Why 10 seconds gives a fairer score
Clicks per second is your clicks divided by the length of the test. The shorter the test, the more each single click moves the result. A late start, a slip of the finger or one lucky extra click can swing a short test a long way. Over 10 seconds those small accidents are spread thin.
| Test length | One extra click adds |
|---|---|
| 1 second | 1.0 CPS |
| 5 seconds | 0.2 CPS |
| 10 seconds | 0.1 CPS |
A 1 second test mostly measures how quickly you can fire off a burst. A five second test is a good everyday check. Ten seconds asks something more: can you keep the pace going once the first rush is over?
How the test works
The timer starts with your first click inside the box, so you never lose time getting ready. Every left click or tap counts for the next 10 seconds while the display shows the time left, your clicks and your live CPS. You then see your CPS to one decimal, a rating, your click count and your personal best. This length keeps its own score history, separate from the 1 second test and the five second CPS test.
Pacing yourself
Most people start too hard. Your finger is fresh, the live CPS climbs, and around the halfway mark the number starts to slide. Try starting at a pace that feels slightly below your maximum and holding it. Watch the live CPS during the last three seconds. If it drops sharply, you went out too fast. If you still had plenty left at the end, start harder next time.
Fatigue and what it tells you
Ten seconds is long enough for tension to build in your hand and forearm. A tight grip feels faster but usually makes your clicks slower and less even. Keep your wrist resting on the desk and let the finger do the work.
If your 10 second score is far below your five second score, endurance is your weak point rather than raw speed. Short rests between runs help, and you should stop if your hand or wrist aches. For a version of this test aimed at PvP players, see the Kohi click test.