MULTISHOT ULTIMATE
Orbs keep arriving and the old ones shrink away. Clear them before they vanish. The only drill where letting a target escape hurts your rank directly.
This drill needs a mouse — the corrections are finer than a fingertip can place, so it is skipped on phones and tablets.
What it looks like
A scripted demonstration at intensity R30 (GOLD) — not a recorded run. The crosshair is a bot showing the intended motion. In the real drill the difficulty is personal: it tracks your rating, so your targets are bigger or smaller than these. Prioritise the smallest — they're about to vanish.
What it trains
Move between targets without ever parking the crosshair. Orbs keep coming and the old ones shrink away. Clear them before they vanish — keep up or drown.
Everything else here gives you one problem at a time. Multishot gives you a queue, which is what a real fight with several enemies feels like — the skill is not aiming, it is choosing what to aim at next and moving between choices without pausing. That is why it grades on clear rate rather than accuracy: how much of what arrived did you actually deal with.
The one thing to do differently
Clear the oldest orb first, and take the near pairs in one sweep instead of returning to centre between them. Orbs that expire cost you far more than a slightly rushed shot.
The parameters
Shown at R30. Difficulty is continuous and personal — there are no fixed easy/medium/hard tiers. As your rating rises the targets shrink, tracking speeds up, reaction spawns come sooner, and flick and micro add up to two more orbs.
| Parameter | At R30 | How it's derived |
|---|---|---|
| Target radius | 0.455° | base 0.5° × 0.91 |
| Orbs on screen | — | one at a time |
| Spawn box | 28° wide, -4° to 14° high | fixed |
| Distance | 18 units | fixed |
| Orb lifetime | 2.5s | shrinks to nothing over this |
| Spawn interval | 0.7s | up to 6 alive |
How your score is calculated
Step 1 — the raw rate.
| Term | What it is |
|---|---|
| Kills per minute | hits ÷ minutes played. A rate, not a count, so drill length doesn't change what a score is worth. |
| Accuracy | hits ÷ shots. Enters as (0.5 + 0.5 × accuracy), so perfect accuracy is worth double a 0% one — it shapes the score but never zeroes it. |
Every drill scores on a rate, never a raw count, so a 30-second run and a 60-second run produce comparable numbers.
Step 2 — weight it by how hard the drill actually was
Difficulty adapts to you, so a raw score is not comparable between players: whoever plays at the lowest intensity would top every board. So the raw rate is multiplied by how much harder the drill genuinely is at the rating you played, anchored so that a run at R20 is worth exactly its raw score.
| Rating | Rank | Multiplier |
|---|---|---|
| R8 | IRON | × 0.857 |
| R12 | BRONZE | × 0.901 |
| R20 | SILVER | × 1 |
| R28 | GOLD | × 1.119 |
| R37 | PLATINUM | × 1.283 |
| R46 | DIAMOND | × 1.492 |
| R56 | ASCENDANT | × 1.799 |
| R67 | IMMORTAL | × 2.51 |
| R80 | RADIANT | × 3.526 |
| R100 | RADIANT | × 4.409 |
Click drills scale with target area rather than width, plus a penalty for each extra orb competing for your attention — which is why the multiplier climbs faster here than on Track or Reflexshot. It stops growing above about R90, because the simulation itself stops getting harder there.
Worked example
How your rank moves
Score and rank are different questions. Score is what you produced this run. Rank asks
whether you beat the bar for the level you played, and it is the only number here that is
a pure skill signal — XP is paid for every run, but rank only moves on demonstrated
ability. The measurement is perf01, a 0-to-1 reading of the run:
The only drill graded on CLEAR RATE: how many of the orbs that appeared you killed before they shrank away. Letting orbs expire tanks your rank directly, which is the honest measure of keeping up under a flood.
Losses are deliberately gentler than gains (×0.65), and both are capped, so one bad run never craters a rating you earned over weeks. There is also an accuracy gate: below 60% accuracy your rating cannot rise at all, however fast you were — control before speed. A run that finishes well below the bar also can't display a high rank badge, however high the rating you played at.
The ladder
| Rank | Rating needed |
|---|---|
| IRON | below R12 |
| BRONZE | R12+ |
| SILVER | R20+ |
| GOLD | R28+ |
| PLATINUM | R37+ |
| DIAMOND | R46+ |
| ASCENDANT | R56+ |
| IMMORTAL | R67+ |
| RADIANT | R80+ |
How XP is calculated
XP is the opposite of rank on purpose: it is generous and it always pays, because showing up is the habit worth rewarding. It never affects your rank.
| Term | Worth |
|---|---|
| Base | 30 + 2 × your rating — harder levels pay more |
| Performance | up to +60, scaled by perf01 |
| Rating gained | +14 per point of rating climbed |
| Personal best | +40 |
| Daily streak | +5% per day, up to +35% |
| Floor | 15 XP minimum, whatever happens |
Levels need 60 × (n−1) × n cumulative XP, so level 10 is 5,400 and level 25 is 36,000.
Common questions
Why is my rank falling when my accuracy is fine?
Because rank here is clear rate, weighted by accuracy. Hitting 95% of your shots while half the orbs expire is a failing run — the drill is asking whether you kept up, and you did not.
Which orb should I take first?
The smallest, because size shows how close it is to expiring. Take near pairs in one sweep rather than returning to centre between them.
Why is the hold-rank bar lower than other drills?
0.70 rather than 0.78, because clearing every single orb under a continuous flood is not realistic. The bar is set where sustained competent play sits.
Train Multishot now
Free, in the browser, no download or account. Prioritise the smallest — they're about to vanish.
▶ Play Multishot