“Yunara 31/3/3 (Diamond 3)”, 29 minutes, 60 fps. Analysed 26 Sep 2026.

Is a human hand on this mouse?

We tracked the cursor, clicks and Yunara in all 104,519 frames and tested them against how hands move and how scripts behave.

The real cursor path at 5:26, drawn at real speed.

No machine signature found.

Every test came back human.

104,519frames analysed
4,409cursor movements
3,721clicks
5annotated clips

The cursor moves like a hand

Bell-shaped speed, a correction in 22% of movements, and the −⅓ curvature law in every minute (median −0.365).

5:26, real time. Each spike in the speed strip is one flick.

Longer mouse moves reach higher top speeds

Each dot is one mouse movement: distance moved (across) against its top speed (up). Human hands scale like this, with lots of scatter.

When each mouse move hits top speed

Share of movements by where the top speed falls, from start (0%) to finish (100%). Hands peak around the middle.

The hand slows down on curves

How much the cursor slows on curves, one dot per minute. Real hands land near the purple line; a path that ignores curves sits at the red line.

Script
Straight lines, constant speed, instant jumps.
This player
None of those. Every human marker present.

Moderate evidence: good humanizers fake these shapes.

Nothing switches on in fights

Movement shape is identical all game (p ≥ 0.67). Speed only drifts, 12% slower by the late game.

Mouse speed through the game

Every 10 seconds, compared with this player's average. Grey stretches: dead or in base.

Movement style early, mid and late game

If the same hands play all game, the three colours stay close together.

Why slowing down points to a person: people tire and play more carefully as a game gets tense. A script runs the same code at minute 29 as at minute 1.

Script
A step change when toggled on: cleaner, faster.
This player
No step. Slower, not cleaner, over time.

No replayed motions

No near-duplicate movements. A bot replaying 20 stored motions would cluster at 0.025; this player sits at 0.059.

No copy-pasted movements

How close each movement is to its most similar one. A bot replaying stored moves (orange) has near-copies; this player (blue) doesn't.

Supporting only: a generator that makes fresh motion each time would also pass.

Fast clicks, uneven timing

Gaps of 183 ms ± 183 ms, never metronomic. Clicks come at the natural end of each hand swing, as the arc slows, not mid-swing.

25:53 at 0.4×.
7:55 at 0.35×: each click at the end of a swing's arc.

Time between clicks

Calm play only. A script clicking on a timer would stack into one tall spike (orange line).

Clicks per minute

Every detected right-click, fights included.

Script
Evenly timed, or clicking where the cursor isn't.
This player
Uneven gaps; 88% of clicks at an arc's end (70% by chance).

The cursor goes to its targets

It lands on enemies about 1.2 times a second, roughly the attack rate. Orbwalker users don't need to.

20:34, real time. Coral: cursor on an enemy.

How often the cursor lands on an enemy

Times per second, for each minute. Low minutes: dead, shopping or farming.

Checked: the fight at 28:05

It looked like he hit enemies the instant they appeared. Slowed down, two enemies step into view at the top; the cursor finishes the first fight, turns toward them 400 ms later and reaches them at 720 ms. That's normal human reaction, and the red attack cursor only ever lights up on enemies that are already visible.

28:05 on the game clock (video 27:52), 0.3× speed.

Checked: aim assist

A cursor-pulling aim assist leaves two marks: dots stacked on the centre of each target, and a late burst of speed into it. Neither shows up. On an enemy, the cursor sits anywhere on the body, a median 42 px from the centre, and 9% of stops on targets end in a burst, the same as the 7% for every other stop.

Where the cursor sits on its target

Each dot is one moment with the cursor on an enemy, placed relative to that enemy's centre (the cross). An assist that locks onto targets would pile dots on the cross.

Assists that redirect the attack without moving the cursor wouldn't show up here at all.

Clicking around the champion

Half the time within 234 px of Yunara, and in lane over 90% of her walking traces back to where the cursor pointed.

11:30, real time.

Where the cursor sits around Yunara

Whole game. Brighter means more time there; the star is Yunara.

Open questions

  • Attack timingAn orbwalker moves the instant each attack's wind-up finishes, every time; humans are a little early or late. Measuring it needs the exact moment each shot fires, which we couldn't detect reliably from this video.
  • Scripts that skip the cursorOnly Riot's server logs can rule these out.

Methods

Cursor
Template match on every frame, found in 81%
Champion
Her green health bar, found in 81%
Clicks
The game's click marker: ring, then four arrows
Limits
60 Hz, 720p, one video, no outside players
  • BotScreen and HAWK: behaviour-based cheat detection.
  • DMTG and BeCAPTCHA-Mouse: why shape tests alone are weak.
  • The two-thirds power law (Lacquaniti, 1983) and its noise caveat (Maoz, 2006).