Pick the run length that matches what you are testing
The eight lengths on the selector are not decoration — a click test measures a different thing at each one, and choosing badly is the most common reason a result feels wrong. A one-second run measures a burst: how fast your hand can go before fatigue exists at all. A hundred-second run measures whether you can hold a rate while your forearm complains. Between those, the number stops being a single skill and becomes a trade-off you are picking a point on.
- 1 second — pure burst. The score can only be a whole number, which makes it the coarsest test on the site and the one worth repeating most.
- 5 seconds — the shortest run where pacing starts to matter. Long enough to average out one fumbled click, short enough that nobody fades.
- 10 seconds — the default here and the length most people mean by "a CPS test". Ten seconds is where a fast start and a fade cancel each other out.
- 60 seconds — endurance. One click is worth exactly 1 CPM at this length, which makes the arithmetic unusually easy to reason about mid-run.
- 100 seconds — the long haul, where every pause is charged against the whole run at a fixed, visible rate.
- Spacebar — the same scoring, driven by the space key instead of a mouse button, with key auto-repeat suppressed so holding the bar is worth exactly one press.
Convert between CPS, CPM and total clicks
These three numbers are the same measurement in different units, and being able to move between them is what turns a score into something you can aim at. CPM is CPS multiplied by 60 by definition. Total clicks is CPS multiplied by the length of the run. That is the whole of the arithmetic, and the table below is simply that multiplication carried out for every length this site offers, so you can read off the target instead of doing it in your head mid-run.
| Run length | 4 CPS | 6 CPS | 8 CPS | 10 CPS | 12 CPS | 14 CPS |
|---|---|---|---|---|---|---|
| = CPM | 240 CPM | 360 CPM | 480 CPM | 600 CPM | 720 CPM | 840 CPM |
| 1 second | 4 | 6 | 8 | 10 | 12 | 14 |
| 2 seconds | 8 | 12 | 16 | 20 | 24 | 28 |
| 5 seconds | 20 | 30 | 40 | 50 | 60 | 70 |
| 10 seconds | 40 | 60 | 80 | 100 | 120 | 140 |
| 15 seconds | 60 | 90 | 120 | 150 | 180 | 210 |
| 30 seconds | 120 | 180 | 240 | 300 | 360 | 420 |
| 60 seconds | 240 | 360 | 480 | 600 | 720 | 840 |
| 100 seconds | 400 | 600 | 800 | 1,000 | 1,200 | 1,400 |
Read a row across and you get the price of a rate. Read a column down and you get why long tests feel so much harder than short ones: 10 CPS costs you ten clicks over a second and a thousand clicks over a hundred seconds, and there is no version of that second number that is a burst.
The ClickCPS band scale
A raw decimal is hard to hold in your head, so this site attaches a name to it. Read the next sentence carefully, because it is the part competitor sites leave out: these bands are a definition invented for this site, not a measurement of anybody. We chose the boundaries. They are not percentiles, not survey results, and not a claim about what any population of players can do — we have not measured a population, and neither has anyone quoting an "average CPS" to two decimal places. The only honest thing a band tells you is which of our published ranges your number fell into.
| Band | Range (this site's definition) | Clicks in 10 s to reach the floor | Clicks in 60 s to reach the floor | What the range describes |
|---|---|---|---|---|
| Warm-up | 0.00 - 2.99 CPS | 0 | 0 | Unhurried tapping. Where a run lands when you are checking that a button registers at all. |
| Steady | 3.00 - 4.99 CPS | 30 | 180 | One relaxed finger, no tension. Comfortable to hold for a hundred seconds. |
| Quick | 5.00 - 6.99 CPS | 50 | 300 | Deliberate fast tapping with a single finger. Easy over ten seconds, work over sixty. |
| Fast | 7.00 - 8.99 CPS | 70 | 420 | Near the ceiling of one relaxed finger. Most runs here fade before the end of a long test. |
| Rapid | 9.00 - 11.99 CPS | 90 | 540 | Usually needs a technique — alternating fingers, or a tensed hand — rather than more effort. |
| Overdrive | 12.00 CPS and up | 120 | 720 | The open-ended top of this scale. Short runs only; the arithmetic gets brutal past ten seconds. |
The bands are also deliberately wide. A two-decimal score invites you to treat a 0.1 CPS difference as meaningful, and on a 10-second run 0.1 CPS is one single click — well inside the run-to-run variation of the same hand on the same mouse. If your score moves between bands, something changed. If it moves inside a band, that is just noise.
How the clicking techniques differ
Players use several distinct hand mechanics to press a mouse button, and they are genuinely different physical actions rather than degrees of trying harder. Below is what each one does. What is deliberately absent is a CPS figure for each: we have not measured them, and inventing a range for a technique is exactly the kind of unverifiable number this site refuses to publish.
| Technique | What the hand physically does | What limits the rate | Commonly reported by players (not measured here) |
|---|---|---|---|
| Regular clicking | One finger flexes and extends; each press is one complete finger cycle. | How fast that single finger can complete a full down-and-up cycle. | The baseline everything else is compared against; the technique people can hold for a long run. |
| Jitter clicking | The forearm and wrist are tensed so the resulting tremor drives a fairly rigid finger onto the button. | Muscle tension has to be maintained; the tremor is not steered click by click. | Reported as faster than regular clicking but hard to aim during, and tiring within seconds. |
| Butterfly clicking | Two fingers (usually index and middle) alternate on the same button, so each finger covers half the presses. | Each finger only needs half the rate — the arithmetic is in the table on the spacebar page — but the two have to interleave cleanly. | Reported as faster than regular clicking; also reported as the technique most likely to produce an uneven rhythm. |
| Drag clicking | The fingertip is dragged across the button so friction with the shell makes the switch actuate repeatedly during one stroke. | Depends heavily on the specific mouse shell, its surface texture and its switches — it is a property of the hardware as much as the hand. | Reported as producing very high counts in short bursts and as inconsistent between mice; also the technique most often restricted by community rules. |
One honest note about strain: players widely report hand, wrist and forearm fatigue from sustained jitter and butterfly clicking, and some report pain. That is reported experience, not a medical finding, and this site is not qualified to give you a medical opinion or to tell you what is safe for your hands. If something hurts, that is a conversation for a professional.
Worth adding: server and community rules vary, and some restrict particular techniques or cap click rates. Check the rules where you actually play before optimising for a number. And in games where attacks are gated behind a cooldown and not by how many inputs you send, extra CPS may convert into nothing at all — a higher score here does not automatically mean more damage there.
What this test measures, and how precisely
Everything below describes what the code on this page actually does, so you can decide how much weight the number deserves.
- The clock is
performance.now(). It only moves forwards and is unaffected by the system clock changing under it. The browser is permitted by the timing specification to coarsen its resolution, so this tool never depends on sub-millisecond precision — the final score is a click count divided by a whole number of seconds. - The window is exactly [first click, first click + length). A later click counts if and only if the elapsed time is strictly less than the run length. A click that lands on the boundary is rejected and ends the run.
- The divisor is fixed. A finished run is scored against the full run length, not against whenever the browser noticed the deadline. That is what makes two runs of the same length comparable.
- The finish is noticed on an animation frame, so the display can keep saying "running" for up to one frame past the deadline — roughly 17 ms on a 60 Hz screen, less on a faster one. Because clicks are accepted or rejected on their own timestamp, never on which frame they arrived in, a late frame cannot let an extra click through.
- Clicks are read from
pointerdown. Down, not up: the press is recorded the moment the button moves, and releasing outside the pad cannot lose it. - What it cannot see. Anything before the browser: mouse polling rate, switch debounce inside the mouse, USB scheduling and OS input handling all happen upstream. This measures what reached the page, which is the same thing your game receives, but it is not a hardware bench test.
One consequence deserves its own line, because it explains most confused results: the shorter the run, the coarser the score. Over one second, a single extra click moves you a full 1.00 CPS — 60 CPM. Over a hundred seconds, the same click moves you 0.01 CPS. The full arithmetic is laid out on the 1-second test page, and it is the reason a single one-second result should never be treated as a measurement of anything.
Getting a result that means something
- Warm up first, then start recording. The first run of a session is almost always the slowest; treat it as practice and keep it out of your data.
- Run the same length at least three times. One run is an anecdote. Three runs tell you your spread, and the spread matters more than the peak if you are trying to hold a rate.
- Change one thing at a time. New mouse, new grip, new technique — test one, keep the run length fixed, and compare raw click counts instead of rounded CPS.
- Count your own clicks on a short run. If you tap 20 deliberate times on a 5-second run and the counter says 24, the gap of four is the interesting result — the CPS is beside the point.
- Stop if your hand hurts. A number on a web page is not worth an injury, and no score here is worth chasing through pain.