Nintendo did not put Hall effect sticks in the Joy-Con 2. That single decision is why you are on this page. The sticks were rebuilt and they are better made than the originals, but they still use a graphite wiper dragging across a resistive track, which is the exact mechanism that produced the original Switch drift saga. This tool measures what your stick reports when nobody is touching it, tells you whether that counts as drift, and gives you a number you can quote when you contact Nintendo. There is also an important catch about testing a Joy-Con 2 in a browser at all, and it is covered honestly a few sections down rather than buried.
Both axes get measured separately, because drift usually starts on one before the other.
The reason for that advice is a genuinely awkward technical situation, and it is better to know about it before you spend twenty minutes fighting your Bluetooth settings.
Switch 2 controllers do not pair with a PC the way almost everything else does. They communicate over Bluetooth Low Energy in a way Windows does not handle through its normal pairing menu, so the usual add a device flow either does not find them or connects and then does nothing useful. Where they do work, they present as generic controllers over Bluetooth rather than as a standard gamepad, which means button positions can land in unexpected places and need rebinding.
The community has built workarounds. Joy2Win is an experimental project that gets Joy-Con 2 controllers working on Windows specifically, and its author notes that other operating systems are not supported because of how these controllers communicate. A separate community tool has since extended wireless Windows support to the Joy-Con 2, the Switch 2 Pro Controller and the Nintendo Switch Online GameCube controller, and users report it working well including motion sensing, though pairing remains unusual and there is still no official driver. The Switch 2 Pro Controller has picked up Steam support, but wired rather than over Bluetooth.
So there are three honest scenarios for using this page.
If you are not sure whether your browser can see the controller at all, the controller checker answers that in one screen before you try anything more complicated.
Whatever route you are using, connect the controller and then press a button on it. Browsers hide gamepads until they see a real input, so nothing appears in the device list before you do that. Press Refresh device list if it still does not show.
A Joy-Con 2 pair usually shows up as two separate devices rather than one controller. Pick the one you want to test from the dropdown and test the other separately afterward. If you are not sure which is which, move one stick and watch which device's axes react.
This is the step that makes the page work with awkward mapping. Press the find button, then move only the stick you want to test in circles for a few seconds. The tool watches every axis the device reports and highlights the two that moved the most, then sets them automatically.
This matters because a single Joy-Con held sideways does not report its stick on the axes you would expect. Rather than guessing, the tool finds out. If it picks the wrong pair, override it in the dropdown underneath.
Put the controller down on a flat surface. Do not hold it. Do not rest a finger on the stick. Human hands have a natural tremor and it is easily large enough to contaminate a measurement at this scale.
Press run and leave it alone for the full twenty seconds. The crosshair on the canvas shows where your stick is reporting from, magnified heavily so a tiny offset is actually visible. Do not touch anything until the timer finishes.
Resting distance is how far from centre the stick is sitting on average. Worst moment is the furthest it strayed. Wander is how much it moved around while sitting still. Deadzone needed is the smallest threshold that would hide all of it.
Copy the report or download it. If you are going to contact Nintendo, a specific measurement in a support message is far more useful than describing a feeling, and a second reading taken a month later is what turns a complaint into evidence.
Drift very rarely appears on both at once. Switch devices in the dropdown, run the find step again because the axes will be different, and repeat.
Short answer, no, and the company said so before launch rather than being caught out afterward.
In April 2025, Nintendo of America's Nate Bihldorff told Nintendo Life that the new controllers "are not Hall effect sticks," while adding that they had been designed from the ground up and feel really good. Switch 2 producer Kouichi Kawamoto described everything being redesigned from scratch for the Joy-Con 2, with larger, more durable sticks and smoother movement.
Teardowns confirmed what that meant in practice. Independent teardowns including iFixit's found Alps style potentiometers using a graphite wiper on a resistive track, the same basic mechanism as the original Switch. The contact pads look slightly larger and the tolerances tighter, which should extend service life, but the wear process is unchanged, and the wiper eventually scratches the resistive material until the stick reports movement that is not there.
Two reasons, and the second one is more interesting than people assume.
Cost is the obvious one. Magnetic stick modules are more expensive than potentiometers, and across tens of millions of controllers that difference is enormous. It is the same reason Sony and Microsoft still ship potentiometer sticks in their standard pads.
The second reason is specific to this console. The Joy-Con 2 attaches to the Switch 2 with strong magnets, and Hall effect sensors are sensitive to external magnetic fields, which makes that combination genuinely awkward. Tunnelling magnetoresistance sensors would have been the obvious workaround since they are less susceptible to magnetic interference, but Nintendo did not use those either.
Some drift reports arrived almost immediately after launch, including units that were reportedly affected out of the box. That is not the same as a widespread failure rate, though. A handful of faulty units at launch is normal for any mass produced hardware.
The more useful question is what happens after a year or two of real use, since that is when the original Switch problem became undeniable. Repair shops reporting in 2026 describe confirmed cases arriving on the bench but not yet enough volume to quote a meaningful failure rate, and note that the fleet has not yet crossed the twelve to eighteen month mark where the original Switch drift wave really landed.
So the fair summary is this. The mechanism that caused the original problem is still there. The build quality around it is better. Anybody telling you the Joy-Con 2 definitely drifts as badly as the original, or definitely does not, is ahead of the evidence in either direction. What you can do is measure your own controller, save the number, and measure again in six months.
This is the most practically useful thing on the page, and it is the reason the word free belongs in the title.
In early June 2025, Nintendo confirmed it would replace Joy-Con 2 controllers that develop drift at no charge. That mirrors the policy it eventually adopted for the original Joy-Con after years of pressure, except this time it was in place from the start.
Not because Nintendo requires it, but because two of them genuinely fix the problem and none of them takes long.
If none of that helps, go to Nintendo's support site for your region and start a repair request. Have the console serial number, the controller in question, and your measurement ready. A message that says the left stick reports a resting distance of 0.14 with the controller flat on a table is a stronger opening than one that says the stick feels like it drifts sometimes.
If your controller is out of any applicable coverage or you would rather repair it yourself, the general cleaning and module replacement steps in our controller drift repair guide apply to the same class of fault, with the usual caveat that opening a controller ends any free repair claim you might otherwise have made.
The average distance from true centre while the controller sat untouched. This is the headline drift number.
The furthest the stick strayed at any single point during the test. If this sits close to your resting distance, you have a steady offset, which is classic wear. If it is several times larger, the stick is jumping intermittently, which is a different and often worse problem because software cannot predict it.
How much the reading moved around while sitting still. A stick can be offset but stable, which is easy to compensate for, or centred but noisy, which is not. If wander is your main problem rather than offset, our stick jitter test measures that specifically and explains what causes it.
The smallest threshold that would swallow everything the stick did during the test, with a small margin added. This is only directly useful in games and emulators that let you set one, but it is a good way to express severity. A stick needing 0.03 is fine. A stick needing 0.20 has eaten a fifth of your usable movement before you touch it. The joystick deadzone test goes into the trade you are making when you raise that number.
Worth knowing, because people describe all of these as drift and the fixes are different.
Drift is what this page measures. The stick reports movement while resting. It is a centre position problem.
Noise is the reading wandering while the stick is held still, whether at centre or halfway out. Measured on the jitter test, and often caused by the same dust that causes drift.
Short range is a stick that no longer reaches full travel, so the game never receives a full push. The analog stick range test measures how far it actually gets in each direction.
A misshapen gate is a stick that traces a squashed or dented shape at full travel rather than a circle, which makes some directions slower than others. The circularity test draws it.
Snapback is the stick overshooting past centre when you release it, sending a brief input in the opposite direction. The snapback test catches it.
If you want to sweep all of them quickly on any controller your browser can see, the main gamepad tester covers the basics in one pass, and our general stick drift test is the non device specific version of this page.
It cannot make a Joy-Con 2 connect to your computer. That is a driver and operating system problem sitting well below anything a web page can influence. If the controller does not appear in the dropdown, no setting on this page will change that.
If your resting distance comes back as exactly 0.000 with no variation at all, be slightly suspicious rather than delighted. Some drivers and wrappers apply their own deadzone before anything reaches the browser, which makes a drifting stick look perfect. If you got there through Steam Input or a community tool, check whether it has a deadzone setting and turn it down before testing.
Readings arrive in step with your display refresh, roughly sixty per second on a typical screen. That is plenty for measuring a resting position. It is not enough to characterise fast electrical noise, and it is why the wander figure is a comparison tool rather than an absolute.
Nintendo controllers on a PC often report through generic paths rather than a standard gamepad layout, which is exactly why this page finds your axes rather than assuming them. If you want to see the raw numbering for yourself, the controller mapping tool prints every index a device sends, and the gamepad viewer shows the values moving live.
The controller is read in the page, the maths happens in the page, and the exports are files your own browser writes. No readings are sent anywhere.
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