Dodge: skillshot trainer

A skillshot trainer. Click to move, read the telegraphs, survive sixty seconds with three lives.

Move withTap to move on touch screens. F for full screen.No personal best yet for the standard 60s run.

Click anywhere to start

Right-click to move. Dodge the red shapes for 60 seconds. Three lives.

Also on MAIM

Precision: a mouse accuracy test

Thirty seconds of targets with your cursor path replayed. Best with a mouse.

Try Precision

Controls

  • Right-click inside the arena to move. The context menu is suppressed inside the playfield only, never elsewhere on the page.
  • A switch in the arena controls lets you use left-click to move instead.
  • On a touch screen, tap to move. The run is recorded as a touch run and kept apart from mouse runs.
  • Escape ends the run early. R restarts after a run.

How a run works

A run lasts 60 seconds and you start with three lives. A hit costs one life and gives you 0.8 seconds of invulnerability, so overlapping patterns cannot take two lives at once. The run ends when the clock runs out or your lives reach zero.

After a run you see how long you survived and how much damage you took. The record ranks by damage taken, where lower is better, and then by survival time.

The three patterns

Line
A straight skillshot launched from the arena edge toward the spot where you stood when it was telegraphed. A preview line shows its path for 0.4 seconds before it launches. It does not steer afterwards, so moving off the line is enough. Its hitbox is the drawn capsule.
Zone
A circle lands near you and warns for 0.9 seconds, then detonates. You are hit if your centre is inside the circle at the moment it detonates. Leaving the circle before then is safe.
Fan
Three lines launched at once from the same emitter, 18 degrees apart, with the middle one aimed where you stood. Fans start 20 seconds into a run.

The hitbox you see is the hitbox that counts. A line hits when the drawn capsule touches your circle, and a zone hits when your centre is inside the drawn circle at detonation. There are no hidden margins.

Difficulty curve

The run has five phases. Each item shows how often a pattern starts, in seconds, before jitter. Every spawn interval varies by up to 15% either way, drawn from the seed, so timing is not metronomic but is identical for anyone using the same seed.

  • 0 to 10 s: a line every 1.6 s.
  • 10 to 20 s: a line every 1.3 s, and zones every 3.0 s.
  • 20 to 35 s: a line every 1.1 s, zones every 2.5 s, and fans every 5.0 s.
  • 35 to 50 s: a line every 0.9 s, zones every 2.0 s, and fans every 3.5 s.
  • 50 to 60 s: a line every 0.75 s, zones every 1.6 s, and fans every 2.5 s.

What the feedback means

After a run you see your hits grouped by pattern, whether you were moving when each hit landed, and your reaction time: the time from a pattern appearing to your next move command. "No reaction" means you never clicked after that pattern appeared.

These are observations about one run, not a rating. A short reaction time can follow a pattern that never threatened you, and standing still can be the right choice.

Challenges and ghosts

After a run, Challenge a friend copies a link carrying the seed and your click-to-move inputs on a 255-step grid. Whoever opens it faces the same patterns with your run shown as a ghost. The ghost is an exact replay of those inputs through the same simulation, so what you see is what they did. The challenger's score is shown as an unverified comparison.

Who it is for

Players of MOBAs such as League of Legends, Dota 2 and Smite who want a short warm-up for dodging skillshots and kiting. The art and patterns are original.

MAIM Dodge is an original game. It is not endorsed or sponsored by Riot Games, Valve, or any game publisher, and it does not reflect the views or opinions of Riot Games or anyone officially involved in producing or managing its games. Game names appear only to describe who may find the practice useful.

The suite

Questions

Does it match in-game movement speed?
No. It approximates MOBA pacing on a 1600-unit arena and makes no claim about any specific game's movement speed, hitboxes or timings.
Why no abilities or attacks?
Movement comes first. Dodging is the part of the practice that stays the same across games, so it is tuned on its own before anything else is added.
Can I practise a specific seed?
Yes. Choose Replay this seed after a run, or open a challenge link. The same seed always produces the same pattern schedule.
Does the ghost see my inputs?
No. The ghost is the challenger's recording and never reacts to you.