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ClickCPS

Click speed test · CPS · CPM

How fast can you click?

Pick a length, hit the pad, and the clock starts on your first click — no countdown to react to. When time is up you get your CPS to two decimals, your total clicks and your CPM, and your best run for that length is kept on your own device so the next attempt has something to beat.

Length
0.0s elapsed10.0s left
CPS
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clicks
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CPM
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Band
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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.

Total clicks needed to finish a run at each rate. Every cell is CPS × run length, computed by this site's own scoring code and asserted cell by cell in its test suite. The CPM row is CPS × 60 and does not depend on the run length.
Run length 4 CPS6 CPS8 CPS10 CPS12 CPS14 CPS
= CPM 240 CPM360 CPM480 CPM600 CPM720 CPM840 CPM
1 second 468101214
2 seconds 81216202428
5 seconds 203040506070
10 seconds 406080100120140
15 seconds 6090120150180210
30 seconds 120180240300360420
60 seconds 240360480600720840
100 seconds 4006008001,0001,2001,400

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.

The ClickCPS band scale — a definition, published so you can check where your number lands. The click columns are the band's lower bound converted into a click count at two run lengths (band floor × run length).
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.

Mechanics only. The right-hand column reports what players commonly say about these techniques — it is a description of community opinion, not something measured here, and not a claim we can verify.
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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

Questions people ask

01 What does CPS actually mean here?
Clicks per second: your total clicks divided by the length of the run. Nothing more. A 10-second run with 84 clicks is 84 ÷ 10 = 8.40 CPS, and the same run is 504 CPM because a minute is six times ten seconds. The divisor is always the full run length, never the moment your last click happened, so two runs of the same length are directly comparable.
02 Why does the timer only start when I click?
Because a countdown you have to react to measures your reaction time as well as your click speed, and on a 1-second test the reaction would be most of the score. Here the clock starts on your first click and that click counts. The consequence worth knowing: the first click is free — it costs you no elapsed time — which is why a 1-second run of n clicks scores exactly n.00 CPS.
03 Does it count every click if I go really fast?
The page listens to pointerdown, which fires the moment the button goes down. The obvious alternative, click, only fires after the button comes back up — and if you release outside the pad the browser retargets it to the nearest element containing both, so the pad never hears about it. One pointer event also covers mouse, pen and touch, which is what stops a phone counting one tap twice — a page that listened to touch and mouse events would get the real touch plus a synthesised mouse event a moment later. Right and middle buttons are ignored on purpose, so a stray right-click cannot pad your score.
04 Where is my personal best stored?
In your own browser's local storage, on your device, under a key per run length and per input mode — so your 10-second mouse best and your 10-second spacebar best are separate records. Nothing is uploaded, there is no account and no leaderboard. Clearing site data or using a private window resets it, and if storage is blocked entirely the test still works, it just cannot remember.
05 Are the band names a ranking against other people?
No, and this is worth being blunt about. The ClickCPS bands are labels this site invented so a bare number has something readable attached to it. The boundaries are our choice, published in the table above; they are not a survey; they are not a percentile; they are not a measurement of any population. Anyone quoting an "average CPS" figure with two decimal places is quoting something nobody measured.
06 Why is my score lower on a longer test?
Because sustaining a rate is a different task from reaching one. The conversion table makes the size of the problem obvious: 10 CPS over one second is 10 clicks, and over 100 seconds it is 1,000 clicks with no gaps at all. Every pause is charged against the whole run — on a 100-second test a five-second breather costs exactly 5% of your final score regardless of how fast you clicked either side of it.
07 Can I use this to test a new mouse?
For click registration, yes: run a few tests and watch whether the click count matches what your finger did. A count higher than your presses points at a switch double-firing; a count lower than your presses points at presses not registering at all. What it cannot measure is sensor performance, polling rate or latency — those need a different kind of test entirely. If the fault turns out to be in a key, the keyboard tester is the tool for that.

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