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About

Actions Per Minute (APM) quantifies the rate of discrete inputs a user executes within 60 seconds. In competitive gaming (StarCraft, League of Legends, Dota 2), professional players sustain 300 - 600 APM during peak engagement. Casual users typically register 50 - 150 APM. Raw speed matters less than consistency. A player averaging 200 APM with low jitter outperforms one spiking to 400 APM then dropping to 80. This tool measures your sustained click rate, computes peak APM over a sliding window, and analyzes inter-click interval variance to produce a consistency score. Note: results approximate real gaming APM since actual gameplay involves keyboard and mouse actions simultaneously.

The test records every input timestamp at sub-millisecond resolution using performance.now(). Your consistency score is derived from the coefficient of variation (CV) of inter-click intervals. A CV below 0.15 indicates machine-like rhythm. Above 0.5 suggests erratic input. Fatigue typically manifests as declining APM in the final 30% of the test duration. Monitor your histogram to detect this pattern.

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Formulas

The primary metric computed is Actions Per Minute:

APM = Nt × 60

where N = total number of registered actions (clicks/taps), and t = elapsed time in seconds.

Actions Per Second is the direct rate:

APS = Nt

Peak APM uses a sliding window of width w (default 5 s). For each window position, the local APM is computed and the maximum is retained:

APMpeak = max ( Nww × 60 )

The consistency score is derived from the Coefficient of Variation of inter-click intervals Δti:

CV = σμ

where σ = standard deviation of intervals, μ = mean interval. A lower CV indicates more rhythmic, consistent clicking. The consistency percentage is:

Consistency = max(0, 100 CV × 100) %

The jitter metric reports σ directly in ms, representing the standard deviation of time gaps between consecutive actions.

Reference Data

Skill LevelAPM RangeTypical ContextConsistency (CV)Examples
Beginner30 - 80 APMCasual browsing, simple games> 0.50Solitaire, Minesweeper
Casual Gamer80 - 150 APMMOBA basics, casual RTS0.35 - 0.50Casual League of Legends
Intermediate150 - 250 APMRanked MOBA, mid-tier RTS0.25 - 0.35Gold/Platinum rank players
Advanced250 - 400 APMCompetitive RTS, high-rank FPS0.15 - 0.25Diamond SC2 players
Professional400 - 600 APMPro StarCraft II, speed cubing0.10 - 0.15GSL-level Zerg players
World Class600+ APMPeak burst, world records< 0.10Park "DarkForce" Soo-ho
OSU! Casual100 - 200 APMEasy/Normal difficulty maps0.30 - 0.454-star maps
OSU! Expert300 - 500 APMHard/Insane maps, streaming0.12 - 0.207-star+ maps
Typing (Average)120 - 200 APMOffice work, chat0.25 - 0.4040-70 WPM typists
Typing (Fast)300 - 500 APMCompetitive typing0.10 - 0.20100-150 WPM typists
Speedrunning200 - 450 APMFrame-perfect inputs0.08 - 0.18Super Mario 64 runners
Fighting Games180 - 350 APMCombo execution, neutral game0.20 - 0.35Street Fighter pros
Rhythm Games250 - 600 APMExpert tracks, high BPM0.05 - 0.15Beat Saber Expert+
Data Entry Pro200 - 350 APM10-key numeric entry0.12 - 0.22Accounting, banking
Mobile Tap (Casual)60 - 180 APMMobile games, single thumb0.30 - 0.50Cookie Clicker
Mobile Tap (Multi)200 - 500 APMMulti-finger tapping0.15 - 0.30Piano tiles games

Frequently Asked Questions

Raw APM counts every input including spam clicks, repeated selections, and redundant commands. Effective APM (EAPM) filters these out, counting only actions that produce a meaningful game-state change. Professional StarCraft II players may show 400 APM raw but 250 - 300 EAPM. This tool measures raw APM since it cannot distinguish intentional from redundant clicks in a standalone test. Your real-game EAPM will typically be 60 - 75% of your raw APM measured here.
This is muscular fatigue in the forearm flexor digitorum superficialis. Fast-twitch muscle fibers responsible for rapid clicking deplete adenosine triphosphate (ATP) quickly. Most users peak within the first 5 - 10 seconds then decline 15 - 30% by the 30-second mark. Professional gamers train sustained APM to minimize this drop to under 10%. Monitor the histogram in results to visualize your fatigue curve.
Significantly. Jitter clicking (tensing the forearm to vibrate the finger) achieves 10 - 14 CPS (600 - 840 APM) but is unsustainable beyond 5 - 10 seconds. Butterfly clicking (alternating two fingers) reaches 15 - 25 CPS but many games flag it as a macro. Regular clicking maxes around 6 - 8 CPS (360 - 480 APM). This tool registers all techniques equally since it measures raw input timestamps.
The consistency score is the inverse of the Coefficient of Variation (CV) of your inter-click intervals. A score of 90% means your CV is 0.10: the standard deviation of your click gaps is only 10% of the mean gap. In rhythm games and RTS, consistency above 80% correlates with better muscle memory. Below 60% suggests erratic timing that hurts combo execution and macro cycling.
Single-finger touch tapping typically produces 30 - 50% lower APM than mouse clicking due to larger finger travel distance and screen debounce algorithms. However, multi-finger tapping on capacitive screens can exceed mouse APM since modern touchscreens register up to 10 simultaneous touch points. This tool counts each discrete touch event, so multi-touch will register higher. For fair comparison, use single-finger input on mobile.
Mouse polling rate (125, 500, or 1000 Hz) affects positional data but not click event registration. Click events are hardware interrupts processed at the USB report level, not limited by polling rate. However, browser event loop granularity (typically 4 - 16 ms) can merge extremely rapid clicks. At 15 CPS (interval ~67 ms), this is not an issue. Above 25 CPS, some clicks may be lost to browser throttling.