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Tracking · Smooth tracking

TRACK

One orb, strafing side to side, and no trigger. Your entire score is the fraction of the run you managed to keep the crosshair inside it.

Tracking Holds rank at 80% No firing Works on touch
▶ Play Track free

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. Match its speed. Stay glued — no need to fire.

What it trains

Hold the crosshair on something that keeps moving. A strafing orb that drifts side to side. Just keep your crosshair glued to it — no need to fire.

Tracking is what separates players who can hit a stationary target from players who can win a moving fight. It is a continuous control problem rather than a series of discrete decisions — you are matching a velocity, not choosing a destination — and it uses a different motor pattern from clicking, which is why being good at flicks does not make you good at this.

The one thing to do differently

Match the target's speed before you try to sit on it. Lead the direction changes instead of chasing them: watch where it's turning, not where it is, and keep the crosshair moving rather than stopping and re-starting.

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 radius0.655°base 0.72° × 0.91
Orbs on screenone at a time
Spawn box26° wide, 3° to 7° highfixed
Distance16 unitsfixed
Speed scale× 1.13the orb moves this much faster

How your score is calculated

Step 1 — the raw rate.

raw = timeOnTarget% × 10000
TermWhat it is
Time on targetthe fraction of the run your crosshair was inside the orb. There is no firing in this drill, so this is the only thing measured.

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 × 0.844
R12 BRONZE × 0.896
R20 SILVER × 1
R28 GOLD × 1.104
R37 PLATINUM × 1.221
R46 DIAMOND × 1.338
R56 ASCENDANT × 1.468
R67 IMMORTAL × 1.611
R80 RADIANT × 1.78
R100 RADIANT × 2.04
R120 RADIANT × 2.3

Worked example

Drill length60s at R30 (GOLD)
Time on target49.8s ÷ 60s = 83%
Raw score8,300
Multiplier at R30× 1.13
Score shown9,379

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 = timeOnTarget%

The bar is higher here (0.80 rather than 0.78) because gluing to a target without having to fire is easier than a click drill — the target rises to keep the rank honest.

Bar to hold rank0.80
This run scored0.83
Δ = 30 × (perf01 − bar)0.9
Capped per run+6 up, −8 down
Rating afterR30 → R30.9 (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. 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 0.83, personal best, 3-day streak
XP awarded222

Levels need 60 × (n−1) × n cumulative XP, so level 10 is 5,400 and level 25 is 36,000.

Common questions

Why is there no shooting?

So the drill measures one thing. Adding a fire button would mix trigger discipline into a tracking score and make a bad run ambiguous. Time on target is the whole measurement.

Why is the bar to hold rank higher here than on other drills?

0.80 rather than the usual 0.78, because gluing to a target without needing to fire is genuinely easier than a click drill. The bar rises to compensate, so a Diamond on Track means the same thing as a Diamond on Flick.

The orb keeps escaping when it changes direction.

That is the whole drill. Watch where it is turning rather than where it is — if you only react after the direction change you are permanently one reaction time behind it.

Train Track now

Free, in the browser, no download or account. Match its speed. Stay glued — no need to fire.

▶ Play Track