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Switching · Target flood

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.

Switching Holds rank at 70% Click to fire Mouse only
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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.

ParameterAt R30How it's derived
Target radius0.455°base 0.5° × 0.91
Orbs on screenone at a time
Spawn box28° wide, -4° to 14° highfixed
Distance18 unitsfixed
Orb lifetime2.5sshrinks to nothing over this
Spawn interval0.7sup to 6 alive

How your score is calculated

Step 1 — the raw rate.

raw = kpm × 100 × (0.5 + 0.5 × accuracy)
TermWhat it is
Kills per minutehits ÷ minutes played. A rate, not a count, so drill length doesn't change what a score is worth.
Accuracyhits ÷ 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.

score = raw × difficultyMultiplier(R)
RatingRankMultiplier
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

Drill length60s at R30 (GOLD)
Hits / shots63 / 79
Accuracy63 ÷ 79 = 79.7%
Kills per minute63 × 60 ÷ 60 = 63
Clear rate63 ÷ 78 spawned = 80.8%
Raw score5,662
Multiplier at R30× 1.152
Score shown6,522

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:

perf01 = clearRate × (0.5 + 0.5 × accuracy)

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.

Bar to hold rank0.70
This run scored0.726
Δ = 30 × (perf01 − bar)0.78
Capped per run+6 up, −8 down
Rating afterR30 → R30.78 (GOLD)

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

RankRating 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.

TermWorth
Base30 + 2 × your rating — harder levels pay more
Performanceup to +60, scaled by perf01
Rating gained+14 per point of rating climbed
Personal best+40
Daily streak+5% per day, up to +35%
Floor15 XP minimum, whatever happens
The run aboveR30, perf01 0.726, personal best, 3-day streak
XP awarded213

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.

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