Tier List

MM2 Aim Trainer Every dummy personality

What each bot actually does, which role it trains, and when to stop farming it.

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Dummy Types

Dummy type is the whole product. Maps and codes help, but the personality you spawn decides whether a session transfers into Murder Mystery 2. This page is the deep dive behind the tier list. Menus live on how to play. A timed block lives on the training planner. Habits live on improve aim.

The original trainer shipped 8 June 2021 with this picker. Aim Trainer 2 keeps it: choose how the bot behaves, then shoot. Optional 1v1 PVP exists if you want a human. The default curriculum is still solo NPCs. The eight dummies below are that curriculum.

Standing still — C

Feet planted. Head does not bounce. Use three minutes to ask: is the cursor on the skull, does the hole match the dot, did you bind jump to fire?

Confirm a small red-dot from cursor IDs. If ten frozen heads miss, fix sensitivity or controls before chasing. Kill badges on standing still do not move your Sheriff shot. Done: ten heads, no mystery misses, then leave.

Camper — B

The dummy sits on the revolver spawn — the classic “I thought I was safe” death. Sheriff work is pre-aiming that tile. Murderer work is forcing them off the gun. Some settings stay glued; others chase once you enter their space. Both are B because the lesson is gun geometry, not raw tracking. House camper is not Hotel camper. Done: you take the pickup fight without emptying the cylinder, and you know whether this bot will chase after.

Moving — B

Patrols or strafes without locking a chase. You learn lead: hold an angle, let the dummy cross, one shot, reset. If this feels hard, sensitivity is probably too high for a small head. If it feels trivial, go to chasing even if accuracy falls. A patrol percentage is not a rank. Done: mid-range strafing heads without tracking the whole body.

Chasing — A

The dummy runs at you. This is the Sheriff clock: distance, a doorway, a head in the dot. Backpedal or hold; do not spray the floor. When chasing feels “too fast,” you usually skipped standing and camper, often with a decorative cursor. Fix the ID, run camper five minutes, come back.

Sheriff: shoot before the hug. Murderer: this dummy is you — watch how a panicking Sheriff backpedals so you know when a throw is greed. Done: first or second shot lands while you are moving.

Haste chaser — A

Same chase, more speed. Haste in MM2 punishes late peeks. Start the shot before the dummy fills the frame. Waiting to “see the head clearly” means melee range and a failed drill. One clean hit. Dumping the gun here practices panic, which is how live rounds are lost. Use the Sheriff gun you actually queue with. Done: earlier peeks than yesterday, shots left after the dummy drops.

Knife thrower + jumping — A

Throws knives and leaves the ground. Two drills, which is why it is A not B.

  • Murderer: throw lead on a jumper. Standing still to “make it easy” teaches a throw MM2 will not give you.
  • Sheriff: punish a jumper who is also throwing. Strafe. A frozen Sheriff is a free knife.

Use the knife you queue with. If throws feel random, you are flicking from the hip — plant on the jump apex, then release. Done: a throw hits a jumper, or you shoot a throwing jumper without eating the knife because you planted.

Chasing spam jumper — S

Constant jump while chasing. This is public MM2. If you cannot ride the bounce on the close, the rest of the ladder was homework you skipped. Put it on the map you actually play: hallways and open tiles change the arc. The training planner budgets seven minutes here on purpose. Track vertical and horizontal together; do not wait for landing. Done: jumping heads while you move, and no surprise when a real player does the same after round start.

Chasing exploiter — S

Unfair speed. Not a request to cheat. Aim Trainer 2 bans cheaters permanently with no appeal. Calm is the skill: take the shot you have when the hitbox looks illegal. If this dummy makes you reach for scripts, the drill is working. Stay, take worse angles, leave when the timer ends. Silent aim deletes the reason you opened the place. Done: a clean shot instead of a camera spin, even when the dummy looks ridiculous.

Weapon, cursor, map

Gun for Sheriff, throw for murderer, same items you use in MM2. Joke loadouts are allowed in the range and useless in a round. Decorative cursors lose to a red-dot; paste the ID in Misc as controls shows. A chasing bot on a wide tile is a different exam than the same bot in a stairwell.

If a dummy still feels random after a week, the dummy is not the problem. Change the cursor, change the map, or change the weapon. Then come back to this list and pick the next personality that matches the round you keep losing in Murder Mystery 2.

FAQ

Frequently Asked Questions

Quick answers for codes, cursors, dummies, and aim drills.

Which dummy should I spawn on day one?

Standing still for three minutes, then camper, then chasing. Skip straight to spam jumper only if standing heads are already free. The getting started session uses that order.

Why are spam jumper and exploiter both S?

They test different failures. Spam jumper is vertical tracking in public MM2. Exploiter is panic when speed looks unfair. Both transfer. Standing still transfers almost nothing. See the tier list for the full ladder.

Can I practice murderer and Sheriff on the same dummy?

Yes. Chasing and thrower + jumping work for both roles if you change the weapon. Do not swap every kill. Finish a block, then switch, as in the training planner.

Is 1v1 PVP a dummy type?

No. Dummy types are NPC personalities. Optional 1v1 PVP is a separate playlist when you want a human. The default curriculum is still the eight dummies on this page, started from how to play.

Do scripts help against the exploiter dummy?

They remove the drill. Aim Trainer 2 bans cheaters with no appeal. Use improve aim and stay on the dummy. The scripts hub is a warning label, not a loadout.