Testers

100 Second CPS Test

The longest clicks-per-second test on the pad — a hundred seconds to find your sustainable click rate, not just your fastest burst.

Press space or enter, click, or tap to begin. The clock starts on your first click and stops itself automatically after 100 seconds — there is no separate start button.

Ready. This is a 100-second test — the clock starts on your first click or tap.

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Your best, this browser

No runs yet on this 100-second test — finish one and your best will be saved here, on this browser only.

Where that sits

  • Below the typical rangeUnder 6 cps
  • Typical one-finger range6–9 cps
  • Double figures10 cps and up

Why 100 seconds isn't about setting a peak

At a hundred seconds, chasing your absolute fastest click rate is the wrong goal entirely. Nobody's top speed survives that long, and trying to hold a burst pace for a minute and a half is a fast route to a sore hand and a worse result than a calmer approach would have produced. Go in expecting to find your comfortable, repeatable rate rather than your best one — the number that matters on this duration is closer to "what could I keep doing" than "what's my ceiling."

Warming up before a run this long

A hundred seconds of repeated clicking is enough sustained effort that a cold start is more noticeable than it is on any shorter duration on this page. A few relaxed taps, a light stretch of the fingers and wrist, or simply shaking the hand out before you begin makes a real difference to how the run feels by the halfway mark. Skipping that and going straight into a hard, tense pace is a common reason people report their hand feeling sore afterward — it's not the length of the test causing that so much as starting it the same way you'd start a one-second burst.

Watching for strain, not just the score

This is the one duration on this page where stopping early because something feels wrong is the right call, not a failed attempt. A hundred seconds is long enough for early discomfort to turn into something worse if you push through it, and repetitive strain in the wrist and fingers builds up from exactly this kind of sustained, repeated motion. If you feel sharp pain, numbness, or a cramp that doesn't ease off, stop the run rather than finishing it for the sake of a number — there's no leaderboard riding on this one.

Why this length rarely shows up on leaderboards

Most of the click-speed culture around comparing scores — Minecraft PvP practice, forum bragging rights, head-to-head challenges — happens on the shorter durations, because a five- or ten-second number is quick to produce and quick to compare. A hundred-second run takes real time and real effort to attempt even once, so it's used less as a competitive benchmark and more as a personal check: can you hold a rate for this long without your form falling apart. Treat it that way rather than expecting to find a community standard to measure yourself against.

What a flat chart over the full run actually means

On a run this long, a genuinely flat per-second chart from start to finish is a meaningfully harder thing to produce than it is on the sixty-second version — there's simply more time for a dip to appear somewhere. If your chart holds steady across all hundred seconds, that's a real sign of a rate you could probably sustain even longer. If it fades gradually toward the end, that's ordinary fatigue and not something to chase away by clicking harder — easing the pace slightly earlier in the run usually produces a flatter, more sustainable line overall.

Questions

Is running the 100-second click test safe for my wrist?
It can be, if you treat it as an endurance check rather than a chance to sprint the whole way through. A hundred seconds of sustained, repeated clicking is enough time for genuine repetitive strain to build if you go in tense and hold a hard pace throughout — the risk comes from technique and tension, not from the length itself. Warming up beforehand, keeping the grip relaxed rather than clenched, and stopping immediately if you feel sharp pain, numbness or a cramp that doesn't ease off are the practical ways to keep a run this long comfortable. If in doubt, stop the run early; there's no penalty for not finishing it.
Why doesn't the 100-second test have a leaderboard or a widely quoted benchmark?
Most of the culture around comparing click-speed scores — Minecraft PvP practice, forum bragging rights, head-to-head challenges — happens on the shorter durations, because a five- or ten-second number is quick to produce and quick to compare against someone else's. A hundred-second run takes real time and real sustained effort to attempt even once, so it gets used less as a competitive benchmark and more as a personal check on whether you can hold a rate that long without your form falling apart. There's no community standard to chase here in the way there is at five or ten seconds, and that's fine — the point of this length is what it tells you about yourself, not how it stacks up against anyone else.
How should I warm up before attempting a 100-second run?
A few relaxed taps on the pad, a light stretch of the fingers and wrist, or simply shaking the hand out for a few seconds before starting the clock makes a real difference to how the run feels by the halfway mark. Going straight into a hard, tense pace without any of that is a common reason people report their hand feeling sore afterward — it's usually the cold start causing that, not the length of the test itself. Treat the warm-up as part of the test rather than a step you can skip to save ten seconds.
What does a flat bar chart across the full 100 seconds actually mean?
A genuinely flat per-second chart held from start to finish over a hundred seconds is a meaningfully harder thing to produce than the same flat line over a shorter run, simply because there's more time for a dip to appear somewhere along the way. If your chart holds steady across the whole run, that's a real sign of a rate you could probably sustain even longer than the test asks for. If it fades gradually toward the end, that's ordinary fatigue rather than something to chase away by clicking harder — easing the pace slightly earlier in the run usually produces a flatter, more sustainable line by the end.