Why ten seconds is the length to track
A one-second run is over before you settle into a rhythm, and one stumble cuts your score in half. A minute is a test of stamina as much as speed. Ten seconds sits in between: long enough that a single fumble costs only a small share of your total, short enough that most people can keep going flat out. If you want one number to compare week to week, this is a sensible one.
Reading your ten-second result
| Clicks in 10 s | CPS | Typical of |
|---|---|---|
| 50–70 | 5–7 | Normal single-finger clicking, by gaming-guide rules of thumb |
| 90–120 | 9–12 | Jitter clicking, same kind of source |
| 150+ | 15+ | Butterfly clicking or similar two-finger methods |
These bands come from gaming guides rather than research, and the guides disagree, so use them as a loose map. The chart under your result splits the ten seconds into ten bars. A row of even bars means good pacing. Bars that start tall and shrink mean you sprinted the first two seconds and paid for it later.
Pacing a ten-second run
- Seconds 1–2: settle into your fastest steady rhythm instead of an all-out burst.
- Seconds 3–7: keep your wrist still and breathe. This is where most runs lose speed.
- Seconds 8–10: now push. A small rise at the end often adds three or four clicks.
The Rhythm figure is the spread of the gaps between your clicks. When it drops while your CPS stays the same, your technique is getting more consistent, which usually comes before a speed jump.
Keeping it fair
Use the same mouse and the same technique when you compare runs. Do not compare a phone result with a mouse result: on a touch screen each finger counts separately, so two-finger tapping produces very different numbers. Holding a key does not repeat-count. An auto-clicker would show up as an almost perfectly even rhythm, with a Rhythm figure close to zero.
Everything is counted in your browser and saved only on this device.