Neither control is better for every player. Map a game action to whichever one you can reach, tell apart from nearby buttons, and press reliably without shifting your grip. That could be the wheel click or a side button.
If both pass that check, give the more dependable control to the action you use most. Then try it in real play before you commit. Good mouse button mapping starts with your hand and your mouse, not with where a button happens to sit.
Which Control Should You Bind? Choose the One You Can Press Reliably
Run the same checks on the wheel click and on the specific side button you're considering. The table shows what a good fit looks like and what should make you switch.

| Control | Fit signal | Warning signal |
|---|---|---|
| Wheel click | Clean press, no wheel roll | Wheel scrolls or cursor drifts on press |
| Wheel click | Finger stays in its usual spot | You lift or slide a finger to reach it |
| Side button | Found by feel, no looking | You hit the neighboring button |
| Side button | Grip stays planted while pressing | Hand shifts or loosens to reach it |
| Either | Every press registers as intended | Missed inputs or accidental presses |
These checks match the general mouse-design criteria in an ergonomics paper on PC mice. It recommends button positions that limit extra finger stretching, resist accidental presses, and let you press without losing control of the mouse. The paper covers mouse design in general, so treat it as a checklist you apply to your own hand and mouse.
Pay the most attention to what happens to your aim. A press that nudges the cursor, or one that makes you re-grip afterward, costs you more than the extra reach itself. If one control shows any warning signal and the other shows none, that answers the question for this action.
Distinction matters too. A side button you can't tell apart from its neighbor by feel increases the risk of sending the wrong command during fast movement. A wheel click that sometimes turns into an unintended scroll creates a similar risk. Either issue is a reason to test the other control.
Give Frequent Actions the More Dependable Reach
How often you use an action decides which one gets first pick of the controls that passed. If you press something constantly, like an attack-move or a build piece, it should go on the control you can hit most cleanly. Small misses add up fast when an action comes up again and again.
Frequency is a priority rule, not a reason to force a bad fit. Don't put a frequent action on the wheel click or a side button just because it's free if reaching it breaks your grip or leads to missed presses. In that case, leave the action on a keyboard key or another input that works better for you.
Occasional actions have more room. Something you use a few times a match, like a ping or a utility item, can live on the less convenient control. It still needs to be easy to find and press when you need it. "Occasional" just means a slightly longer reach is acceptable, not a button you have to hunt for.
When two actions compete for the same comfortable button, give it to the one that's both frequent and time-sensitive. For game-specific examples, our guide to League attack-move binds applies this to kiting. Our Fortnite side-button build binds guide covers moving build actions off a compact keyboard.
Test the Binding in Play Before You Keep It
Bind one candidate, use it in normal play, and keep it only if it works without you thinking about it. Change one thing at a time so you know what caused any difference.

- Note your current binding. Write down the original control so you can return to it.
- Bind the action to your first choice. Use the game's own control settings and start with the control that passed the checks above.
- Play a normal situation where the action comes up. Pick a match, mode, or practice scenario where you would naturally use it, not just a quiet menu test.
- Watch for four things. Look for missed presses, accidental presses, mixing it up with a nearby button, and any grip shift or cursor drift when you press.
- Keep it or swap it. If none of those problems show up, keep the binding. If any do, move the action to the other control and repeat the same kind of play so the comparison is fair.
If neither control passes, don't force it. Put the action back on a keyboard key or another input the game supports. For a game-specific example of checking scroll-wheel use under pressure, see our Minecraft PvP wheel tests.
Sometimes a press doesn't register at all, in or out of the game. That points to the mouse rather than the binding. Use our tool to test mouse input for clicks and the scroll wheel before you judge the bind itself.
FAQs
What if my game won't accept a side button in its control menu?
First, check that the mouse registers the button outside the game. If it does and the game still won't list it, see whether your mouse has companion software that can remap buttons. If it does, one option is to assign a keyboard key to that side button and bind the key in the game. If neither works, choose a different input for that action.
Does a binding that works in one game carry over to others?
The reach part usually does, because it depends on your hand and your mouse. What changes is how often each action comes up. An action that's constant in one game may be rare in another, so recheck which action deserves your most dependable button whenever you switch games.
What if no side button on my mouse feels easy to reach?
Keep frequent actions on the wheel click or keyboard keys that pass your checks. If you're also wondering whether a different button layout might fit your hand better, our guide to mice with 4 side buttons explains how layout and thumb reach affect that choice.
Should I change several binds at once to save time?
It's better not to. If you move several actions at once and something feels off, you won't know which change caused it. Swap one action, test it in normal play, and then move on to the next.