Home ยป Play The Trackmaxxing Routine to Improve Your Season 2 Tracking Benchmarks

Play The Trackmaxxing Routine to Improve Your Season 2 Tracking Benchmarks

Struggling with the Tracking section on the Season 2 Benchmarks? Check out the Trackmaxxing routine so you can push those Benchmark scores!

When it comes to flicking or tapping, players get “it”. Even if they struggle with their aim, conceptually it makes sense, and they see that as being foundational to all of their aim across the games they play. With tracking, though, that’s something that only some players think about until they dive into the aim training world. Unless you’re some salty arena veteran who’s stacked up hours LG dueling on Campgrounds, you probably haven’t thought a lot about that as a foundational aiming skill.

That disconnect leads to a lot of frustration with Benchmarks… Players make a bit of progress through the Tap section, and even the Switch section, since those benefit partially from tapping, then they hit the brick wall that is the Track section, and their momentum falls apart. Even when you understand the concept of tracking, something might still fail to click, or you might not be sure how to break through the plateau you’ve hit.

To help players get over that tracking hump, we’re introducing Trackmaxxing, the next routine after the Tapmaxxing playlist. Just like Tapmaxxing, this playlist has been built around the eight Track Benchmarks from Season 2: Swirltrack, Lasertrack, Dashtrack, Arenatrack, Hovertrack, Strafetrack, Gravtrack, and Lifttrack. Each Benchmark gets two tasks that you can use to practice the mechanics that correspond to the section, all while helping you improve your overall tracking. Stay tuned for the Switchmaxxing routine, which is coming soon!

Click Here to start the Trackmaxxing by Aimlabs playlist in Aimlabs!

All 16 tasks are tracking-focused, and the base for each Benchmark variation is its Intermediate version, so it should feel familiar if you’ve already been through the Season 2 Benchmarks.

Swirltrack

Swirltrack S2 Precision – This is a precision version of Swirltrack Intermediate S2. The target is notably smaller, but it’s also slower and has lower acceleration. It’s also worth noting that it’s head-only. That makes this one about stability and staying smooth while tracking a very small target. It also helps you understand how the target actually behaves in the original scenario, so you’re better prepared when you go back to the normal version.

VT Steadytrack Intermediate S3 – This control tracking scenario features a small, semi-evasive target that makes both short and long strafes. After 14 seconds, the target despawns and respawns in the center of the map a second later, which will happen four times in a run. It’s great for microcorrections and target reading, especially since the vertical movement can be hard to predict. Since each new target can have a very different movement pattern, it’s also good practice for adapting on the fly.

Lasertrack

Lasertrack S2 Precision – Here’s the same idea as the Swirltrack version above, just applied to Lasertrack Intermediate S2. The target is considerably smaller, slower, and has lower acceleration, and you’re only hitting heads. Focus on staying stable and smooth, and use it to better read how the target moves in the regular version.

Smoothbot 2.0 Easier – A precise tracking scenario with a pill-shaped target that moves around you in long strafes. It also performs air jumps to stay floating while it moves back and forth toward you. This is a great task for raw horizontal smoothness, with added back-and-forth movement on the Z-axis and vertical movement from the air jumps. If you’re looking to work on your smoothness fundamentals, this is a good place to do it.

Dashtrack

Dashtrack S2 No Dash – Dashtrack Intermediate S2, without the dashing. While dashing is a core part of the Benchmark (hence the name), you can’t really track it well if you don’t know how the bot moves when it isn’t dashing. Removing the dashes lets you isolate the tracking without worrying about the target suddenly leaving your crosshair behind.

VT Adjust Track Intermediate – This precise microtracking task features a small spherical target that flies around you, making readable strafes while frequently dashing short distances, forcing you to constantly readjust and get back on target. Beyond the precision training the smaller target offers, the task is especially good for training your corrections and keeping your tracking smooth after a small flick.

Arenatrack

Arenatrack S2 Close – Here’s a version of Arenatrack Intermediate S2, with only the close target for the whole run. The target moves nearly the same whether it’s up close or further away, but players tend to struggle when it’s close, since it can move around you and force wider 180 or 360 degree movements again and again. This version lets you get used to that so you’re better prepared for the actual Benchmark task. There’s also an Arenatrack S2 Far that does the same with only the faraway target, if that’s something you’re looking for.

VT MFSI Novice – In this task, you track a strafing bot at medium range as it makes very short and very long strafes with nearly instant acceleration. There’s no back-and-forth or vertical movement here, and the pill-shaped target stays at a fixed distance and just strafes fast, which makes it great for reacting to movement changes and punishing anyone trying to predict.

Hovertrack

Hovertrack S2 Extra Dash – Here’s Hovertrack Intermediate S2, except in this version the target dashes more often. In the original, the tracking sections give you plenty of time to score before you have to adjust to a dash, so players often struggle to get into the flow of flicking back to the target and resuming tracking. This version forces you to react quickly, make accurate corrections, and stay smooth between dashes, all so you get more reps in for that exact motion.

Controlsphere 2.0 – This control tracking scenario features a small sphere that gently moves in front of you while randomly jumping on the floor and mid-air. This is a fundamental task for control tracking, reading target movement, and frequent microcorrections. The air jumps add difficulty, as you have to react to them while staying smooth.

Strafetrack

Strafetrack S2 Evasive – This is the evasive version of Strafetrack Intermediate S2, and it’s head-only. The target strafes more often and accelerates faster, making it harder to react to its movement. In Strafetrack, success comes down to understanding the target’s movement and adjusting to its strafes, which can occasionally throw your aim off. This version of the task prepares you for that.

CloverRawControl 2.0 Easier – This is a micro tracking task with a small sphere target which performs somewhat predictable strafes inside of a small play area. Since the target’s movement isn’t totally linear, the task is excellent for isolating micro movements with precise, controlled tracking. It’s also a good fit for situations like tracking enemies at range while keeping your crosshair on their head despite the target dodging.

Gravtrack

Gravtrack S2 Evasive – This evasive version of Gravtrack Intermediate S2 features a head-only hitbox, with more frequent strafes and faster acceleration. In Gravtrack, the key is understanding the target’s arching motion while staying accurate through its strafes since it decelerates slowly. The target will occasionally strafe before it reaches the top or bottom of the map, which can shake your crosshair off, ruin your pace, and drop your potential score. In this version, it strafes much more often and more aggressively, which makes it great practice for reading target movement.

VT Verttrack Intermediate S3 – This precise tracking scenario features a medium-sized target that makes long, vertical strafes, with frequent horizontal ones as well. It’s great for training wide arm movements on the vertical axis, with the added challenge of horizontal strafes thrown in the mix. It’s also good practice for those awkward aiming angles you sometimes find yourself in.

Lifttrack

Lifttrack S2 No Stops – This is Lifttrack Intermediate S2, but with the constant up-and-down movement for the entire run. One core part of Lifttrack is tracking while you move up and down, but in the original, you’ll stop for a bit at the top and bottom of the play area. The target immediately reverses direction when it hits the top or bottom, so you train your aim while moving at all times.

Skytrack Intermediate – Here’s an on-rails or auto-movement tracking task where you’re moving as you track a spherical target that flies and makes short and long strafes at mid-range. The forced movement means you have to account for your own movement while aiming, all while dealing with a fairly evasive target. Also, your movement isn’t a straight line… It arcs and changes direction throughout the run, so you have to watch both your own movement and the target’s at all times to do well.

Click Here to start the Trackmaxxing by Aimlabs playlist in Aimlabs!