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The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
Measuring…
The verdict for this game appears once the first full second of packets is in.
Comparing with other tests to this server…
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
"Attempting to Reconnect"? Abilities delaying? Missing easy CS?
League of Legends servers run at 30Hz. Your client sends small, 120-byte updates to Riot's servers 30 times every second. Because mobas require precise clicking, a dropped packet at the wrong millisecond means your Flash doesn't go off, or you walk straight into a skillshot. Standard speed tests will tell you your internet is fine because they only test bandwidth. Our tool mimics exact 30Hz LoL traffic to find the hidden packet loss ruining your ranked games.
What this test sends: 30 packets per second of 120 bytes, matching League of Legends rather than a generic ping. verified
Riot has stated the League server loop runs at 30 Hz; the client interpolates between those updates.
Run the 30Hz test above for at least 60 seconds. Here is what your results mean for League of Legends:
Red vertical lines mean your connection dropped data. In LoL, this causes "ignored inputs." You press your ultimate, but nothing happens. Severe packet loss triggers the dreaded "Attempting to Reconnect" overlay in the middle of a teamfight.
Jitter measures ping fluctuations. If your ping constantly jumps between 30ms and 90ms, your champion will start "moonwalking" or sliding. Last-hitting minions becomes incredibly difficult because the delay changes on every auto-attack.
High baseline ping gives you a permanent reaction time penalty. If you have 100ms ping, dodging fast abilities like a Malphite ultimate or a Blitzcrank hook becomes mathematically impossible, even if you click in time.
If the tool above shows packet loss or high jitter, try these specific fixes.
The Symptom: Champion sliding or random ping spikes.
Wi-Fi signals drop packets constantly due to walls and interference. MOBA games require a perfectly steady stream of data to track your rapid movement clicks.
The Symptom: Client failing to load or randomly disconnecting from chat.
Sometimes your ISP's default DNS struggles to resolve Riot's login and chat servers quickly.
The Symptom: Massive lag spikes when someone else is home.
Your LoL packets are waiting in line behind a roommate's Netflix stream or a background Windows update. Your router is bottlenecking the data.
The Symptom: Ping is high in LoL, but Discord and other games are totally fine.
Riot uses a private internet backbone called "Riot Direct." Sometimes, your ISP takes a terrible, inefficient route to connect to Riot's network in Chicago (NA) or Frankfurt/Amsterdam (EUW).
Ctrl+F toggles League's own display: frames per second on the left, ping on the right. It is the number most players quote when they say their connection is bad, and it is a narrower measurement than it looks. It reports the cost of a recent round trip to the server and nothing else - not whether packets were lost, not how evenly they arrived, and not what happened thirty seconds ago during the fight you lost.
That is why a match can be unplayable while the number in the corner sits at a comfortable 45 ms. Loss and jitter are invisible to it, and both are things this page measures directly. Run the test above at League's own 30 Hz before you queue: if it is clean and the game still stutters, the fault is not on the stretch of network you control, and the next place to look is the client, the machine or the server - not another evening spent changing routers.
What you see in game, and which number on this page explains it.
| What you see in League of Legends | Look at | What it means |
|---|---|---|
| Flash goes off and you stay where you were | loss | The cast never reached the server. The cooldown you saw was the client guessing. |
| Last hits feel a beat late all game | ping | Steady added latency - consistent, learnable, and worth fixing at the source. |
| Champions stutter-step across the lane | jitter | Updates arriving in bursts. The client redraws positions it had already interpolated. |
| Only in teamfights, never in lane | loss | More entities, more updates, more chances for a congested link to drop one. |
League of Legends runs its server loop at 30 Hz and sends some of the smallest packets of any game measured here, around 120 bytes. A whole match consumes less data than a podcast. That is exactly why bandwidth is never the explanation for a bad game, and why players who upgrade their line and see no change had been solving the wrong problem.
What the game does demand is that every input reaches the server, because almost nothing is resolved on your machine. A summoner spell, an ability, a movement command - each is a request, and the client shows you an optimistic result while it waits for the answer. Where a shooter can smooth over one missing update, League has a discrete action that either happened or did not, and the version you saw locally was never the authoritative one.
The 33 ms between ticks sets the floor for how precisely anything can be timed. Add 60 ms of network latency and a cancel that was correct on your screen was late on the server; add jitter on top and the same input produces a different outcome from one attempt to the next. Players describe this as the game feeling inconsistent rather than slow, and inconsistency is jitter's signature, not ping's.
Riot carries League traffic over its own network for much of the way, which narrows the useful question to the first stretch: your equipment, your line, and your provider's path to the nearest entry point. A test at the game's own rate across that stretch is far better evidence for a support ticket than an in-client ping figure, because it describes a full minute instead of the last round trip.
Internet speed (bandwidth) does not equal stability. The "Attempting to Reconnect" error is caused by 100% packet loss for a few seconds. Your ISP dropped the connection to Riot's server, even if your download speeds are fast. Check the graph above for red lines.
For ranked play, a ping under 40ms is ideal for dodging skillshots. However, stability matters most. Playing at a steady 60ms is infinitely better than playing at 20ms with lag spikes that jump to 80ms (high jitter).
This is caused by packet loss. You pressed the key, your keyboard registered it, but the data packet was dropped by your router or ISP before it reached the Riot server. Using a wired Ethernet cable usually stops this completely.
Discord and League of Legends use entirely different server locations and routing paths. Your ISP might have a very fast route to a local Discord server, but a highly congested or broken route connecting to Riot's servers in Chicago or Frankfurt.