Become an Aim Hero with the Marvel Rivals Aim Basics Routine
Are you jumping back into Marvel Rivals with the new season or looking to catch up after starting late? The Marvel Rivals Aim Basics Routine gives you a focused way to train aim for fast paced third person fights. Similar to the other Aim Basics Routines, you will work on the core aiming techniques that players most commonly utilize in Marvel Rivals. The routine centers on flicking, smooth target switching, precise tracking, and reactive tracking. Each section mirrors in-game scenarios like airborne enemies, sudden direction changes, and rapid movement abilities, with a playlist that is designed to help you build control and consistency while staying comfortable with the third person camera.
Click Here to start the Marvel Rivals Aim Basics Routine in Aimlabs!
This routine works as a daily training session or a warmup before you queue. The full playlist runs about 24 minutes and fits easily into your schedule, while also working as an on-ramp to provide new Aimlabs players get a clear entry point built around Marvel Rivals fundamentals. The routine flows through four structured sections so you stay focused without getting overloaded, giving you the opportunity to finish up feeling sharper, more controlled, and ready to handle chaotic fights.

Flicking:
Adjustshot 4 Targets Rivals – Features four targets placed on a wide wall with no depth. The targets are not fully static, as they have slight and gentle movement. This makes the scenario very effective for practicing proper flicking technique, combining a strong initial flick with controlled microcorrections caused by the subtle target motion. It includes an optional sniper ADS overlay, making it suitable for training a wide range of hitscan flicking heroes, such as Star-Lord or Black Widow.
Orbshot Rivals – The next flicking task features several gently flying targets positioned above the player. This scenario is excellent for training the awkward angles you’ll run into in matches, simulating airborne heroes such as Storm, Iron Man, or the Human Torch. It also develops target reading, microcorrections, and target prioritization.
Multishot Rivals – The final flicking scenario which features five targets that must each be hit three times to be eliminated. It includes optional player movement and a sniper ADS overlay, similar to Adjustshot 4 Targets.

Smooth Target Switching:
Smoothswitch Rivals – This target switching scenario tasks the player with firing at several gentlly flying targets that surround the player. Compared to most switching scenarios, this one leans more toward tracking due to its higher time-to-kill. It also includes health regeneration, meaning targets must be fully eliminated before moving on to the next one. ADS and player movement are optional.
Controlswitch Rivals – The second target switching scenario, featuring evasive flying targets around the player. It is even more tracking-oriented due to the targets’ more erratic, yet still readable, movement patterns. Like Smoothswitch, it uses health regeneration, requiring full eliminations before switching targets. ADS and player movement are optional.

Precise Tracking:
Flytrack Rivals – A precise tracking scenario featuring a pill-shaped target performing long strafes while flying in front of the player, mimicking heroes like Storm or Ultron. It helps develop target reading and tracking stability. Focus on smoothly following the target and avoid changing direction until the target itself does.
Controltrack Blink Rivals – The second precise tracking scenario, which features a semi-evasive target moving around the player. The target also performs random dashes, forcing the player to flick back to it in a controlled manner to continue tracking. This is highly representative of encounters against heroes with fast movement abilities, such as Spider-Man or Star-Lord. ADS is optional, and player movement is disabled to fully focus on the required aiming mechanics.

Reactive Tracking:
180 Blink Track Rivals – This reactive tracking scenario features a pill-shaped target that performs frequent horizontal and vertical strafes with near-instant acceleration to replicate in-game movement. The target also frequently blinks or dashes through the player, simulating heroes like Star-Lord, Angela, Venom, or Spider-Man who can force quick 180-degree turns to maintain tracking.
Fartrack Rivals Easy – The second reactive tracking scenario, featuring a pill-shaped target that uses game-like acceleration and movement. The target performs both long and short strafes at medium to long range. This scenario focuses on raw reactivity and target reading while maintaining a very authentic in-game feel.
Closetrack Rivals Easy – The final task of the routine which is similar to Fartrack, but set at a very close range. The pill-shaped target uses realistic acceleration and movement while performing long and short strafes. It emphasizes raw reactivity and target reading in close-quarters situations, closely reflecting real in-game encounters.
