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The test below is already running at 30 Hz, the tick rate of Mobile Legends: Bang Bang. No click, no signup.
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Pressing Flicker but dying anyway? Hero sliding into the enemy tower? Stuck on 285ms red ping?
Mobile Legends: Bang Bang exchanges small updates with Moonton's servers many times per second. Moonton publishes no tick rate; this test uses 30 per second with 60-byte packets, an estimate for a mobile MOBA. When packets go missing, skills go on cooldown without landing, Flicker does nothing and your hero slides back. When the connection drops completely, the in-game ping shows 285 ms. A speed test does not show any of this. This test sends a steady stream and draws every gap.
What this test sends: 30 packets per second of 60 bytes, matching Mobile Legends: Bang Bang rather than a generic ping. estimated
Moonton publishes no tick rate; 30 Hz is the genre-typical estimate for a mobile MOBA.
Run the 30Hz test above for at least 60 seconds. Here is what your results mean for Mobile Legends:
Red vertical lines mean your connection dropped data entirely. In MLBB, this causes "ignored inputs." You press your Ultimate or Flicker, hear the sound effect, but the skill never goes on cooldown and you die. Severe packet loss triggers the "Reconnecting..." overlay in the middle of a teamfight.
Jitter measures ping fluctuation. If your ping rapidly bounces from 30ms to 120ms, your hero will start "moonwalking" or sliding across the map. Last-hitting minions becomes much harder because the delay changes on every basic attack.
High baseline ping gives you a permanent reaction time penalty. If you have 100ms+ ping, dodging fast initiation abilities—like a Franco hook or a driving Johnson—becomes very hard, even if your finger taps the screen in time.
If the tool above shows an unstable connection, try these specific fixes.
The Symptom: Constant yellow or red ping, even when sitting right next to your Wi-Fi router.
Moonton built specific network features directly into the MLBB client to combat mobile latency. Speed Mode consumes slightly more data to route your traffic better, and Network Boost forces your phone to use Wi-Fi and Cellular data simultaneously.
The Symptom: Your ping randomly spikes to exactly 285ms for three seconds, then drops back to green.
Smartphones try to seamlessly switch between Wi-Fi and 4G/5G if the signal fluctuates. During this handoff, all of your UDP game packets are instantly dropped, freezing the game.
The Symptom: Hero sliding and delayed skills while using Bluetooth earbuds.
The standard 2.4GHz Wi-Fi band uses the exact same radio frequency as Bluetooth devices. Connecting wireless earbuds while playing on 2.4GHz Wi-Fi causes interference and packet loss.
The Symptom: You get matched with players from other countries (e.g., NA players matching in SA servers) resulting in permanent 120ms+ ping.
Sometimes MLBB's matchmaking cache gets corrupted or your ISP routes you to the wrong Moonton regional datacenter, placing you in a cross-server lobby.
What you see in game, and which number on this page explains it.
| What you see in Mobile Legends: Bang Bang | Look at | What it means |
|---|---|---|
| The ping number in the corner turns red for a second | loss | The client's own warning. This chart shows what happened around it. |
| Skills go on cooldown without landing | loss | The cast reached the server and the confirmation did not, or the reverse. |
| Steady 60 ms and the game still feels unresponsive | jitter | The average is fine; the spacing is not. Jitter is the number to read. |
| Only during team fights around the turtle or lord | loss | Ten heroes and their effects in one update. Peak load on a marginal link. |
Moonton publishes no tick rate for Mobile Legends, so this page measures with 30 Hz, the usual rate for a mobile MOBA, and marks it as an estimate. The packets are small, around 60 bytes, and a full match uses a few megabytes. None of this game's lag comes from a lack of bandwidth, and a faster plan will not fix it.
A MOBA copes well with a steady ping. At a constant 90 ms every input lands the same distance late, and after a few matches you adjust without thinking. A dropout is different. When the connection stops for two seconds, the in-game ping jumps to 285 ms, the display value for a lost connection, and it happens without warning, often in the fight that decides the match.
That is why a useful test runs for at least a minute. The in-game ping shows one number at a time; it cannot show that the line was clean for fifty seconds and then went quiet for two. The chart above keeps the whole minute with timestamps, which is what a provider's support needs to see.
Skills make it worse than in a shooter. They are separate events the server has to confirm, so a lost packet does not blur an outcome, it removes it: the cooldown starts, the mana is spent, and the skill does not happen. That is a packet that never arrived, and it shows as a red line on this page.
285ms is the hard-capped display number that MLBB uses to indicate a total connection failure. It doesn't mean your ping is literally 285ms; it means you have 100% packet loss and the Moonton server is no longer receiving data from your phone. This is usually caused by your phone switching between Wi-Fi and cellular networks mid-game.
Green ping (low latency) does not mean your connection is stable. If you have low ping but high packet loss, your inputs are being dropped by your internet provider before they reach the server. The game looks smooth, but your button presses simply vanish. Run the 30Hz test above to check for red vertical lines (lost packets).
Speed Mode uses a little more mobile data to keep the connection to the Moonton servers steadier. Keep it on unless your data plan is tight. It cannot fix packet loss on your Wi-Fi or mobile network; the test above shows whether that is the problem.
This is caused by packet loss or high ping. You tapped the Flicker button, and your screen may have even shown the spell going on cooldown for a split second, but the UDP packet was dropped. The server rejected the cast because it never received the command, returning your hero to where they were.
See the tick rate and packet size of all 570 supported games →