- Click your blocker’s icon in the toolbar (uBlock Origin, AdBlock, Ghostery, Brave Shields, etc.)
- Turn it off for
clickspeedtest.info - Reload the page
Minecraft PvP benchmark
Kohi Click Test
The 10-second clicking benchmark that came out of Minecraft Hardcore Factions PvP. Same measurement the community has used for years — plus an honest answer to whether more CPS still helps in the version you actually play.
Click below, or press Space
Ready — 10 seconds is the Kohi standard
Clicks per second
0.0
Clicks per minute
0
What the Kohi click test is
The Kohi click test is a ten-second clicks-per-second measurement. You click as fast as you can for ten seconds, and your total is divided by ten to give a CPS figure. Mechanically it is identical to any other 10-second click test — what makes it “Kohi” is the community it came from and the benchmark culture built around it.
The name comes from Kohi, a Minecraft server known for Hardcore Factions PvP. Clicking speed mattered enormously in the combat system of that era, so a standardised CPS test became a normal part of the community’s vocabulary — a number you could quote to describe how fast you clicked. The test outlived its origin: the term stuck long after the server’s peak, and “Kohi click test” is still how a large part of the Minecraft PvP community refers to a CPS benchmark.
Why CPS mattered so much in Minecraft PvP
In Minecraft’s pre-1.9 combat system, every click was an attack, and every attack landed at full damage. There was no cooldown between swings. That produced a direct, linear relationship: more clicks per second meant more hits per second, which meant more damage per second. A player clicking at 12 CPS genuinely dealt roughly twice the damage of a player clicking at 6 CPS, all else being equal.
Clicking speed also fed into knockback. More frequent hits meant more frequent knockback application, which in that combat system translated into controlling an opponent’s position — keeping them backing up, off-balance, and unable to close distance and land their own hits. This is why techniques like jitter clicking and butterfly clicking developed in this community specifically. They were not novelties. They were a measurable competitive advantage.
The 1.9 combat update changed the answer
This is the part most Kohi test pages leave out. Minecraft 1.9 introduced an attack cooldown. Attacks now charge over a short period, and striking before the swing is fully charged deals substantially reduced damage. In 1.9 and later, clicking faster past a certain point does not increase your damage output — it decreases it.
Under the post-1.9 system, the optimal approach is to time attacks to the charge indicator rather than to spam clicks. A player clicking at 15 CPS in a 1.9+ setting is landing a stream of weak, partially charged hits and will lose to someone clicking at a fraction of that rate with correct timing.
So the honest answer to “does a high Kohi score make me better at Minecraft” depends entirely on what you play:
| What you play | Does high CPS help? | What to practise instead |
|---|---|---|
| 1.8 PvP servers and legacy Hardcore Factions | Yes — directly and substantially | CPS, plus aim and knockback control |
| 1.9+ vanilla or survival combat | No — spamming reduces your damage | Attack timing against the cooldown indicator |
| Servers running custom or legacy combat | Depends on their configuration | Check the server’s own rules and combat settings |
| Bedrock Edition | Limited — combat differs from both Java systems | Positioning and aim |
A large share of the servers where the Kohi test is still culturally relevant deliberately run 1.8-style combat, which is precisely why the benchmark persists. But it is worth knowing which system you are actually playing before investing practice time in raw clicking speed.
Kohi CPS benchmarks
These ranges are for a full ten-second run using normal or jitter clicking.
| CPS | Tier | What it means |
|---|---|---|
| 0 – 4 | Casual | Ordinary clicking, no technique |
| 5 – 6 | Average | Deliberate fast tapping — where most players sit |
| 7 – 8 | Competent | Good normal-clicking form, sustained cleanly |
| 9 – 11 | Competitive | Jitter clicking engaged; typical serious PvP range |
| 12 – 15 | Advanced | Well-practised jitter or butterfly technique |
| 16+ | Elite | Butterfly or drag clicking — check your server allows it |
Ten seconds is the standard distance for a reason: it is long enough that early-burst speed cannot carry the whole score, but short enough that endurance is not the limiting factor. A 1-second score will always be higher and is not comparable.
Getting a higher score, honestly
There are three real routes, and they differ in difficulty and in whether servers allow them.
- Normal clicking, refined. Rest your hand, use a light grip, and release as soon as the switch actuates instead of pressing all the way down. This alone often adds 1–2 CPS and carries no downside.
- Jitter clicking. Tension in the forearm produces a rapid tremor that actuates the switch. Typically reaches 10–14 CPS. Allowed on most servers, since it is a manual technique. Puts real strain on the forearm — practise in short bursts.
- Butterfly clicking. Two fingers alternating on one button. Higher ceiling, around 16–22 CPS, but harder on the switch and restricted on some competitive servers.
Drag clicking can exceed 30 CPS but depends heavily on specific mouse hardware and is banned on many servers, which makes it a poor investment if competitive play is your goal.
Hardware, and how much it actually matters
Less than the technique, but not nothing. The switch under your mouse button has an actuation force and a reset time, and both set a ceiling on how fast repeated presses can register. Lighter switches with a fast reset are measurably more responsive to jitter and butterfly technique. Mouse weight matters for jitter specifically, since a heavier body damps the small vibrations the technique relies on.
Polling rate is the factor most often overblown. It affects how often the mouse reports to the computer, not how many clicks it can register — the mouse polling rate test covers why raising it stops paying off quickly. If your clicks are being dropped, the cause is far more likely to be a worn switch than an inadequate polling rate. The mouse click test will show whether a switch is double-firing.
How the ten-second window is measured
Comparability is the entire point of a standard benchmark, so it is worth being explicit about how this test counts. The clock starts on your first click, not on a countdown, so no reaction time is baked into your score and there is no dead air at the start of the window. Every click is timestamped individually, which is what draws the trace above the target — you can see your own rhythm, including the point where a fast opening burst starts to decay.
Only genuine clicks on the target register. Holding the mouse button down does nothing, and neither does holding a key: the space and enter shortcuts ignore your operating system’s auto-repeat, so a held key cannot inflate a score the way it can on many keyboard-based counters. Your best result per duration is stored locally in your own browser so you can measure progress against yourself. Nothing is uploaded and there is no sign-up.
One honest limitation: browsers deliberately reduce timer precision as a defence against timing attacks. Over a ten-second window that has no meaningful effect on a rate, but it does mean this is a solid practical benchmark rather than a laboratory instrument. Any CPS test running in a browser shares that constraint.
Common mistakes that cost you CPS
Bottoming out every click. A mouse switch actuates partway through its travel. Pressing past that point is wasted motion and wasted milliseconds, repeated hundreds of times across ten seconds. Learning to release the moment the switch actuates is usually the single cheapest improvement available, and it costs nothing to try.
Gripping too hard. Tension in the hand is useful for jitter clicking specifically, but a white-knuckle grip during normal clicking slows the finger’s return stroke and drains stamina well before the ten seconds are up. The finger has to travel back up as fast as it travels down, and a tight grip fights that.
Opening at maximum speed. A very fast first two seconds followed by a collapse produces a lower ten-second average than an even pace slightly below your peak. The trace above makes this visible: if your marks are dense on the left and sparse on the right, you went out too hard. Most people gain half a CPS or more simply by starting a little slower and holding the rate.
Practising through fatigue. Repeated maximum-effort runs produce steadily worse scores and steadily more forearm strain, which is the worst of both outcomes. Short sessions with real rest between them build the skill faster and more safely than grinding attempts back to back.
Blaming the mouse first. Hardware does matter at the margins, but it is rarely the binding constraint below about 12 CPS. If clicks genuinely seem to be going missing, check for a failing switch with the mouse click test before buying anything — a double-firing or intermittent switch is a far more common cause than an inadequate mouse.
FAQ
What is a good Kohi click test score?
Most players land between 5 and 6 CPS over ten seconds. Around 7–8 is solid normal clicking, 9–11 is competitive PvP range and usually means jitter clicking, and anything above 16 generally involves butterfly or drag clicking.
Why is the Kohi click test 10 seconds?
Ten seconds is long enough that a fast opening burst cannot carry the score, but short enough that endurance is not the limiting factor. It became the community standard, which is what makes scores comparable between players.
Is the Kohi click test different from a normal CPS test?
The measurement is identical — clicks divided by time. The difference is context: the Kohi test is the ten-second version as used by the Minecraft PvP community, with benchmarks read against that community’s standards.
Does a higher CPS make me better at Minecraft PvP?
In 1.8-style combat, yes — every click was a full-damage hit, so faster clicking meant more damage and more knockback control. From 1.9 onward an attack cooldown means clicking before a swing is fully charged deals reduced damage, so spamming actively lowers your damage output. It depends which combat system your server runs.
Is jitter clicking allowed on Minecraft servers?
Usually yes, since it is a manual technique rather than automation. Butterfly and drag clicking are restricted more often. Rules vary by server, so check the specific server rather than assuming.
Will an autoclicker improve my Kohi score?
It will produce a number, but not a meaningful one, and using one in a Minecraft server is a bannable offence on essentially every network. The auto clicker page explains how detection works and why automated clicking is easy to identify.
What happened to the Kohi server?
Kohi was a prominent Hardcore Factions server whose peak has long passed, but the clicking benchmark associated with it outlived the server itself. The name persists as community shorthand for a ten-second CPS test.
Related tests and guides
- Click Speed Test — the main CPS test, every duration from 1 to 60 seconds
- 10 Second Click Test — the same distance with a general endurance breakdown
- Jitter Click Test — the tension technique most used in PvP
- Butterfly Clicking — the two-finger technique with the highest learnable ceiling
- Drag Clicking — the hardware-dependent technique, banned on many servers
- Mouse Click Test — check for a double-firing switch
- Auto Clicker — how automation works and why servers detect it
- Keyboard Test — chatter, rollover and ghosting diagnosis