Testers
60 Second CPS Test
A sixty-second clicks-per-second endurance test — good for comparing jitter and butterfly clicking technique over a full minute.
Press space or enter, click, or tap to begin. The clock starts on your first click and stops itself automatically after 60 seconds — there is no separate start button.
TapsClicks each second
Your best, this browser
No runs yet on this 60-second test — finish one and your best will be saved here, on this browser only.
Where that sits
- Below the typical range — Under 6 cps
- Typical one-finger range — 6–9 cps
- Double figures — 10 cps and up
This is an endurance test, not a speed test
Sixty seconds is long enough that the question stops being how fast you can click and becomes how long you can hold a rate. Nobody's peak burst speed survives a full minute unchanged — the muscles doing the work simply fatigue, the same way a sprint pace can't be held for a mile. Compare this run to a shorter attempt and expect a noticeably lower average clicks-per-second figure even if your technique hasn't changed at all between the two; that drop is the point of a minute-long test, not a flaw in it.
Why your hand tires before the clock runs out
Fast, repeated clicking works small muscles in the finger and forearm that aren't built for a full minute of sustained effort, and those muscles fatigue faster than larger muscle groups do. The first sign is usually a loss of precision rather than an obvious slowdown — clicks start landing slightly late or slightly light well before you'd say out loud that your hand feels tired. Some people also notice a dull ache or the start of a cramp in the forearm or the base of the thumb by the back half of the minute; if that happens, easing off is the right call, not pushing through it to protect the number.
Grip matters more here than at any shorter length
At one or five seconds, almost any grip works because the strain never has time to accumulate. Over sixty seconds it does, and how you're holding the mouse starts to matter as much as how fast your finger is moving. A relaxed grip that lets the wrist and forearm share some of the motion tends to hold up longer than a tight, finger-only grip locked at the wrist. If you're testing jitter or butterfly clicking at this length specifically, know that both rely on sustained muscle tension, and holding either for a full minute is a meaningfully bigger ask on the hand than holding it for five seconds — treat a 60-second attempt at either technique as a deliberate stress test rather than a casual one.
Pacing instead of sprinting
The same instinct that costs people on the ten-second test costs more here: starting at full intensity all but guarantees the back half of the minute falls off a cliff. A rate you can comfortably repeat for the full sixty seconds, even one that feels slower than your best burst, usually produces a higher total than an aggressive start that collapses by second thirty. Think of it less like a hundred-metre dash and more like pacing a longer run — the strongest 60-second scores tend to come from people who deliberately held something back early rather than emptying the tank in the first ten seconds.
Reading a falling bar chart
Don't be discouraged if the per-second chart trends downward across the minute — for almost everyone, it does. What's worth paying attention to is the shape: a gradual, gentle decline across all sixty bars is normal fatigue. A sharp cliff partway through, where the rate drops suddenly instead of gradually, usually means the grip or pace from the first half wasn't sustainable and is worth adjusting before the next attempt.
Questions
- Why does my hand start to cramp during the 60-second test?
- Fast, repeated clicking works small muscles in the finger, hand and forearm that aren't built for a full minute of sustained, repetitive effort, and those muscles fatigue faster than larger muscle groups do. A dull ache or the early stages of a cramp in the forearm or at the base of the thumb by the back half of the minute is a common experience rather than a sign something is unusually wrong with you. If that happens, ease off or stop the run rather than pushing through it for the sake of the number — a minute-long click test isn't worth genuine discomfort, and the score means little if it costs you a sore hand afterward.
- Why does my clicks-per-second rate drop off partway through the minute?
- Almost everyone's does, and it's the expected shape of a 60-second run rather than a failure of technique. Nobody's peak burst speed survives a full minute unchanged — the muscles doing the work simply tire, the same way a sprint pace can't be held for a mile. What's worth paying attention to is the shape of the drop: a gradual, gentle decline across the whole minute is ordinary fatigue, while a sudden cliff partway through usually means the pace or grip from the first half wasn't sustainable and is worth adjusting on the next attempt.
- What grip works best for a full minute of clicking?
- At shorter durations almost any grip works, because the strain never has time to accumulate. Over sixty seconds it does, and a relaxed grip that lets the wrist and forearm share some of the motion tends to hold up longer than a tight, finger-only grip locked rigidly at the wrist. If your hand is cramping before the minute is up, the grip is often a bigger factor than raw finger speed — loosening it, even at the cost of a slightly lower peak rate, usually produces a better sustained average than clenching harder.
- Should I try jitter clicking or butterfly clicking for the full 60 seconds?
- Both techniques rely on sustained muscle tension, and holding either one for a full minute is a meaningfully bigger physical ask than holding it for five seconds, where most people first try them. Attempting a full 60-second run with either technique is a legitimate way to stress-test it, but treat it as a deliberate one-off rather than something to repeat back to back — sustained jitter or butterfly clicking over a full minute is exactly the kind of repeated strain that leaves wrists and fingers sore, and easing back to a relaxed single-finger tap for most of the run is a reasonable trade against a slightly lower score.