How It Works
- Rest on the home ring. The ring lights up gold when you're on it — after a random beat, a target spawns.
- Flick and click. Time from spawn to hit is measured, along with the flick distance.
- Rating = ms per 100px. Distance-normalized, so Close Range and Long Range ratings are directly comparable. Lower is faster.
- Misses hurt. Missed clicks are tracked and reported — a fast rating at 70% accuracy is nothing to brag about.
Flick Ranks (ms/100px)
- ≤110 — Deadshot
- ≤140 — Sniper
- ≤180 — Sharp
- ≤240 — Solid
- ≤320 — Learning
- 320+ — Stormtrooper
Game Modes
- Close Range — short flicks, like re-acquiring a sword-range opponent after a hit.
- Long Range — big cross-arena flicks, the bow-shot and pearl-throw motion.
- Micro Targets — small targets punish overshoot. Precision beats raw speed here.
More Skill Tests
- All Training Utilities — the full suite of nine PvP trainers
- Kohi Click Test — clicks per second
- Click Accuracy Test — acquire and hit
- Reaction Time Test — chase & click-on-green
- Combo Trainer — track a strafing opponent
Why Flick Speed Matters in Minecraft PvP
Every fight is a chain of flicks. Your opponent circles behind you, you spin and re-acquire — that's a flick. A second enemy jumps in from the side — flick. You rod, they pearl, you snap to their landing spot — flick. The players who feel "impossible to hit around" are the ones whose flick-and-click cycle runs under 150ms per 100 pixels of screen distance.
The home ring in this trainer matters more than it looks: forcing every flick to start from a resting position measures your true snap speed rather than lucky drift, exactly like the moment of stillness before you spin on someone in-game. Train Close Range for melee re-acquisition, Long Range for bow and pearl aim, and Micro Targets to kill overshoot — the most common flick flaw at high sensitivity.