even just turn the bar off in the UI settings).
Aimer7 also made this strafe aiming guide that has a truly impressive amount of technical information in it that you should
definitely consider reading. It also has some routines for learning how to strafe aim which are also worth trying.









