What every skill actually changes in a match, with the numbers behind it, so you can decide what is worth training.
It's all about the gunfight for these 4 skills.
Aim decides whether the bullet lands, and where on the body it lands. It is the only skill that does both: high Aim hits more often, and moves those hits up the body, more heads, fewer legs.
| Aim | Miss floor | Miss ceiling | Headshot ceiling | Leg-shot floor | Distance resistance |
|---|---|---|---|---|---|
| 90 | 22% | 82% | 8% | 16% | 0.55 |
| 100 | 16% | 78% | 20% | 14% | 0.78 |
| 110 | 10% | 74% | 32% | 12% | 1.00 |
First, what "accuracy" means here. Every shot starts with an accuracy score of 100. Distance, recoil and standing too close to teammates each subtract from it, and whatever is left is converted into a miss chance. It is not a stat on the player card — it is a running total for that one bullet, and it resets for the next one.
At Aim 100, a clean shot at accuracy 100 misses 16% of the time. Every 10 points knocked off that score costs roughly 8 percentage points of extra miss.
| Aim | Accuracy lost | Miss from that | Extra flat miss | Total extra miss |
|---|---|---|---|---|
| 50 | −2 | +1.6pp | +2.1pp | +3.7pp |
| 40 | −6 | +4.8pp | +5.1pp | +9.9pp |
| 30 | −11 | +8.7pp | +8.4pp | +17.1pp |
| 20 | −16 | +12.6pp | +12.0pp | +24.6pp |
| 10 | −22 | +17.1pp | +15.9pp | +33.0pp |
An Aim-10 player misses a third more shots than the accuracy score alone would suggest, and it bites hardest at close and mid range, bad aim is meant to feel bad before distance is doing the work. This is why an academy prospect with Aim in the twenties is not merely worse; they are playing a different game.
What Aim does not do
It does not control recoil — that is Handling, end to end. It does not help you turn or react. And it does not steady the shot at range: Aim resists the accuracy loss from distance, while holding the shot on target out there is Handling's job. They cover different halves of the same problem.
Handling owns recoil end to end, and steadies the shot at range. Its value is spread across a whole magazine rather than concentrated in one bullet, so it rarely wins a fight outright, it stops you losing one you had already started well.
| Handling | Recoil per shot cut by | Worst recoil you can reach | Headshots lost at that recoil | Leg-shot cut |
|---|---|---|---|---|
| 50 | 3% | 15.0 | 86% | 0pp |
| 70 | 7% | 15.0 | 86% | 0pp |
| 90 | 10% | 15.0 | 86% | 0pp |
| 100 | 39% | 8.7 | 82% | −3pp |
| 110 | 60% | 4.0 | 25% | −6pp |
What Handling does not do
Nothing outside a gunfight. It does not affect grenade accuracy, movement, or reload speed. Every point of it is spent on bullets.
Determination is steadiness, under pressure and under fire. It corrects your aim every time you swing onto a target, at any health, and then keeps most of your ability intact once you are hurt or left alone.
| Determination | Low-HP penalty resisted | Clutch accuracy boost |
|---|---|---|
| 60 or below | 0% | 0% |
| 90 | 5% | 0% |
| 100 | 45% | 2.5% |
| 110 | 85% | 5.0% |
Movement is how hard a player is to shoot. Not how fast they cross the map, how much they make an enemy work for every bullet. It is the only skill that does nothing for your own shooting: every point of it goes into spoiling someone else's.
| Movement | Extra miss chance you impose |
|---|---|
| 61 | 1.4% |
| 90 | 2.0% |
| 100 | 6.0% |
| 110 | 10.0% |
These two decide who is ready first, and the opening exchange usually decides the rest of the fight.
Quickness is how fast you get your crosshair onto someone. In a fight that starts off-angle, it governs who arrives on target first, and the player who arrives first usually gets to shoot first.
| Quickness | Turn speed °/tick | Overshoot recovery °/tick |
|---|---|---|
| 61 | 7.4 | 6.0 |
| 90 | 9.0 | 6.0 |
| 100 | 12.5 | 10.0 |
| 110 | 16.0 | 14.0 |
| Weapon | Opening-shot bonus at Q100 | at Q110 |
|---|---|---|
| MP5, MP9, MAC-10 | 1.5% | 3.0% |
| M4A1 | 2.2% | 4.5% |
| AK-47, Galil, FAMAS | 2.6% | 5.2% |
| Dual Berettas | 3.5% | 7.0% |
| Glock, P2000 | 3.7% | 7.3% |
| Desert Eagle | 4.3% | 8.6% |
| SSG08 | 5.8% | 11.6% |
| AWP | 6.0% | 12.0% |
An AWP holder gets four times what an SMG holder gets, the AWP has one shot to win the duel, the MP5 has ten. At Quickness 90 or below this bonus is zero for every weapon.
When it does nothing
All of this applies to getting onto a target you were not already facing. In a fight where your crosshair is already roughly right, Quickness does very little. It pays enormously in the situations it governs, and not at all in the ones it does not.
Awareness is catching them before they catch you. It does two separate jobs. It sets how precisely a player must be lined up before they are allowed to open fire at all, and it decides whether a flank counts as a flank. The game is stricter about both than most people expect.
| Awareness | Fire cone, either side | Full cone |
| 90 or below | 2° | 4° |
| 95 | 3.5° | 7° |
| 100 | 5° | 10° |
| 105 | 6.5° | 13° |
| 110 or above | 8° | 16° |
Do not confuse this with the vision cone, which is a flat 45° either side and does not move with Awareness. Awareness widens the cone you shoot in, not the cone you see in.
| Awareness | Off-guard aim forgiveness | Effective flank cone |
|---|---|---|
| 90 | 0° | 45° |
| 100 | 15° | 60° |
| 110 | 30° | 75° |
How a flank is actually decided
The game checks for a flank at one exact moment: the tick you first lay eyes on the enemy. Not when you shoot, not after you have turned, the instant line of sight opens. Three things must be true at that instant:
This is why a mutual surprise rewards nobody: if you both come round a corner and both spin, neither of you had the angle first. The flank belongs to whoever already had it.
It lasts until they turn around. The mark holds until the enemy actually brings you into their vision cone, then 150ms of grace after that, so a deeper flank, where they are facing further away and take longer to come round, naturally lasts longer. It ends early if you switch to a different target, and never runs past 4 seconds.
What it is worth: your first shot on that enemy lands 50ms sooner, one tick. Kill them while they are still off-guard and your swing onto the next enemy is one tick quicker too, once. That is the whole base reward: a flank buys tempo, not accuracy. The Backstabber talent decreases miss chance on top of it, and that part scales with the points you put in.
These two do almost nothing in a 1v1, but overall a great deal in a round. They are also the two that stay useful at the bottom of the range.
Gamesense is knowing where to hold your crosshair and who to shoot. It is distinct from Aim: Aim decides if you hit, Gamesense decides where you were pointing in the first place.
| Gamesense | Head bonus (slow guns) | Leg cut (fast guns) | Converge on a teammate's target |
|---|---|---|---|
| 61 | 0pp | 0pp | 0% |
| 90 | 0pp | 0pp | 20% |
| 100 | +4pp | −5pp | 48% |
| 110 | +8pp | −10pp | 95% |
It works differently to the others
Unlike the gunfight skills, Gamesense is worth something even when it is low — a squad with untrained Gamesense is worse, not broken. But most of the improvement still waits at the top: about a fifth of it is there by 90, and the rest between 90 and 110.
Teamplay is being able to stand near your teammates without getting worse. Players bunched together shoot worse, Teamplay is what buys that back.
| Teamplay | Stacking penalty mitigated |
|---|---|
| 61 | 5% |
| 90 | 10% |
| 100 | 18% |
| 110 | 30% |
Why there is no duel number
Every effect Teamplay has requires a teammate standing near you. A 1v1 test can never trigger any of it, so its absence from the table at the top is a gap in the measurement, not a statement that the skill is worthless.