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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 (MLBB) servers process game state updates at 30Hz. Your phone exchanges small ~120-byte UDP packets with Moonton's servers 30 times every second. MOBAs require hyper-precise timing to pull off complex hero combos or dodge crowd control. If your cellular data or Wi-Fi drops even a single packet, your spell cast is completely ignored by the server. Standard internet speed tests only measure raw TCP download bandwidth, which tells you nothing about the stability of your connection. Our tool simulates exact 30Hz MLBB traffic to expose the hidden micro-stutters ruining your Mythic climb.
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 dreaded "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 impossible because the delay changes on every single basic attack, destroying your farming rhythm.
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 mathematically impossible, 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 massive packet collision 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 30 Hz is the genre-typical estimate this page measures with and labels as an estimate. The packets are tiny - around 60 bytes - and a full match consumes a few megabytes. There is no version of this game's problems that is caused by a lack of bandwidth, and the plans sold on the promise of fixing it do not.
A MOBA tolerates steady latency remarkably well. Playing at a constant 90 ms is a learnable handicap: every input lands a fixed distance late, and after a few matches you compensate without thinking about it. What cannot be learned is a spike. A jump to 285 ms for two seconds arrives without warning, in the middle of the one fight that decides the match, and there is no adaptation available for a delay that is not there the moment before.
That is why the useful measurement is a minute long rather than instantaneous. The in-game indicator reports a number now; it cannot tell you that the line delivered perfectly for fifty seconds and then went quiet for two. The chart above keeps the whole minute, which turns 'my internet is bad' into a specific claim with a timestamp on it - and a timestamp is what a provider's support desk cannot argue with.
One more thing separates this game from the shooters in the catalogue. Skills are discrete, server-confirmed events, so a lost packet does not blur an outcome, it deletes one: the cooldown starts, the mana goes, and the skill does not happen. Players describe that as the game cheating them. It is a packet that never arrived, and it is visible as a red mark 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 is a built-in routing optimizer. When turned on, the MLBB client will consume slightly more data to find a faster, more direct network path to the Moonton servers, bypassing congested ISP routes. You should keep this turned on unless you have a severely limited data cap.
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.