---
title: 'Why You Should Aim Like Brawk, NOT Like Demon1'
source: 'https://youtube.com/watch?v=t4s70_5nKRE'
video_id: 't4s70_5nKRE'
date: 2026-08-03
duration_sec: 750
---

# Why You Should Aim Like Brawk, NOT Like Demon1

> Source: [Why You Should Aim Like Brawk, NOT Like Demon1](https://youtube.com/watch?v=t4s70_5nKRE)

## Summary

The video argues that players should not blindly copy the flashy, high-risk aim style of professional Valorant player Demon1, but instead adopt the more consistent, low-variance approach of player Broke. Coach Raymond and the host break down three core principles of Broke's aim: repositioning after fights, using low sensitivity for stability, and visualizing enemy positions. The video emphasizes that Broke's style is better suited for ranked play where teammates are less coordinated.

### Key Points

- **The Problem with Copying Demon1** [00:02] — Players often try to copy Demon1's fast, reactive aim but fail because his style is built for a specific role: entering sites with full team support, including utility and trades. In ranked, this support is absent, making his style high-maintenance and risky.
- **Broke's Aim: Lowering Variance** [02:12] — Broke's aim is methodical and precise, designed to lower variance. He stacks small advantages like positioning, movement, utility, pre-aiming, and visualization to make gunfights easier and safer, rather than relying on raw speed.
- **Principle 1: Reposition After Every Kill** [03:04] — After each kill or peek, Broke repositions, even just a few feet, to avoid being pre-aimed. This forces enemies to adjust their crosshair placement, giving Broke the advantage. He also varies his peek timing to bait enemies into isolated fights.
- **Principle 2: Low Sensitivity for Stability** [07:27] — Broke uses a low sensitivity (200 eDPI, 0.25 at 800 DPI) which provides stability, allowing him to hold pixel-perfect angles without overcorrecting. This contrasts with Demon1's high-speed flicks, which are inconsistent for most players.
- **Principle 3: Visualize Enemy Positions** [10:08] — Broke mentally maps where enemies commonly stand and pre-fires those angles. This reduces the need for fast reactions and accurate flicks. He also anticipates that enemies peek from smoke edges, not the center, allowing him to pre-aim and secure multi-kills.

### Conclusion

The video concludes that while Demon1's aim is impressive, it requires elite mechanics and team coordination. Broke's style, based on repositioning, low sensitivity, and visualization, is more reliable for ranked play. Players should adopt these principles to improve consistency and win more rounds.

## Transcript

copy his insane flicks and raw speed, but then they simply end up whiffing and losing gunfights in ranked. And that's because what a lot of players don't are not the solution to being hard stuck. You can't just try to blindly aim
like Demon1 and expect to hit the same highlights that he does. As a radiant coach, I've seen so many players chase flashy aim rather than making consistent decisions that actually win rounds. Therefore, I've decided to break down
why you shouldn't blindly copy pros like Demon1. And specifically, coach Raymond and I will break down three core principles to having a better aim and explain why a better player to try to steal your aim style from is actually a
player like Broke. Demon1 is one of the most explosive duelists we've ever seen. His aim is fast, violent, and reactive. Takes space in a second, that's his entry frags, and sometimes it looks like he's just playing a different game
compared to everyone else. And his dominance obviously makes you want to try his aim style. But here's what most people miss. Demon1's aim style is built for a very specific job, and that's entering sites. He's often the first guy
in taking the highest pressure duels, and his team is structured to support that. For example, you'll see that his teammates' utility is thrown to force defenders into predictable positions. And then his teammates are ready to
trade him instantly if he goes down. Basically, the entire round is designed to enable him to take those fights at full speed. However, when you're just playing a common ranked team, you almost never get that same environment. If you
try to swing like Demon1, but your flash comes late or never comes at all, then you're pretty much screwed. And that's just really frustrating. So, the point I'm trying to make isn't that you should stop respecting Demon1's aim. But the
point is that Demon1's aim style is very high maintenance. It demands perfect timing from not just yourself, but your teammates, strong support, and elite mechanics make the actual risk worth it. If you try to copy it without those
conditions, you're basically choosing the hardest possible way to win fights, and that's exactly why we're instead going to take a look at Broke's playstyle. In this case, Coach Raymond from my Immortal Roadmap program will
break down what makes Broke so special. &gt;&gt; Hey guys, Coach Raymond here. Let's now take a look at Broke's aim. Broke's aim stands out because it's built around lowering variance. It's methodical, precise, great for competitive play, but
also perfect for the most common ranked scenarios where teammates act like you don't exist. Unlike Demon1 style, which often relies on reacting faster than the enemy can process, Broke's style relies on setting fights up so the enemy is the
one reacting. He stacks small advantages that anyone can train. Simple things like positioning, movement, utilities, pre-aiming, and visualization. Everything helps him make each gunfight as easy and safe as possible. That is
why he doesn't just drop one and die. He consistently finds ways to stack two or more kills when holding space because his aim style is built around taking advantageous fights, not pure confidence in the fact that he'll out-aim anyone in
any circumstance. Now that we know why we should take inspiration from Broke, learn from him and apply to your own games. Most players think they lost a gunfight because they missed they got a
they died because they were still standing where they just shot from or they died because they peeked at a super predictable time. Instead, Broke's first habit in these situations is to reposition after every kill or peek. And
this doesn't mean rotating to another site. It can simply mean moving 10 ft take a fight, the enemy builds an expectation of where you are. Therefore, they will aim at the last position they saw you or the most common position you
should be holding. If you stay planted after the first kill, the next guy which means you are now taking a duel against a pre-aimed crosshair, and Instead, Broke moves in a way that makes it harder for the enemy to seek him out.
After almost every gunfight, if he's able to, he will move to another position. The enemy swings expecting one angle, but Broke appears from a slightly adjust while Broke is already ready to shoot. To achieve the same result, it's
quite simple. You need to move around objects and structures after each short gunfight. You can also play with the enemy's expectations. If they are of the [music] center structure on Corrode B, you could wait for two extra
seconds before swinging out of the same angle. Broke basically plays with the enemy by using covers as much as possible, and baits the enemy into forcing a favorable fight. Now, you might be watching this video, and you
player yourself. But maybe in your head, you're thinking that you just don't have potential. And I know, life can get pretty busy, and it feels like ranking up can take ages. But what we actually noticed is quite different. If a player
knows exactly what he needs to work on, and has a chance to get hands-on help from our team of Radiant and VCT coaches, they can actually rank up 500 coaches, they can actually rank up 500 RR in just 6 weeks. In fact, 80% of our
students reach their promised rank in just 6 weeks, and there are hundreds of reviews like this. Within IRP, you'll be part of a 10-week personalized coaching program that's already helped thousands of players rank up. You'll get over 100
plus hours of personalized hands-on coaching with one-on-ones, mechanic drills, private scrims, and meticulous goal tracking to make sure that ranking up is inevitable. And in fact, we're so confident in our coaching that if you
don't rank up at least 500 RR in 10 weeks, we'll give you a full refund. And to make sure that we can ensure the highest quality of coaching as possible, we only allow a few players to join per season. So, you can use the link down
below to check if you have a free spot available and book a free call with me or one of our coaches to see if you'd be a good fit. Now, back to the video. Okay, so we understand that we need to move between each fights, but what if
stuck behind an angle? Let's learn from this example. In this clip versus Sentinels, Broke held an angle against Nates, DonQ, Zellsis, and Bang. He drops Nates clean with two taps and instantly tucks back into the corner to reset.
pre-fired. He's staying on his feet between each burst. Notice how he avoids exposing himself to all three at once. He is constantly changing his timing and his position, so Sentinels can't lock in
when the next peak is coming. Notice how Broke is constantly changing the timing of his peaks. First, he taps Nates, tucks back, then he waits half a second longer before peaking at DonQ. That small timing change baits Zellsis into
swinging early thinking Broke will peak the same way again. Zellsis commits, misses, and now Broke has the clean angle he wanted. He's tweaking his peak timing to force them to swing one by one, not all at once. When you're stuck
behind an angle, don't feel pressured to peak when the enemy is expecting you. You can't move around like you'd want, but you can peak at irregular times and bait the enemies into giving you isolated gun fights. To practice this
for your comp games, load into the range and spawn a full set of bots. Then use isolate each bot without peaking with the same timing every time. &gt;&gt; Do it for even 5 to 10 minutes just to get a feel for it and then queue a DM
with the same idea in mind. The goal is to build the habit of playing around structures and varying the timing of our peaks. A lot of players think having fast aim means good aim. But what happens is they try to flick harder,
move their mouse more, and force speed. But when we watch Broke, you'll notice just how calm everything looks. And one of the reasons is definitely his low sensitivity. Broke runs with a 200 eDPI. So basically 0.25 sensitivity at 800
DPI. Playing at a low sensitivity gives him stability, and stability is what lets him hold pixel-perfect angles without shaking, without overcorrecting, and without turning every duel into a panic flick. And his crosshair stays
calm and mostly still. And the adjustment is small and controlled. Now again, let's contrast Brox's aim to Demon1's aim is built for speed, unpredictability, and reacting to mid chaos. And that's incredible when you
can actually land those shots consistently. But when most players try to do that, they'll simply become inconsistent. One round, they can look insane, and the next round, they look like this. Now, let me actually show you
how Brox holds angles. If you pay attention to his gameplay, you'll notice that he's usually holding his crosshair near the edge of the wall. His crosshair sits exactly where the enemy's head must cross if they were to swing that angle.
doesn't have to flick hard. He just simply has to tap and kill. The trust our crosshair placement here. Give yourself time to react when the opponent swings so you can shoot, then move to buy yourself time if you missed. The
easiest way to practice this is going into a deathmatch, and when you know an enemy is close by seeing them on the radar or hearing them run towards you, And when they do, line your crosshair and shoot when the opponent crosses into
your crosshair without making harsh adjustments. It's like a click timing task. Now, you probably won't have TikTok montage-worthy clips every game when playing like Brox, but you also won't have many rounds where you die
saying you need to simply copy Brox's sensitivity. You can copy his playstyle how do we find a sensitivity that will work for us? Quickly load into the range and spawn the practice spots, and test your sensitivity for micro-adjustments
and not flicks. Go ahead and spawn bots at medium range, about 15 to 20 m, and tap each bot's head using small corrections and not big swings. And when you are changing your sensitivity, make sure you adjust it by 0.1 increments. If
it feels too slow and you can't keep up with the strafing bots, raise it up. And overcorrecting a lot with your crosshair, then lower it. Try to aim for crosshair is able to stay on the head without having to overcorrect or
undercorrect as much as before. And playing on a lower sensitivity will feel slower on day one, but once it wires in, you'll stop fighting your mouse and start focusing on the game. Now, the second principle that we went over
allows us to achieve a calmer aim. But what actually makes Broke shine is his ability to visualize enemies. So, I'll hand it over back to coach Raymond for the third and final principle. The last part of Broke's aim has nothing to do
where people usually stand before he even sees them. If your crosshair is already at the correct position, the fight becomes a lot easier. Placing our crosshair at exactly the right position will reduce the need for a fast reaction
time and remove the need for accurate flicks. Mentally mapping where players will commonly hold and pre-firing them is important. As if you get caught off guard, the likelihood of you dying goes up dramatically. His clips show this
constantly. In this clip versus C9 in America's 2025, even though Broke has little idea of where the enemy is exactly, he starts shooting and spamming into the smoke for a pick. As C9 peeked one by one and didn't expect him to
disrespect the binds, he was able to pick up a clean triple spray. A small thing he does is expecting the enemies to peek from the edges of the smoke and not the center. That's not random. Enemies usually avoid peeking out from
the center of a smoke. They prefer to swing from its edges, and Broke knows that. He also knows that they won't all swing from the same side. So, he's prepared to flick left and right. That's how he made this look so simple.
Honestly, you'd be surprised to find out how much of the crazy plays you see in VCT come from them expecting something you're not even aware of. Demon1 can react to surprises faster than most humans, but Broke removes surprises so
he doesn't need to. Try this. Queue a deathmatch and have it in mind to snap to each common angle you're approaching. Think primarily about where players tend approaching. If you're not sure where these common angles are, search up one
deathmatch on that map to compare, such as Demon1. This will make it easy to gives you a much better chance of visualizing these angles in the future. for you on a common angle you're about to peek, try pre-firing them. Because if
confidence in peeking this angle in the future. That's all for now. Let me know if you prefer Broke or Demon1's aiming style in the comments below. And check this video here. Or if you want direct help from me or our other coaches inside
help from me or our other coaches inside IRP, click the link in the description.
