MOBA · Riot Games

What is a good ping for League of Legends?

A good ping for League of Legends (MOBA) is under 45 ms, and under 25 ms is optimal. 70 ms is the highest still-playable ping; beyond about 100 ms League of Legends becomes frustrating. The table below is the exact ping, jitter and packet-loss bands League of Legends is graded against.

Good ping, jitter & packet loss for League of Legends

MetricOptimalGoodPlayable maxNo-go
Ping25 ms45 ms70 ms> 100 ms
Jitter3 ms8 ms15 ms> 30 ms
Packet loss0%0.3%1%> 3%

Low bandwidth; ping+jitter dominate. Jitter punishes click-to-move precision.

How FRAGRATE measures this

FRAGRATE measures ping and jitter as a TCP-handshake to a public endpoint in each game region, packet loss via UDP/WebRTC, and bufferbloat as the latency added while your line is saturated. Run it locally for true per-region game-server ping, or use the hosted browser test for ping, loss and bufferbloat.

FAQ

What is a good ping for League of Legends?
Aim for under 45 ms; under 25 ms is optimal for League of Legends. Up to 70 ms is the playable ceiling, and above about 100 ms League of Legends feels laggy.
Does jitter matter for League of Legends?
Yes — keep jitter under 8 ms for League of Legends (MOBA). Above 30 ms you get inconsistent hit registration and rubber-banding even when average ping looks fine.
How much packet loss can League of Legends tolerate?
Keep packet loss under 0.3%. Between 0.3% and 1% is borderline; above 3% League of Legends is effectively unplayable.
Why does League of Legends lag when someone else is streaming?
That's bufferbloat — latency that piles up when your connection is saturated. A fast line can still spike to hundreds of ms under load, so League of Legends stutters mid-fight. FRAGRATE measures latency-under-load to catch it.

More for League of Legends

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