Aimer7 Routine Addendum
Aimer7 Routine Addendum
There is an early release of the v2 of this guide that you can find here
The v2 is a work in progress and currently doesn’t have routines for
intermediate or advanced
- What is this? -
It is widely accepted at this point that the guide made by Aimer7 is outdated, given that it was made at the start of
2019 this isn’t surprising. Because of this I have taken up the task of creating an updated version of Aimer7’s
workout routines. I made this guide with the intention of keeping it similar to Aimer7’s guide so that it would be
familiar to anyone who was following his guide.
- What are some key differences between your guide and Aimer7’s? -
For one, this guide lacks a lot of the strong theory that went into the introduction of Aimer7’s guide. I am not going
to copy what he wrote verbatim, instead I would recommend you go and read the first few pages of his guide. It
covers a lot of important information regarding the usefulness of aim training as well as motivational advice.
In terms of formatting, I have significantly streamlined the process of determining where you should start, which
you will see soon.
Aimer7 suggests alternative scenarios that you can do like this: 1wall6targets TE (1wall9000targets)
I use the C programming notation for OR which is two vertical lines ||
For example: 1wall6targets TE || 1wall9000targets
This guide’s routines are also organized into tables, with scenarios on the left and durations on the right.
There are other things I will point out or restate as they become relevant further down.
Score Targets are subject to change but should remain mostly the same
3
Complete Beginner;
<120 1wall6targets TE, <45 Bounce 180 Tracking, <11500 Close Long Strafes Invincible
Intermediate Beginner;
120 to 130 1wall6targets TE, 45 to 50 Bounce 180 Tracking, 11500 to 12800 Close Long Strafes Invincible
Advanced Beginner;
130 to 140 1wall6targets TE, 50 to 56 Bounce 180 Tracking, 12800 to 14000 Close Long Strafes Invincible
Sub-Intermediate;
140 to 150 1wall6targets TE, 56 to 63 Bounce 180 Tracking, 14000 to 14800 Close Long Strafes Invincible
Intermediate;
150 to 165 1wall6targets TE, 63 to 73 Bounce 180 Tracking, 14800 to 16100 Close Long Strafes Invincible
Advanced;
165 to 180 1wall6targets TE, 73 to 85 Bounce 180 Tracking, 16100 to 16800 Close Long Strafes Invincible
Sub-Aimbeast
180+ 1wall6targets TE, 85+ Bounce 180 Tracking, 16800+ Close Long Strafes Invincible
You should meet at least one target score for a given level to warrant starting at that point. If you almost beat one
of the score targets then feel free to keep trying or to come back after a few days and try again. If for example
your best scores were 135 in 1wall6targets TE, 48 in Bounce 180 Tracking, and 12400 Close Long Strafes Invincible,
then you should start at Advanced Beginner. You might also want to consider doing the routine that corelates to
which score you beat, Click Timing for 1wall6targets TE for example. If you do noticeably better at one of these
scenarios than the other two, I would recommend starting on the complete routine a level or two below
the scenario you were best at so you can develop your skills in the scenarios you weren’t as good at.
As a general guide;
Tracking = sustained rate of fire = Soldier76(OW)/Spitfire(Apex)/Lightning gun(Quake)
Complete = short duration tracking = Any AR in COD/R6/PUBG…
Click-Timing = Semi-auto / Very low TTK = Shotguns/Snipers…
Tracking can apply to Class shooters (OW/Paladins) or Battle royals (not PUBG)
Complete can apply to Same as tracking but including PUBG and most TDMs (COD)
Click-Timing can apply to Any sniper/shotgun and most of CS/Valorant
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. Also ‘Complete’ doesn’t have
to mean exclusively short duration tracking, a ‘complete’ routine is also a balanced routine, a jack of all trades.
There is extra information you might find useful on page 12, including progress tracking advice and
advice for scenarios. Instead of downloading this guide I would recommend making a shortcut and
giving it the link to this document so that you can always have an up to date version.
Score Targets are subject to change but should remain mostly the same
4
Don’t worry about how well you perform at this stage, just focus on getting a feel for the scenarios and your
mouse. At this stage it doesn’t matter much but you should be doing challenge mode instead of free play. Scores
are usually a good indication of performance; a challenge run is normally 1 minute so you would do 10 challenge
to make up the 10 minutes of a routine.
Do this stage for 10 to 20 days. Feel free to try the benchmark again if you think you are good enough to move on
earlier. You don’t have to do 5-10 runs of all of the benchmark scenarios, just try to beat one of the score targets.
Beating the benchmarks is not a requirement to move on.
You don’t have to do these routines in the order given, the given order is just a suggestion.
Also note that each routine is designed to take an hour to complete, feel free to do the alternatives and/or extras or just do
the scenarios for longer if you want to practice for more time.
5
If you are struggling with either Click-Timing or Tracking, I would recommend adding that categories *extra
scenario to your routine to help you improve at it faster. Feel free to have a crack at the benchmarks whenever if
you want. Otherwise stick with this level for 2 to 3 weeks.
Beating the benchmarks is not a requirement to move on.
You don’t have to do these routines in the order given, the given order is just a suggestion.
Also note that each routine is designed to take an hour to complete, feel free to do the alternatives and/or extras or just do
the scenarios for longer if you want to practice for more time.
6
A general piece of advice I can give is to take it slow, by flicking around rapidly trying to get back on target you
are going to make the bots movements look far more erratic and impossible to track. Even if it costs you score at
first it is best to intentionally under aim so that you can get a feel for how far you need to move to get back to the
target. With practice you can speed up and get into the groove of snapping back to the target concisely (extra
advice on fast tracking on page 12).
Other than that I am going to start giving you more options. You will notice the || alternative scenarios, feel free to
do these instead of the first scenario in their row. And I mean that, it really does not matter which one you do.
Just do whichever feels more enjoyable or is better suited to what you want to improve at.
After 3 to 5 weeks you can move on to Sub-Intermediate. Or give the benchmarks another shot whenever you
think you are ready for the next level.
You don’t have to do these routines in the order given, the given order is just a suggestion.
Also note that each routine is designed to take an hour to complete, feel free to do the alternatives and/or extras or just do
the scenarios for longer if you want to practice for more time.
7
Sub-Intermediate Routines;
At this point you should feel a bit more confident in your ability to track a fast target, but you still have a lot of
progress to make. Remember that you are completely free to do the || alternative scenarios, don’t just do the first
scenario in each row just because it’s the first scenario in each row.
I am also going to start giving you ‘Plaza’ style scenarios. Unlike your average scenario which lasts for a specific
amount of time and rewards you based on performance; a ‘Plaza’ style scenario ends when you have killed all of
the targets. Your score is how much time you have left when you kill the last target. These scenarios can be
confusing since it will say you have a very large amount of time to complete the scenario which often scares
newbies off who don’t want to do a scenario for 16 minutes in the case of Ground Plaza Easy. Don’t worry though,
as the scenario will end after you have killed the 9th target. Since these scenarios don’t last for a specific amount
of time, I will ask you to do a number of “runs”, which is just playing the scenario until you kill the last target. At
this level that should take 4 or so minutes.
You should be ready to move on after 5 to 8 weeks. Or try the benchmarks again whenever you want. Like before,
don’t force yourself to move on if the intermediate routines feel too difficult. You will make far more progress
when your routine is just fairly challenging.
Intermediate Routines;
A lot is going to change at this point, to begin with you are going to have a lot more || alternative scenarios to
choose from. Remember that you should definitely try each scenario and pick the ones that work the best for you.
You might not even want to do any from a specific row or do multiple from one row. You can also do different
scenarios each day, or alternate scenarios weekly. There are a lot of ways you can structure your routine, find
what works best for you.
At this point I am also going to add Dodge scenarios - which can be identified by the underline - to the extra
scenarios section. A large portion of aim training scenarios are done as a stationary character, and unless you
like dying you probably aren’t going to be stopping and standing still to channel your kovaaks skills mid fight in an
actual game. So you want to learn to aim and move at the same time, that’s what a dodge scenario is for. They are
scenarios that score the player based on both moving and shooting. This is very useful as the skills you develop
doing so are more transferable to actual games.
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. “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, you gain score constantly but only while
that bar is being filled. When you change directions it empties, when it fills it turns yellow and you stop gaining
score until you change direction. So keep moving and changing directions before it fills up. I’m not going to put
any dodge scenarios in the main routine section yet but I would strongly recommend you try some of them. Either
as extra or you can replace some of your main routine with them if you want, or do them on alternating days etc.
Since you are going to be doing this level for a lot 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. At least 5
would be good with 1 minimum from each category. The categories being Tracking, Target-Switching, and Click-
Timing. This level should take you 2-4 months, it took me 70 days to be confident enough to move on to advanced.
Score Targets:
Close Fast Strafes Invincible: 9800+ Pasu Track Invincible v2: 5600+
Thin Aiming Long Invincible: 2800+ Vertical Fast Strafes: 8500+
Vertical Long Strafes: 15800+ Ground Plaza Easy: 894+
Air no UFO no SKYBOTS: 835+
1wall6 flick: 108+ Bounce 180 Tracking: 74+
patTargetSwitch No Reload: 6200+ kinTargetSwitch No Reload: 19000+
Tile Frenzy 180 Strafing 400Prct Track: 73+
1wall5targets_pasu Reload: 103+ Popcorn Sparky: 150+
Wide Wall 6Targets: 115+
Score Targets are subject to change but should remain mostly the same
9
Score Targets:
Close Fast Strafes Easy Invincible: 13000+ Pasu Track Invincible v2: 5500+
Thin Aiming Long Invincible: 2700+
Pokeball Frenzy Auto Small: 44+ 1wall6 flick: 109+
Bounce 180 Tracking: 71+
1wall5targets_pasu Reload: 105+ Popcorn Sparky: 150+
1wall 6targets small: 1025+ 1wall6targets TE: 165+
Target Acquisition Flick Easy: 92+ Microshot Speed: 173+
Reflex Flick – Easy: 5200+ Wide Wall 6Targets: 117+
1wall9000targets: 230+ 1w2ts reload: 84+
Bounce 180: 70+
Score Targets:
Close Fast Strafes Invincible: 9400+ Pasu Track Invincible v2: 5500+
Thin Aiming Long Invincible: 2700+ Vertical Fast Strafes: 8300+
Vertical Long Strafes: 15500+ Ground Plaza Easy: 892+
Air no UFO no SKYBOTS: 830+
Bounce 180 Tracking: 73+ patTargetSwitch No Reload: 6300+
kinTargetSwitch No Reload: 19000+ Tile Frenzy 180 Strafing 400Prct Track: 76+
1wall6 flick: 110+
1wall5targets_pasu Reload: 103+ Popcorn Sparky: 150+
Bounce 180: 65+ Target Acquisition Flick Easy: 90+
Microshot Speed: 170+ Wide Wall 6Targets: 115+
Score Targets are subject to change but should remain mostly the same
10
Advanced Routines;
This is where things really get serious. I am going to be honest with you, most people will have given up by this
point due to the commitment required. But here you are, if you can get past this level you should be proud.
I am going to start by restating what I said at the beginning of Intermediate, ”you should definitely try each
scenario and pick the ones that work the best for you.” This applies even more now than it did before. At this point
I’m not going to give you times and I’m not going to refer to any of the scenarios as “alternatives”. If you don’t
want to do any of the scenarios from a row then don’t, if you want to do multiple from one row then go for it.
Personally for advanced I did 16 scenarios total, 4 each day for 20 minutes each, doing different scenarios each
day until I had done all 16 after 4 days and rinse repeated. That is just what I did as an example, you can make up
your own system that works for you.
I am going to add Dodge scenarios to the main scenario list, I would heavily recommend incorporating some of
these into your routine if you want your improvements to be transferable. The extra scenarios don’t have score
targets since (except for the dodge scenarios) they aren’t as important to the core skill development that
category is focusing on (I also don’t want to make score targets for THAT many scenarios ;). You should still
consider adding them to your routine if you think they apply to what you are trying to improve on.
As with Intermediate you do not need to meet all the score targets, but you should get a good amount of them.
Personally I didn’t move on until meeting 10 of the 16 score targets that I had set for myself. You should aim to
beat around half a dozen to a full dozen score targets depending on how many scenarios you want to include in
your routine. You should probably do 8 or more different scenarios total (the more the merrier as they say). This
stage will likely take you 3 to 6 months, it took me 103 days, can you do better?
Tracking routine
Close Fast Strafes Invincible Close FS Easy Dodge Vertical Fast Strafes
Air no UFO no SKYBOTS Air Dodge Pasu Track Invincible v2
Ground Plaza NO UFO lcg3 Reborn Varied Popcorn Goated Tracking Invincible Thin Gauntlet V2
Bounce 180 Tracking Small Invincible Fixed kinTargetSwitch small no reload Bounce 180 Tracking Small
psalmflick Strafing Tracking patTargetSwitch Dodge 360 Bounce 180 Tracking kinTargetSwitch No Reload
1wall5targets_pasu Reload Popcorn Sparky Bounce 180 Wide Wall 6Targets
*Thin Aiming Long Invincible *XY Tracking Dodge *Rhombus Vertical Dodge
*Target Acquisition Flick Easy *Reflex Flick - Easy *1wall9000targets *patTargetClick 1shot
*patTargetSwitch Small No Reload *devTargetSwitch Goated *patTargetSwitch No Reload
Score Targets:
Close Fast Strafes Invincible: 11000+ Close FS Easy Dodge: 17400+
Vertical Fast Strafes: 10000+ Air no UFO no SKYBOTS: 857+
Air Dodge: 110+ Pasu Track Invincible v2: 6300+
Ground Plaza NO UFO: 99913+ lcg3 Reborn Varied: 28000+
Popcorn Goated Tracking Invincible: 1100+ Thin Gauntlet V2: 872+
Bounce 180 Tracking Small Invincible Fixed: 4000+
kinTargetSwitch small no reload: 16300+ Bounce 180 Tracking Small: 60+
psalmflick Strafing Tracking: 64+ patTargetSwitch Dodge 360: 11600+
Bounce 180 Tracking: 83+ kinTargetSwitch No Reload: 21000+
1wall5targets_pasu Reload: 118+ Popcorn Sparky: 200+
Bounce 180: 80+ Wide Wall 6Targets: 124+
Score Targets are subject to change but should remain mostly the same
11
Click-Timing routine
Popcorn Sparky Reflex Flick – Fair Close Fast Strafes Shotgun patTargetClick 1shot
1wall5targets_pasu Reload Pasu Dodge Easy Bounce 180 1wall 6targets small
Ground Plaza Easy Pasu Track Invincible v2 Air no UFO no SKYBOTS Air Dodge
Target Acquisition Flick Reflex Flick - Mini Pokeball Frenzy Auto Small 1wall6 flick
devTargetSwitch Goated patTargetSwitch Dodge 360 Bounce 180 Tracking patTargetSwitch No Reload
1wall9000targets Wide Wall 6Targets 1w2ts reload Microshot Speed 1wall6targets TE
*Vertical Fast Strafes *Vertical Long Strafes *Air no UFO no SKYBOTS
*lcg3 Reborn Varied *XY Tracking Dodge *Rhombus Vertical Dodge
*pasu small reload *Pistol Strafe Gallery Sparky *McCoy 1v1
*patTargetSwitch Small No Reload *voxTargetSwitch small *kinTargetSwitch
Score Targets:
Ground Plaza Easy: 903+ Pasu Track Invincible v2: 6200+
Air no UFO no SKYBOTS: 852+ Air Dodge: 108+
Pokeball Frenzy Auto Small: 48+ 1wall6 flick: 118+
devTargetSwitch Goated: 530+ patTargetSwitch Dodge 360: 11600+
Bounce 180 Tracking: 82+ patTargetSwitch No Reload: 6800+
Popcorn Sparky: 210+ Reflex Flick – Fair: 5000+
Close Fast Strafes Shotgun: 14200+ patTargetClick 1shot: 6000+
1wall5targets_pasu Reload: 122+ Pasu Dodge Easy: 380000+
Bounce 180: 85+ 1wall 6targets small: 1150+
Target Acquisition Flick: 65+ Reflex Flick – Mini: 4800+
1wall9000targets: 250+ Wide Wall 6Targets: 127+
1w2ts reload: 92+ Microshot Speed: 185+
1wall6targets TE: 180+
Complete routine
Close Fast Strafes Invincible Close FS Easy Dodge Vertical Fast Strafes Pasu Track Invincible v2
Air no UFO no SKYBOTS Air Dodge psalmflick Strafing Tracking kinTargetSwitch small no reload
kinTargetSwitch No Reload patTargetSwitch Dodge 360 patTargetSwitch No Reload Bounce 180 Tracking
Popcorn Sparky Reflex Flick – Fair Close Fast Strafes Shotgun patTargetClick 1shot 1wall6 flick
1wall5targets_pasu Reload Pasu Dodge Easy Bounce 180 1w2ts reload
1wall9000targets Wide Wall 6Targets 1wall 6targets small Microshot Speed
*Ground Plaza NO UFO *Thin Gauntlet V2 *Popcorn Goated Tracking Invincible
*lcg3 Reborn Varied *XY Tracking Dodge *Rhombus Vertical Dodge
*Target Acquisition Flick *McCoy 1v1 *Reflex Flick - Mini
*devTargetSwitch Goated *voxTargetSwitch *patTargetSwitch Small No Reload
Score Targets:
Close Fast Strafes Invincible: 10700+ Close FS Easy Dodge: 17000+
Vertical Fast Strafes: 9750+ Pasu Track Invincible v2: 6200+
Air no UFO no SKYBOTS: 854+ Air Dodge: 109+
psalmflick Strafing Tracking: 65+ kinTargetSwitch small no reload: 16500+
kinTargetSwitch No Reload: 21000+ patTargetSwitch Dodge 360: 12000+
patTargetSwitch No Reload: 7000+ Bounce 180 Tracking: 85+
1wall6 flick: 120+
Popcorn Sparky: 200+ Reflex Flick – Fair: 4700+
Close Fast Strafes Shotgun: 13800+ patTargetClick 1shot: 5850+
1wall5targets_pasu Reload: 118+ Pasu Dodge Easy: 370000+
Bounce 180: 80+ 1w2ts reload: 90+
1wall9000targets: 243+ Wide Wall 6Targets: 124+
1wall 6targets small: 1100+ Microshot Speed: 182+
Score Targets are subject to change but should remain mostly the same
12
Sub-Aimbeast;
At this point I am in no real position to tell you what to do. Below is a list of all the scenarios from the Advanced
routines as well as a link to a long list of recommended scenarios compiled by Sini/Sparky. You should be able to
make your own routine at this point; these two lists are just a starting point for scenarios you can use. Remember
to include a good handful of Dodge scenarios if you want your skills to be as transferable to real games as
possible.
A True Sub-Aimbeast should have a solid collection of 99.5 to 99.7 or higher percentile scores.
If you want to go even further a full blown Aimbeast should aim for 99.9 percentile scores or higher.
It is worth noting that the correlation between performance and percentile is not the same for every scenario.
Scenarios with fewer entries and scenarios with a reputation for being difficult will be harder to get a ‘good’
percentile in.
(𝑅𝑎𝑛𝑘−1)∗100
If you don’t know the equation for percentiles it is: 𝑝𝑒𝑟𝑐𝑒𝑛𝑡𝑖𝑙𝑒 (%𝑖𝑙𝑒) = 100 −
𝐸𝑛𝑡𝑟𝑖𝑒𝑠−1
(𝑅𝑎𝑛𝑘−1)∗100
‘Top percentage’ i.e. top 1% or top 0.1% is: 𝑡𝑜𝑝 𝑝𝑒𝑟𝑐𝑒𝑛𝑡𝑎𝑔𝑒 (%𝑎𝑔𝑒) =
𝐸𝑛𝑡𝑟𝑖𝑒𝑠−1
𝑅𝑎𝑛𝑘−1 𝑅𝑎𝑛𝑘−1
As fractions instead of percentages: 1− 𝐸𝑛𝑡𝑟𝑖𝑒𝑠−1
& 𝐸𝑛𝑡𝑟𝑖𝑒𝑠−1
Tracking;
Horizontal -
Bounce 180 Tracking Small Invincible Fixed
Close Fast Strafes Invincible Ground Plaza Easy Ground Plaza NO UFO
Thin -
Thin Aiming Long Invincible Thin Gauntlet V2
Vertical/Horizontal Mix –
Air no UFO no SKYBOTS Pasu Track Invincible v2 Plaza High Ground Easy
Plaza Low Ground Easy Popcorn Goated Tracking Invincible
Vertical –
Vertical Fast Strafes Vertical Long Strafes
Target Switching;
Tracking -
Bounce 180 Tracking devTargetSwitch Goated kinTargetSwitch
psalmflick Strafing Tracking
Control –
Bounce 180 Tracking Small kinTargetSwitch small no reload patTargetSwitch Small No Reload
patTargetSwitch No Reload voxTargetSwitch small voxTargetSwitch
Flick –
1wall6 flick Pokeball Frenzy Auto Small
Track clicking;
Small –
pasu small reload Popcorn Sparky
Medium –
1wall5targets_pasu Reload Bounce 180 Close Fast Strafes Shotgun
Headshots –
McCoy 1v1 patTargetClick 1shot
13
Static Clicking;
Flick –
Reflex Flick – Easy Reflex Flick – Fair Target Acquisition Flick
Target Acquisition Flick Easy
Sustain –
1wall6targets TE 1wall9000targets Microshot Speed
Wide Wall 6Targets
Small –
1w2ts reload 1wall 6targets small Reflex Flick – Mini
Dodge;
Tracking -
Air Dodge Close FS Easy Dodge lcg3 Reborn Varied
Rhombus Vertical Dodge XY Tracking Dodge
Target Switching -
patTargetSwitch Dodge 360
Clicking -
Pasu Dodge Easy Pistol Strafe Gallery Sparky
Sparky:
The sparky community is a very large part of the aim training community, here is a link to the scenario list I
mentioned earlier. Sparky recommended scenarios.
I would recommend joining the sparky discord as well as investigating the sparky benchmarks and ranking
system if you have not yet, especially if you want the motivation to keep improving past this point.
This Spreadsheet can be downloaded for you to use by clicking the on the far right of the Dropbox preview.
If you don’t have Excel Here is a version that works on google sheets (the first version doesn’t work on excel
properly). You can download the file and upload it to google sheets.
You can also use fat dash to make cool graphs. Here is a guide on how to use fat dash.
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.