The range is a calibration tool, not a warm-up
Most players use the practice range to shoot at things until they feel ready. That is the least valuable thing it can do, because feeling ready is not measurable.
What the range is genuinely good for is verifying the constants this game is built on. There are only three, and once you have checked them against your own hands they stop being trivia and become your model of the game.
Check one: the 3 metre jump ceiling
Every hero jumps exactly 3 metres. That is not an approximation — it is a fixed value, and the ability modifiers are all expressed as percentages of it:
| Hero | Ability | Result |
|---|---|---|
| Everyone else | — | 3 m |
| Luna Snow | Smooth Skate (+100%) | 6 m |
| Captain America, Black Widow | Fearless Leap (+66%) | 5 m |
| Squirrel Girl | Tail Bounce (+200%) | 9 m |
In the range, jump at a ledge you know the height of and confirm where the ceiling is. Then play a match and notice how often you try to reach a 4 metre ledge — it will be more often than you think, and every attempt is a wasted second.
The corollary is worth internalising: a route that needs a climb belongs to nine heroes, not to the roster. Five fly indefinitely — Angela, Human Torch, Iron Man, Storm, Ultron — and four have documented jump boosts.
Check two: 6 metres per second
Base movement is 6 m/s for almost every hero, 7 for Black Panther and Wolverine. In the range, pick two points a known distance apart and time the walk.
Once you have felt six metres per second, distance becomes time:
| Distance | Time |
|---|---|
| 10 m | 1.7 s |
| 20 m | 3.3 s |
| 30 m | 5.0 s |
| 40 m | 6.7 s |
| 50 m | 8.3 s |
That table answers the most common in-match question — “can I get there?” — without guessing. A fight 40 metres away is 6.7 seconds away, and you are not joining it.
Check three: your cm per 360
This is the measurement that fixes every sensitivity question permanently, and the range is the right place to do it because nothing is shooting at you.
- Pick a fixed landmark in the range.
- Put a ruler or tape on your mouse pad.
- Move the mouse exactly 30 cm in a straight line and note how far the camera turned.
- Repeat three times and average — hand wobble is real.
- Convert to cm per 360.
To change it: new sensitivity = old sensitivity × (target cm ÷ measured cm). No converter table and no game-specific constant is involved, which is why this method survives every patch and every DPI change.
The settings guide covers what target to pick and why the constraint is your usable mouse space rather than somebody else’s number.
What not to practise here
Do not grind aim against static targets. Static targets in an empty room teach a skill that does not exist in a match. The projectile aim guide covers the leading arithmetic that actually transfers.
Do not test ultimates. The range does not reproduce the energy system — charge rates depend on the role conversion table, not on what the dummy absorbs.
Do not use it as a warm-up ritual. Ten minutes of calibration once is worth more than an hour a week of shooting nothing. Use the time on the common mistakes list instead.