MOBA · Riot Games

League of Legends Packet Loss Test

Packet loss is the top cause of League of Legends lag spikes, missed hit-registration and rubber-banding. League of Legends stays smooth under 0.3% loss; 1% is borderline and above 3% it's effectively unplayable. Test your real UDP loss and bufferbloat below, then work through the fixes.

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 to fix League of Legends packet loss

  1. 1. Use a wired Ethernet connection

    Wi-Fi is the most common source of packet loss and jitter. A cable to the router removes interference and is the single biggest fix for most League of Legends players.

  2. 2. Enable SQM / QoS on your router

    Smart Queue Management (fq_codel / CAKE) crushes bufferbloat — the lag that appears when the line is busy. Many routers expose this as "QoS" or "anti-bufferbloat".

  3. 3. Pick the nearest server region

    Switch League of Legends to the closest region. A nearer datacenter means lower ping and fewer drops; see the region list on the League of Legends ping test.

  4. 4. Restart the gateway and rule out the line

    Power-cycle the modem/router. If loss persists on Ethernet across servers, the problem is upstream — contact your ISP with the measured loss figures.

League of Legends regions FRAGRATE checks

  • NA Central · Ohio / Chicago
  • NA East · Virginia
  • NA West · Oregon
  • EU West · London
  • EU Central · Frankfurt
  • Korea · Seoul
  • Asia SE · Singapore
  • Oceania · Sydney
  • LATAM North · Mexico City
  • SA East · São Paulo

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

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.
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.
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.

More for League of Legends

Run the live League of Legends test →