Wall Toss Aiming Tips: Full-Power Angles for Every Hole

Updated October 2026

Wall Toss on this site gives you nine throws at a wall with five scoring holes, worth 10, 20, 30, 50 and 100 points from bottom to top. There is no spin, and the only random element is the wind: every ball gets a new one, shown by an arrow and a number at the top of the field, and under the same wind the same drag always produces exactly the same flight. That makes the game a calibration problem, and it rewards a method rather than a feel. This guide explains how the drag is turned into a throw, why the strongest technique is to fix the power at maximum and aim with the angle alone, and which angles reach which holes.

How a drag becomes a throw

You can start a drag anywhere on the playing field, not only on the ball. The throw is defined by the line from your finger back to the point where you first touched down, like pulling back an elastic band. Pull down and to the left and the ball flies up and to the right. A dashed guide line from the ball shows the direction, and a ring around the ball fills up to show the power, turning from green to yellow above 55 percent and to red above 85 percent.

Power grows with drag length until the drag reaches 130 units of the game's internal 360 by 540 field, which is a little over a third of the field's width. Beyond that the power stays at its maximum, however far you keep pulling. Drags shorter than 12 units are ignored, so a stray tap never wastes a ball. The game also forces every throw to have at least a small upward component, which means an almost flat drag still sends the ball slightly upwards.

After release the ball flies under constant gravity. If it reaches the wall, the game takes the height of the ball's centre at the moment its edge touches the wall and checks which hole that height falls inside. Touch the floor before the wall, or sail off the top of the screen, and the ball scores nothing. The next ball is ready about 0.6 seconds after a throw ends, and the round closes about 0.7 seconds after the ninth.

Why full power is the key

A throw has two variables, angle and power, and your thumb is not very good at reproducing both. Since power stops increasing at 130 units of drag, the simplest way to remove one variable is to always pull well past that point. Every throw then has the same speed, and the only thing you change is the direction. A one-dimensional aim is much easier to repeat, and the long drag has a second benefit: the further your finger travels, the smaller the angle change produced by a slight wobble.

In practice, start your drag near the upper right part of the field and pull a long way down and to the left. The red power ring tells you you are at full strength. From then on, only adjust the slope of your pull.

The angle map at full power

We traced full-power throws across every angle from flat to vertical in our simulation, using the game's own physics. Angles here are measured upwards from horizontal, in the direction the ball travels. In calm air the scoring bands came out as follows:

Between these bands are dead zones where the ball strikes the wall between two holes. Above about 70 degrees the ball meets the wall above the top hole, and from about 78 to 78.7 degrees it comes down steeply into the top hole again. Above 79 degrees the remaining bands are all less than a degree wide, so that steep region is not worth using.

The wind moves every band. Its sideways push runs from a headwind (arrow pointing left) to a stronger tailwind (pointing right), and it can also lift the ball (arrow tilted up). A headwind slows the ball so it reaches the wall later and lower, which means you flatten the throw: with the strongest headwind the 100 band sits at roughly 64 to 68.5 degrees. The strongest tailwind gets the ball there sooner and higher, so steepen to roughly 71.5 to 75 degrees. Lift also calls for a flatter throw; a strong headwind with full lift puts the band as low as 61 to 63 degrees. The top hole stays reachable at full power in every wind, but no single angle works in all of them, so read the arrow before each throw.

The bands are the same on every phone. The physics runs in fixed steps of 1/240 of a second whatever your screen's refresh rate, so a slow phone and a fast one send the same drag along exactly the same path. If you change devices, the angles stay put; only the size of the field on screen changes, so take a couple of throws to get the feel of the new screen.

A calibration routine for each round

  1. Ball one: a reference throw. Pull a long drag at a moderate slope, around 45 degrees, and see where it lands. Whatever it scores, it tells you where that slope sits on your screen.
  2. Ball two: find the 50 band. Steepen the pull noticeably. The 50 band is just below the top hole, so once you have hit 50 you know the 100 band is only a few degrees steeper.
  3. Balls three onward: commit to the top hole. Steepen by a hair from your 50 throw. If the ball strikes the wall above the top hole, you went too steep; come back a little. If it strikes between 50 and 100, go slightly steeper.

Under the same wind, a throw that scores 100 will score 100 again if you repeat it exactly, and when the arrow changes you shift the slope by the amount the new wind calls for. The skill is in repeating your thumb's motion and in reading the arrow. Keep your grip, your starting point and your pulling distance the same, and change only the slope.

Expected value: when to go for 100

A perfect round is nine top holes for 900 points. A round of nine 50s is 450, and nine 30s is 270. The jump from the 50 band to the 100 band is only a few degrees, while the gap down to the 30 band is larger, so the risk of aiming at 100 is smaller than it looks. A throw meant for 100 that misses slightly low usually lands in the dead zone or the 50 band, and one that misses high strikes the blank wall above it for nothing.

If your throws for the top hole land there about one time in two and score zero the rest of the time, they average 50 points, the same as a sure 50. Any hit rate better than that makes the top hole the right target. Use the 50 band only when your aim has clearly drifted and you need one reliable throw to reset your reference.

Common mistakes

The most frequent error is varying both power and angle at once, which makes every miss impossible to interpret. The second is pulling in the direction you want the ball to go: the throw goes opposite to your pull. The third is short, quick flicks; a short drag gives low power, a dropping arc and a ball that hits the floor before it ever reaches the wall. Finally, do not chase the steep second band near 78 degrees. It is narrow, it sits right next to the even narrower bands above it, and the gentler 67 to 70 degree band is far easier to find again.

Your best round is stored on this device, and any round above zero can be submitted to the Hall of Fame from the result card. A consistent full-power method is what separates rounds in the low hundreds from rounds near the top of the table.

▶ Play Wall Toss Drag, aim and toss nine balls at the holes on the wall.