AimFlow Pro is a free FPS aim trainer with real weapons and live targets
Six weapons, four drills and five maps, against soldiers that move, peek and fall like bodies rather than dots. Mouse and keyboard or a controller; nothing to install and no account.
Six weapons, and they do not handle alike
Each has its own damage, fire rate, recoil and reload, and the sights are real sights: aiming down them lines up the iron sights, the red dot or the scope with the centre of the screen. A soldier has 100 health. A head hit does three times the listed damage and an arm or a leg 70% of it, so the numbers below are what it takes to drop one.
| Weapon | Type | Damage | Rounds / min | Magazine | Reload | Body hits to drop | Head hits |
|---|---|---|---|---|---|---|---|
| AK-47 | Assault rifle | 36 | 600 | 30 | 2.4 s | 3 | 1 |
| M4A1 | Carbine | 34 | 800 | 30 | 2.1 s | 3 | 1 |
| MP5 | Submachine gun | 26 | 800 | 30 | 2.0 s | 4 | 2 |
| AWM | Sniper rifle | 120 | 42 | 5 | 3.4 s | 1 | 1 |
| Desert Eagle | Pistol | 55 | 260 | 7 | 1.7 s | 2 | 1 |
| M870 | Shotgun | 8 × 14 | 70 | 6 | 3.0 s | 1 shell, 8 pellets | 3 pellets |
Ammunition is infinite by default, because a reload is a pause in the aiming. Switch on magazines and reloads under Session in the settings and the magazine and reload columns start to count: the Desert Eagle's slide locks back when it runs dry, the shotgun reloads a shell at a time, and a reload started on an empty gun ends on the charging handle. Either way the AWM's bolt and the M870's pump are worked by hand after every shot, so the second shot waits on the first.
Four drills, four different skills
| Drill | In short | What it asks of you |
|---|---|---|
| Flick | Static hostiles. Snap, tap, next. | Three standing targets at once by default (one to five in the settings), each replaced the moment it drops. Your reaction time is measured from the moment a target appears. |
| Tracking | Moving hostiles. Stay on target. | One target strafing across the compound, two on Hard. Every shot that lands scores, so it rewards staying on a moving body rather than leading it once. |
| Reflex | Hostiles peek for a second. Punish fast. | One target at a time that is only there for a moment: about 1.9 s on Easy, 1.4 s on Normal and 1.0 s on Hard. Miss the window and the streak is gone. |
| Assault | Squads advance in waves. Hold the line. | Squads that advance, strafe and hold, three at a time at first and five by the fifth wave. Every sixth elimination starts a new wave, and each wave moves faster than the last. |
Difficulty changes the targets rather than the rules. Easy soldiers are 15% larger and move at 75% speed; Hard ones are 15% smaller and 35% faster. A session runs for 30, 60, 90 or 120 seconds.
Five maps
- Desert Outpost — Sun-bleached compound, long sightlines, heat haze.
- Urban Ruins — Shattered blocks, tight lanes, dust and concrete.
- Arctic Station — Frozen research base, white-out fog, low sun.
- Jungle Camp — Dense canopy, humid mist, hidden encampment.
- Night Harbor — Container docks under sodium lights and moonlight.
How a run is scored
A hit that does not drop the target is worth 10 points, an elimination 50 and a headshot elimination 100. Every elimination in an unbroken streak adds 10% to what the next one is worth, up to double at ten; a shot that hits nothing, or a target that gets away, ends the streak. The rank at the end is points per second of aiming — the seconds spent in a reload are not counted, so a rank means the same with magazines on or off. Scores are not comparable across the two, so each setting keeps its own personal best.
| Rank | Points per second |
|---|---|
| S | 48 or more, with at least 55% accuracy |
| A | 32 or more |
| B | 20 or more |
| C | 10 or more |
| D | below 10 |
Controls
| Action | Keyboard and mouse | Controller |
|---|---|---|
| Move | W A S D | Left stick |
| Aim | Mouse | Right stick |
| Fire | Left click | RT |
| Aim down sights | Right click or Shift | LT |
| Reload | R | X / Square |
| Switch weapon | 1 – 6 or the wheel | LB / RB |
| Pause | Esc | Start |
Making the practice carry over
Aim you build here only transfers if the numbers match the game you play. Three tools on this site settle that:
- Sensitivity converter — the same turn per inch of mouse movement in AimFlow Pro as in your game.
- Stick drift test — how far a stick reports moving while you are not touching it, which the deadzone has to clear.
- Deadzone tuner — the smallest deadzone that removes the drift without eating fine aim.
Questions
- Is AimFlow Pro free, and is there anything to install?
- It is free and there is nothing to install. The game is a web page that runs on WebGL in the browser, with no account and no payment. Your settings and your best score in each drill are kept by your own browser and never leave the device.
- How is it different from AimFlow?
- AimFlow is the abstract trainer: clean targets, eight drills, your real game sensitivity carried over, a daily challenge and world leaderboards. AimFlow Pro is the tactical one: soldiers with head, torso and limb hitboxes, six weapons with their own recoil, spread, magazines and reloads, and maps with cover to pick targets out of. One trains the hand; the other trains the hand with a gun in it.
- Can I play it with a controller?
- Yes. Any pad the browser reports with the standard mapping works, Xbox and PlayStation style both: RT fires, LT aims down sights, the sticks move and aim. Aim assist is a slowdown only — near a target the right stick turns more slowly, by up to 60% at the top of the slider and 30% by default — so it never pulls your aim for you. If the view drifts while you are not touching the stick, raise the stick deadzone in the settings, or measure the stick first with the stick drift test on this site.
- How do I match the sensitivity from my game?
- Hip fire in AimFlow Pro turns 0.02005° per mouse count for every point of sensitivity. That makes it your Counter-Strike 2 sensitivity × 1.097, or your VALORANT sensitivity × 3.49. The default field of view of 95 is a 74° vertical view, about 107° across a 16:9 screen, within a degree of Counter-Strike 2. Aiming down sights multiplies by the separate ADS sensitivity, and a scope slows it by a further 65%. For any other game, the sensitivity converter on this site does the arithmetic.
- Does it work on a phone or a tablet?
- No. There are no touch controls: it needs a mouse and keyboard or a controller. A controller connected to a tablet works where the browser supports gamepads.
- Why does the mouse not turn the view?
- Aiming needs pointer lock: click the screen when it says Click to engage, and the cursor disappears into the game until you press Esc. In the few browsers that refuse pointer lock, the game switches to aiming with the visible cursor instead and says so.
- What languages does it speak?
- English, Russian, Japanese and Spanish. The four buttons at the top right of the menu switch it, and the choice is remembered.
If you run into any problem with this game, or any attribution issue, please email hello@keymap.io.