π― Aim Assist Shapes Guide
Each Shape is a different mathematical trajectory the stick loops through while AA Rocket is active β either full stick (Aim Assist Parameters) or the lighter secondary layer (Tracking).
Some shapes are continuous curves (circle, figure-eightβ¦), others are fixed points the stick jumps between (Diamond, Hex Walkβ¦). There's no universal "best" shape β the goal is finding whichever one matches how your weapon actually kicks/drifts in-game, without feeling mechanical.
All 19 shapes (Left/Right Shape)
| Shape | Trajectory |
|---|---|
| Left-Right | Pure horizontal sweep β no vertical movement at all |
| Vertical | Pure vertical sweep β no horizontal movement at all |
| Circular | A full, regular circle β equal amplitude on both axes |
| Wide Oval | A circle flattened vertically β an oval wider than it is tall |
| Tall Oval | A circle flattened horizontally β an oval taller than it is wide |
| Diamond | 8 fixed points in a diamond/octagon; the stick jumps point-to-point in straight lines β a stepped, clock-hand motion |
| Rocket | 8 phases alternating between an off-center corner and the exact center β a diagonal zigzag pulse |
| Sway | An asymmetric, gentle-wave curve close to a half figure-eight β a drifting wobble |
| Cardinal | 4 fixed points 90Β° apart β a fast, blocky oscillation |
| SpiralFlow | Radius grows from 0 to max over one full revolution, then snaps back to 0 and repeats |
| WaveTrack | Wide horizontal wave (full amplitude on X) with a much smaller vertical ripple (~1/3) β mostly horizontal |
| Spiral | Same idea as SpiralFlow, slightly different growth formula |
| Helix | Alternates a quarter-turn horizontal, then a quarter-turn vertical β a staircase path switching axis every 90Β° |
| DNA | Continuous vertical sine wave while the horizontal axis snaps between +50 and -50 halfway through the cycle |
| Hex Walk | 6 fixed points in a hexagon β the stick walks the outline point by point |
| Infinite | A cosineΓsine combination β a true figure-eight / infinity (β) trace |
| Cross | 4 fixed diagonal positions β the stick jumps between the 4 corners of a cross/X |
| Box Sweep | 8 fixed points in a square (corners + edge midpoints) β traces a box outline |
| Pulse | Horizontal and vertical radius each grow/shrink independently while rotating β an irregular "breathing" oval |
Track Shape (the lighter Tracking layer) only offers 4 of these at low amplitude: Circle, KITT (a horizontal scanner sweep, no vertical movement), Wide Oval, Tall Oval.
Choosing shapes by playstyle
These are community-tested starting points, not fixed rules β your controller, sensitivity, and lobby level all change what feels best.
π₯ Aggressive / close range (SMGs, slide-ins, hard pushes)
Try: Cardinal, Wide Oval, Infinite (small size)
Favors quick directional changes and strong rotational assist β good for chaotic CQB where reaction speed matters more than micro-precision.
βοΈ Balanced / all-round
Try: Sway, Tall Oval, Spiral
The best control-to-assist ratio for mixed close/mid fights and constant strafing β a solid default for most players.
π― Long range / beaming (AR lane holding)
Try: Helix, DNA, Tall Oval (small size)
Emphasizes micro-adjustments and stick stability, reducing overcorrection during sustained fire.
Left Stick
Left Stick shapes drive movement-based assist rather than raw aiming. Many competitive players leave the Left Stick shape off entirely for full manual movement control. If you enable it, Sway or Left-Right suit strafe-heavy players; a rounder shape like Circular feels more forgiving for a slower, more casual pace.
π οΈ Quick troubleshooting
- Movement too fast: lower Left Speed / Right Speed
- Screen shaking: lower Size first, then try a gentler shape (Circular, Sway) before touching Speed again
- ADS not working: check Ads Size/Speed and confirm "Active on ADS" is ON β see Aim Assist Parameters
