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Comparing with other tests to this server…
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Dropping your Archer Queen and suddenly getting the red Wi-Fi symbol? Losing crucial Clan War attacks to random disconnects?
Clash of Clans uses a strict, server-authoritative netcode running at roughly 20Hz. To prevent cheating and "airplane mode" exploits during attacks, Supercell servers demand a constant, uninterrupted stream of ~100-byte UDP packets from your phone. If your Wi-Fi or cellular signal drops packets for even a few seconds during a 3-minute attack, the server instantly terminates your session. Standard speed tests completely fail to catch this because they only measure raw TCP download speed, not connection stability. Our tool simulates exact 20Hz Supercell traffic to expose the hidden micro-drops causing your "Out of sync" errors.
What this test sends: 20 packets per second of 40 bytes, matching Clash of Clans rather than a generic ping. estimated
Supercell publishes no tick rate. Raids are deterministic replays of commands, not a position stream; 20 Hz is the figure the page has always stated.
Run the 20Hz test above for at least 60 seconds. Here is what your results mean for Clash of Clans:
Red vertical lines mean your connection dropped data entirely. In CoC, this directly triggers the flashing red Wi-Fi icon. If the packet loss lasts longer than a few seconds, you will receive the "Connection lost" or "Client and server are out of sync" error, instantly ending your attack and costing you trophies.
Jitter is ping fluctuation. If your ping rapidly bounces from 30ms to 150ms, you will experience troop drop delay. You will tap the screen to deploy a Freeze Spell or Wall Wrecker, but it will spawn a full second late, ruining your funnel or letting your troops die.
While CoC is not a fast-paced shooter, a high baseline ping will still cause frustrating UI delays. You will experience long "clouding" times when searching for multiplayer bases, and collecting resources or upgrading buildings will feel sluggish and unresponsive.
If the tool above shows packet loss or high jitter, try these specific fixes.
The Symptom: You get disconnected in the middle of a Clan War attack, even though your home internet is fine.
Smartphones actively try to swap between Wi-Fi and 4G/5G when your Wi-Fi signal fluctuates (like walking to another room). During this swap, your phone's IP address changes, instantly terminating your connection to the Supercell server.
The Symptom: The red Wi-Fi icon flashes when you are using Bluetooth headphones.
The standard 2.4GHz Wi-Fi band shares the exact same radio frequency as Bluetooth devices and microwaves. This causes massive radio interference, dropping the UDP packets that CoC needs to validate your troop deployments.
The Symptom: "Client and server are out of sync" error pops up randomly.
If an app like WhatsApp or an OS update starts downloading in the background, it can choke your phone's network antenna. Additionally, swiping down your notification center mid-attack can suspend the game's network access on iOS.
The Symptom: Endless clouding or the game gets stuck on the loading screen.
Supercell hosts its servers on Amazon Web Services (AWS). Sometimes your ISP's default DNS struggles to resolve the CoC login servers quickly.
What you see in game, and which number on this page explains it.
| What you see in Clash of Clans | Look at | What it means |
|---|---|---|
| Troops deploy a beat after the tap | ping | Every deployment waits for a server confirmation before it spawns. |
| The red connection icon flashes mid-attack | loss | The client is telling you it stopped hearing from the server. |
| An attack ends early and still counts | loss | A disconnect is processed to the millisecond it happened. Deployments stop; the raid stands. |
| Spells land in the wrong place under pressure | jitter | Irregular confirmation timing on inputs that are placed to the pixel. |
Clash of Clans is not a real-time shooter and it is not forgiving. Supercell publishes no tick rate, so this page measures at 20 Hz and labels the figure an estimate, but the architecture matters more than the number: raids are deterministic replays. The server records your deployments with their timings and replays them; that recording is what your opponent watches later and what the result is calculated from.
The consequence is that an input which never reached the server did not merely feel bad, it does not exist. There is no client-side version to fall back on and no way to appeal it. A tap that produced no troop because the packet was lost is, from the game's perspective, a tap you never made - and the three-star attack you were running becomes a two-star attack for a reason no replay will ever show.
The traffic is negligible, around 40 bytes per update, so the failure is again about delivery rather than volume. The specific risk in this game is the disconnect: because the server processes an attack up to the exact moment your connection went quiet, a run of dropped packets during a war attack is not a pause, it is the end of it. Troops already deployed finish their logic; you do not get to deploy any more.
That is why a measurement before a war attack is worth the sixty seconds it costs, and why it should run on the device and the link you will actually attack from. A clean minute is not a guarantee, but a minute with visible loss on it is a clear instruction to wait - which is cheaper than losing an attack that a clan has been counting on.
This error occurs when your local game state disagrees with the Supercell server. It is usually caused by packet loss. If your phone tells the server you dropped a Rage Spell, but the data packet gets dropped by your Wi-Fi, the server doesn't spawn the spell. When your phone and the server compare notes seconds later, they are out of sync, and the server kicks you to prevent exploits.
The red Wi-Fi icon is Supercell's warning that your device is experiencing severe packet loss or high ping. Your phone has temporarily stopped sending or receiving data from the battle server. If the connection is not re-established within a few seconds, the attack will end.
To prevent players from cheating (such as turning on airplane mode when an attack goes badly to cancel it), Supercell servers are designed to immediately process the attack up to the exact millisecond you disconnected. Whatever troops were already deployed will finish their logic, but you cannot rejoin to deploy more.
Troop drop delay is caused by high jitter or ping spikes. When you tap the screen, your phone must send a packet to the 20Hz server, and the server must reply with an approval packet before the troop actually spawns on your screen. If your internet is congested, this round-trip takes too long.