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Tammas' Aim Training Routine Guide

This document provides an overview and update to Tammas' Aim Training Routine guide. It outlines the different categories of scenarios (tracking, clicking timing, target switching) and levels of difficulty. Benchmarks are provided for each level to help assess your skills. Guidelines are given for which routine types (tracking, clicking timing, balanced) to choose based on your preferred games and playstyle. The full routines for complete beginners are then listed for both tracking and clicking timing.

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Vinicius Vieira
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0% found this document useful (0 votes)
740 views14 pages

Tammas' Aim Training Routine Guide

This document provides an overview and update to Tammas' Aim Training Routine guide. It outlines the different categories of scenarios (tracking, clicking timing, target switching) and levels of difficulty. Benchmarks are provided for each level to help assess your skills. Guidelines are given for which routine types (tracking, clicking timing, balanced) to choose based on your preferred games and playstyle. The full routines for complete beginners are then listed for both tracking and clicking timing.

Uploaded by

Vinicius Vieira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction and Guide Structure: Provides an overview of the training guide including patch note differences, guide structure, and scenario categories with examples.
  • Routine Benchmarks and Suggestions: Outlines benchmark scores and suggests routines and skill levels appropriate for various gaming scenarios.
  • Complete Beginner Routines: Introduces beginner-level routines focusing on basic tracking, click-timing, and balanced exercises with durations specified.
  • Intermediate Beginner Routines: Details intermediate routines aimed at expanding beyond beginner exercises with listed alternatives and time guidelines.
  • Advanced Beginner Routines: Offers advanced routines for beginners, guiding through more challenging scenarios and routine combinations.
  • Sub-Intermediate Routines: Features routines for players transitioning from beginner to intermediate, including extras and strategic alternatives.
  • Intermediate Routines: Focuses on solidifying intermediate skills with exercises to hit score targets and balance skill development.
  • Advanced Routines: Provides complex routines for advanced players aiming for high-score achievements and skills finesse.
  • FAQ, Advice & Theoretics: Offers advice on using the guide effectively with FAQs, and theoretical insights into training and gaming ergonomics.
  • 1-Minute Challenge Exceptions: Explains exceptions for 1-minute challenges amid routines and motivational advice for sustained training.
  • Movement/Dodge Scenarios and Progress Tracking: Discusses movement/dodge scenarios as an additional training component and how to track progress effectively.

P age |1

Tammas’ Aim Training Routine Addendum


This document now contains routines for all the levels from the first version of the guide.
You can find playlist files for the Complete beginner and intermediate beginner routines here. I
won’t make playlist files for the later routines because I would rather you pick and choose with
the alternative scenarios.
There is also now a patch notes document you can look at to see what changes have been made
to the guide. (The version number of this document is in the bottom right hand corner of this page).

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
Page |2

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.

Extras and alternatives


At the bottom of each routine are extra scenarios, these are scenarios you can add to the routine if you want to train for
longer or want an extra challenge or to work on something you feel you are lacking in. If for example if you were doing a
Click Timing routine but you feel you underperform in Tracking you might want to add extra Tracking scenarios to your
routine. In the later stages of this guide the extra scenarios will focus more on skills not covered in the main routine.
The Alternatives are scenarios you can choose to do instead of the first scenario in their row. The routines are set up so
that if you picked the first scenario in each row it would be an acceptable routine, but you should pick the scenarios that
you feel apply the most to what you want to improve at. That might be scenarios similar to the games you play, or
scenarios you aren’t very good at, or whatever motivating factor you might have. This could just be the scenarios you find
the most enjoyable. This structure will continue to be used further into the guide, although more alternatives will be
offered. As you progress further into the guide feel free to experiment with how you structure your routine, whether that
is doing multiple scenarios from one row, skipping a row entirely if you feel it isn’t applicable to you, and especially
changing which scenarios you do on some cycle, be that daily or weekly etc.

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.
Page |3

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+
Page |4

Complete Beginner Routines


Don’t feel bad for starting here, you will breeze through the first few levels anyway. You also shouldn’t worry about how
well you perform at this stage, just focus on getting a feel for the scenarios and your mouse. Do this stage for 1 week.
You can also retry the benchmarks at any time if you feel like it, you do not have to beat them to move on though.
Tracking Routine Time
Midrange Long Strafes Invincible 10 mins
Wide Wall 6Targets Jumbo 7 mins
air far long strafes 10 mins
Tile Frenzy 180 Strafing 4 mins
Kindaclose Long Strafes 10 mins
Vertical Long Strafes 4 mins
Bounce 180 Tracking Large 8 mins
1wall6targets TE 180 7 mins
Extras
Kindaclose Mid Strafes

Click-Timing Routine Time


Wide Wall 6Targets Jumbo 10 mins
Midrange Long Strafes Invincible 7 mins
Tile Frenzy 180 Strafing 8 mins
Vertical Long Strafes 4 mins
1wall2targets TE 6 mins
patTargetSwitch 90 easy 8 mins
Kindaclose Long Strafes 7 mins
5 Sphere Hipfire small 10 mins
Extras
Pokeball Frenzy Auto 1w6ts

Balanced Routine Time


Midrange Long Strafes Invincible 10 mins
Tile Frenzy 180 Strafing 8 mins
Target Switching 90 7 mins
Kindaclose Long Strafes 10 mins
5 Sphere Hipfire small 7 mins
Vertical Long Strafes 4 mins
Tile Frenzy 180 Strafing Tracking 7 mins
1wall6targets TE 180 7 mins
Extras
patTargetSwitch 90 easy
Page |5

Intermediate Beginner Routines


I would suggest looking at (if you haven’t yet);
1-minute challenge exceptions on page 13
Do this stage for 1 to 2 weeks or retry the benchmarks whenever you want. Like before doing the benchmarks isn’t a
requirement.
Tracking Routine Time
gp close long strafes 8 mins
B180T Sparky Easy 6 mins
Wide Wall 6Targets 8 mins
Cata IC Long Strafes Invincible 10 mins
Tile Frenzy 180 Strafing 200Prct Tracking 8 mins
Smoothness Trainer 6 mins
FuglaaXYVert Easy 4 mins
Tile Frenzy 180 Strafing Mixed 10 mins
Extras
Close Evasive 1 Vertical Long Strafes
CIC2LS
1wall5targets_pasu slow

Click-Timing Routine Time


Wide Wall 6Targets 10 mins
FuglaaXYVert Easy 4 mins
1w6ts reload 8 mins
patTargetSwitch easy 8 mins
Tile Frenzy 180 Strafing Mixed 8 mins
fuglaaXYLongstrafes 8 mins
1wall5targets_pasu slow 10 mins
Smoothness Trainer 4 mins
Extras
gp close long strafes Vertical Long Strafes
devTS Goated Easy
Bounce 180 Sparky Easy

Balanced Routine Time


gp close long strafes 8 mins
1w6ts reload 7 mins
FuglaaXYVert Easy 4 mins
devTS Goated Easy 8 mins
Microshot Speed 2targets 5 mins
B180T Sparky Easy 6 mins
1wall2targets TE 5 mins
Cata IC Long Strafes Invincible 10 mins
1wall5targets_pasu slow 7 mins
Extras
Close Evasive 1 Vertical Long Strafes
Tile Frenzy 180 Strafing 300Prct Tracking
Bounce 180 Sparky Easy
Page |6

Advanced Beginner Routines


If you haven’t yet, I would suggest looking at;
1-minute challenge exceptions on page 13
Extras and alternatives on page 2
After 3 to 4 weeks you can move on to sub-intermediate. Or give the benchmarks another shot whenever you think you
are ready for the next level. As long as the next level doesn’t feel too difficult you will be fine.
Tracking Routine || Alternatives Time
RexStrafesCata Invincible || air nuns easy 10 mins
1wall 6targets small || Microshot Speed 2targets 7 mins
Thin aiming long invincible || B180TI Sparky 7 mins
CIC2LS || LG Pin Practice 360 10 mins
Close Evasive 1 || Air NUNS AIO Easy 10 runs
1wall5targets_pasu slow 8 mins
Kindaclose Mid Strafes || VSS Close Long 8 mins
Extras
Ground Plaza Easy FuglaaXYVert
Bounce 180 Sparky Easy
Bounce 360 Tracking voxTargetSwitch 250% more hp

Click-Timing Routine || Alternatives Time


Wide Wall 6Targets || Pokeball Frenzy Auto TE Wide 10 mins
Cata IC Long Strafes Invincible || B180TI Sparky 8 mins
1wall 6targets small || Tamspeed 2bp 8 mins
patTargetSwitch No Reload || devTS Goated Easy 8 mins
Bounce 180 Sparky Easy || 1w2t smallflicks 60s 8 mins
Air NUNS AIO Easy 8 mins
1wall5targets_pasu slow 10 mins
Extras
Reflex Flick – Easy Reload 1wall5targets_pasu reload
Close Evasive 1 FuglaaXYVert
voxTargetSwitch 1wall6 Flick

Balanced Routine || Alternatives Time


RexStrafesCata Invincible || Kindaclose Mid Strafes 8 mins
Bounce 180 Sparky Easy || Wide Wall 6Targets 7 mins
CIC2LS || tamTargetSwitch Easy 8 mins
Thin aiming long invincible || B180TI Sparky 6 mins
1wall 6targets small || Tamspeed 2bp 7 mins
patTargetSwitch No Reload || 1wall6 flick 8 mins
1wall5targets_pasu slow 8 mins
Close Evasive 1 || air nuns easy 8 mins
Extras
Ground Plaza Easy FuglaaXYVert
1wall5targets_pasu reload
voxTargetSwitch Target Switching 360
Page |7

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

Click-Timing Routine || Alternatives Time


Wide Wall 6Targets || psalmflick 10 mins
Kindaclose Mid Strafes || B180TI Sparky 6 mins
1wall 6targets small || 1wall6flick 10 mins
patTargetSwitch 360 || Tamspeed 2bps 10 mins
Bounce 180 Sparky || voxTargetSwitch 10 mins
Air nuns easy || Thin Gauntlet 6 mins
1wall5targets_pasu Reload || Popcorn sparky easy 8 mins
Extras
Reflex Flick – Fair Reload Reflex Flick – Mini Reload
Close Evasive 2 B180TSI Sparky Pasu Vert Track
Pokeball Frenzy Auto 1w6ts devTargetSwitch Goated

Balanced Routine || Alternatives Time


Air NUNS AIO Medium || Ground Plaza Easy 10 mins
voxTargetSwitch 250% more hp || 1wall6flick 8 mins
Bounce 180 Sparky || psalmflick strafing SR 10 mins
Close Evasive 2 || 1wall5targets_pasu Reload 10 mins
Cube Whoosh Easy || Thin Gauntlet 8 mins
Popcorn sparky easy || B180TSI Sparky 6 mins
Pokeball Frenzy Auto TE Wide || 1wall 6targets small 8 mins
Extras
Fortnite Gliders 360 Pasu Vert Track Close Evasive 3
Tamspeed 2bps Reflex Flick – Easy Reload Reflex Flick – Mini Reload
devTargetSwitch Goated Air Target Switching 360 tamTargetSwitch LR
Page |8

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+

Click-Timing Routine || Alternatives


1wall 6targets small || Wide Wall 6Targets 1w2t smallflicks 60s
voxTargetSwitch Click || patTargetClick Tamspeed 2bpes
1wall5targets_Pasu Reload || Bounce 180 Sparky psalmflick Strafing SSR
Thin Gauntlet || tamTargetSwitch Smooth Ground Plaza Sparky Quake
patTargetSwitch 360 || 1wall6 Flick Air II
voxTargetSwitch || Popcorn Sparky Pokeball Frenzy Auto 1w6ts
Extras
Bounce 180 Dodge Pistol Strafe Gallery Sparky Pasu Dodge Easy
Air Dodge Sparky Bounce 360 Tracking Dodge patTargetSwitch Dodge 360 v2
B180TSI Sparky Fortnite Gliders 360 Close Evasive 3
Reflex Flick – Fair Reload Wide Wall 6Targets Pasu Reload Microshot Speed 2targets
ValTargetSwitch devTargetSwitch goated xenTargetSwitch
Page |9

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 || Alternatives


Ground Plaza Sparky Quake || Air II Thin Gauntlet
1wall5targets_Pasu Reload || 1wall 6targets small voxTargetSwitch Click
Psalmflick Strafing Tracking || tamTargetSwitch LR voxTargetSwitch
Close Fast Strafes Invincible || psalmflick Strafing SSR Bounce 360 Tracking
patTargetClick || 1wall6 flick Pasu Track Invincible v2
kinTS NR || B180TSI Sparky Microshot Speed 2targets
Extras
Bounce 360 Tracking Dodge Arc Dodge Switch patTargetSwitch Dodge 360 v2
Bounce 180 Dodge lgc3 Reborn Varied Easy Arc Dodge
Skeet Tracking Goated Fortnite Gliders 360 Close Evasive 3
Tamspeed 2bps Reflex Flick – Fair Reload Bounce 180 Sparky
patTargetSwitch V2 Cube Whoosh Pokeball Frenzy Auto 1w6ts

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+
P a g e | 10

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+

Click-Timing Routine || Alternatives


1wall 6targets small || Wide Wall 6Targets Wide Wall 10 Extra Small 1wall2targets TE
Popcorn Sparky || pasu small reload Leap 180 Reload Tamspeed 2bpes
patTargetClick Small 1shot || Floating Heads Timing 400% PSGS Small Bounce CT Dodge Park
Floating Heads 50% HP 400% || Popcorn Goated Tracking Invincible centering I tamTargetSwitch Smooth Small
1wall6 Flick Small+ || Reflex Micro++ Flick Reflex Flick – Hard Reload Microshot Speed Small 2 Targets
devTargetSwitch Goated Small || Bounce 180 Tracking Small voxTargetSwitch Small patTargetSwitch Dodge 360 v2
Extras
Pasu Dodge patTargetClick Dodge Air Dodge II Bounce TS Dodge Park
Thin Gauntlet v2 5678 Popcorn Goated Tracking Invincible Flicker Plaza
Psalmflick strafing ESSR 1w2tes Target Acquisition Flick Jumbo 1wall6Targets TE
devTargetSwitch 360 voxTargetSwitch tamTargetSwitch Control 1wall6 Flick
P a g e | 11

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 || Alternatives


Air II Angelic+ || Ground Plaza Smoothbot Invincible Goated Bounce 180 Tracking Small
pasu small reload || Floating Heads Timing 400% Popcorn Sparky patTargetClick
psalmflick Strafing Tracking || 1wall6 Flick Small+ KinTS NR Cube Whoosh
Close Fast Strafes Invincible - Thin || Psalmflick strafing SSR Flicker Plaza voxTargetSwitch
patTargetSwitch Dodge 360 v2 || Bounce TS Dodge Park lgc3 Reborn Varied PSGS Small
voxTargetSwitch 250% || tamTargetSwitch Smooth Hard Air Dodge II Wide Wall 6Targets
Extras
LG Plaza Dodge Pasu Track Dodge patTargetClick Dodge Bounce CT Dodge Park
Popcorn Goated Tracking Invincible Thin Gauntlet v2 5678 Close Evasive 4 Fountain Tracking
Microshot Speed Small 2 Targets Target Acquisition Flick Psalmflick strafing ESSR Jumbo 1wall6Targets TE
devTargetSwitch 360 kinTargetSwitch 360 Small No Reload Cube Whoosh Tracking 360

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+
P a g e | 12

FAQ, Advice & Theoretics


How do I get my Fortnite sense into Kovaaks? / Why does my Fortnite sense feel too fast?
Your Fortnite sense won’t feel the same in Kovaaks due to most scenarios being in first person. Your sense feels faster the
lower FOV you are on, and while setting your FOV to 80 Fortnite is technically the same angle of FOV, the different
perspective still results in seeing less of your surroundings. So it is generally recommended that you just play on 103
overwatch FOV since it is a more appropriate FOV for first person play (third person games usually have much lower
FOV to compensate for the perspective).
After that just set your sense scale to Fortnite percent and copy your sense from Fortnite. You can tweak it in kovaaks if it
still doesn’t feel right but don’t stress too much about it. The way aim training works doesn’t rely on your sense being
exact or identical.

Why is Edpi bad? / what is cm/360?


While Edpi (effective DPI, Sense * DPI) might work when talking to someone about a specific game, it is not very useful
when talking about sensitivity in general since it is not the same for all games. Instead of Edpi you should learn what your
sensitivity is in terms of cm/360 (inch/360, deg/mm, cm/rev). cm/360 is a measurement of how many centimetres of
horizontal mouse movement is required to rotate a full 360-degrees in game. You can find out what your sense is in terms
of cm/360 by using any of a number of sensitivity calculators, the best one I have found is this. Just choose your game,
enter your in-game sense and the DPI of your mouse and it will tell you what that is in cm/360. Whatever website you
used to find your cm/360 will (almost) always offer the ability to convert it to another game by telling you what sense you
would use in that game.

Why are the ratings bad for some of these scenarios?


Kovaaks uses Steam’s workshop ratings which are heavily biased towards scenarios with a high play count. Because of this,
well established scenarios that have been around for ages have much higher ratings than they deserve. This also causes a lot
of new players to come into Kovaaks and grind scenarios like Tile Frenzy and Ascended Tracking v3 regardless of flaws
with those scenarios. Basically the rating system is more a measure of popularity rather than quality.

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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1-minute challenge exceptions


When following a guide it is generally expected that you would be playing the scenarios in challenge mode, which usually
last one minute. Here is a list of ways and reasons a scenario might not just last one minute.
1. Time scale is a mechanic where the scenario runs slower (or faster) based on a multiplier set by the creator. So
even if the challenge timer says 1 minute it will be longer anyway. The two main scenarios that use this are
1wall5targets_pasu and Bounce 180 which take 1:26 and 1:10 minutes respectively. Fortunately for you, the
session timer was updated to not be affected by time scale in early 2020 so it will accurately reflect the amount of
time you have spent playing the scenario, although it will not tick back time if you reset a challenge run part way
through. You can also multiply the desired amount of time by the scenarios time scale, e.g. 8 mins * 0.7 = 5.6 or
~6 complete runs, (pasu is 0.7, bounce is 0.85).
2. The next reason a scenario might not take 1 minute is because of defined duration itself. Some scenarios were set
to have a different amount of time by their creator, this one is pretty easy to figure out for yourself though, since
the duration is right there in your face. Some examples are, tile frenzy at 30 seconds, pressure aiming at 2
minutes, ascended tracking at 1.5 minutes just to name a few.
3. The third reason why is because of what some would call a 'Plaza style' scenario. A Plaza style scenario is one
where instead of playing the scenario for a specific amount of time, you are against a bot that changes each time
you kill it, and the scenario ends once you have taken out all of the variants of the bot. The titular scenario here is
called ground Plaza, other scenarios that fit this description include Air and thin gauntlet. It is important to note
that these scenarios will trick you by saying you have a massive amount of time left in the challenge run,
something like 16 minutes or even multiple hours, however these scenarios will usually only take somewhere
from 2 to 5 minutes depending on which scenario specifically, and how good you are at them. Like I said, these
end when you have taken out the last version of the bot, and they score you based on remaining time (most plaza
style scenarios have 8 or 9 bots for you to take out).

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.

Tracking your progress while aim training


Keeping track of your performance and improvement while aim training can be a great way to motivate yourself to keep
going. Using a word/excel document to keep logs of your daily scores and your high scores is very common. Here are
some resources you can use for tracking your progress.
This excel spreadsheet that I made can be downloaded and used to track your progress. This document is macro-enabled
so you will need to accept the macro when you open the spreadsheet. The macro is just for adjusting the ranges on the
graphs automatically.
This Google sheet is the same and does not require excel ,however it does not adjust the ranges on the graphs
automatically. In order to edit the document just make a copy of it.
You can also use fat dash to make graphs of your progress. Here is a video of how to use fat dash, and here is a pdf of how
to use it.

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Feel free to ask me questions or make suggestion, my discord handle is Tammas#3731 
 
v1.9.1 
Tammas’ Aim T
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Guide structure 
Categories 
There are three major categories and one semi-major category of scenarios in Kov
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Benchmarks 
Below is a set of target high scores for a scenario in each category. Try each scenario as many t
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Complete Beginner Routines 
Don’t feel bad for starting here, you will breeze through the first few levels an
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Intermediate Beginner Routines 
I would suggest looking at (if you haven’t yet); 
1-minute challenge exceptio
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Advanced Beginner Routines 
If you haven’t yet, I would suggest looking at; 
1-minute challenge exceptions on
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Sub-Intermediate Routines 
If you haven’t yet, I would suggest looking at; 
Extras and alternatives on page 2
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Intermediate Routines 
If you haven’t yet, I would suggest looking at; 
Movement/Dodge Scenarios on page 14
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Clicking Routine Score Targets: 
Not all of the scenarios have score targets yet, the score targets set are a
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Advanced Routines 
If you haven’t yet, I would suggest looking at; 
Movement/Dodge Scenarios on page 14 
As

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