Train Flicking and Tracking in The Finals Aim Basics Routine
Looking to sharpen your aim before your next match in The Finals or build a reliable daily training habit? The Finals Aim Basics Routine prepares you for the game’s core mechanical demands: flicking, evasive target switching, precise tracking, and reactive tracking. Every section is built around how fights actually play out in The Finals, with extra attention on dashing enemies and the kind of unpredictable movement that punishes sloppy crosshair placement.
Like every routine in the Aim Basics Routines series, this one works equally well as a daily training session or a pre-match warmup. The full routine runs 24 minutes and is a good entry point if you’re new to Aimlabs and want structured training built specifically around The Finals rather than a more general aim training playlist.
Click Here to Start The Finals Aim Basics Routine in Aimlabs!

Flicking:
Adjustshot Finals – The opening task of the routine features two targets placed on a wide wall with no variance in target depth. The targets are not fully static, and they will have slight movements, making the task effective for practicing proper flicking technique, which combines the initial flicking motion with controlled microcorrections to adjust for the subtle motions of the targets. This task includes an optional sniper ADS overlay, which makes it useful for training a variety of different weapon types.
Blinkshot Finals – This is a dynamic flicking scenario which features several targets, spawning at varying depths and heights, all of which require multiple shots to be eliminated. The targets will dash in front of the player frequently, making them extremely evasive.

Evasive Target Switch:
Smoothswitch Finals – The first task in this section is a target switching scenario with several flying targets that surround the player. Compared to most switching tasks, this one leans more toward tracking due to the targets having a higher TTK. It also features health regeneration, meaning each target must be fully eliminated before moving to the next. ADS and player movement are optional.
Controlswitch Finals – This target switching scenario similarly features targets that are flying evasively around the player, but these are even more tracking heavy as the targets manuevers are more erratic. The movement patterns are still readable, just more challenging. The task features health regenerating targets, with optional ADS and player movement.
Skateswitch Finals – The final task of the section focuses on evasive switching, featuring three humanoid targets that strafe, jump, and dash in front of the player. Headshots will deal double damage, with optional ADS and player movement.

Precise Tracking:
Horizontal Wide Track Easy – This is a precise tracking scenario that features a small target which makes long, wide strafes in front of the player, bouncing off of the sides of the play area. This task primarily trains pure horizontal tracking and smoothness, with the added element of the wall bounces there to create added evasiveness.
Bouncesphere Finals Easy – The next task in the section is a precise tracking scenario that features a small target, which performs high jumps around the player, with the ability to strafe in mid-air. This task trains precision and smoothness, while mimicking in-game situations such as tracking players who have just hit a jump pad.
Controlsphere Finals – The final task in this section features a sphere that makes evasive strafes around the player. This is great for training target reading, micro-adjustments while tracking, and helps to transition your training between precise tracking and into the reactive tracking section.

Reactive Tracking:
Fartrack Finals Easy – This reactive tracking scenario features a pill-shaped target that performs both long and short strafes at medium to long range. This task focuses on raw reactivity and target reading while maintaining that authentic, in-game feel. ADS and player movement are optional.
Closetrack Finals Easy – The final task of the routine is a reactive tracking scenario featuing another pill-shaped target, which performs long and short strafes at close range. This task is designed to focus on raw reactivity and target reading while mimicking the close quarters engagments that players will experience in-game. ADS and player movement are optional.
