Dota 2 ping test

Test Dota 2 game latency.

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Measured from your browser to our probes. Use the result to compare regional directions, then confirm the final choice in your game client. How we testWe time small datagrams echoed by each PartyPing probe over WebTransport. WebTransport carries them over QUIC/UDP, which is closer to real-time game traffic than an ordinary page request, but it is not the same protocol or route as the game itself.Each region gets dozens of packets, not one or two. That makes the test take a little longer, but one unlucky spike or dropped packet can no longer skew the result.Probes sit in the same regions as the game servers, not on the same machines, and every game decides for itself what it folds into the number it prints — so the two land close rather than identical. Which region comes out ahead here is the part that carries over.

About Dota 2

What ping is good for Dota 2?

For Dota 2 we treat anything under 40 ms as great and under 70 ms as playable. Past 120 ms, the delay is likely to be noticeable during real-time play.

VerdictMedian latencyHow it plays
Competitive< 20 mslane movement, last-hits, spell casts, and active items respond almost immediately; latency stays out of the decision.
Great20 – 40 mslane movement, last-hits, spell casts, and active items stay smooth, with little need to anticipate the connection.
Playable40 – 70 mslane movement, last-hits, spell casts, and active items remain workable, but tight timing starts to need more anticipation.
Laggy70 – 120 msThe delay is clear during lane movement, last-hits, spell casts, and active items, and chained inputs can fall behind.
Unplayable≥ 120 mslane movement, last-hits, spell casts, and active items respond too late for a reliable session; choose a nearer route if available.

Packet loss and jitter can only pull a verdict down, never push it up. A line that is fast but drops packets will not be shown as competitive, because in game that reads as a rubber-band or a swallowed input.

These thresholds are PartyPing's own engineering standard for Dota 2, not an official rating from the publisher.

Which regional directions can PartyPing compare for Dota 2?

US East · US West · Europe West · South America · Southeast Asia · Japan · Australia · India

The list above shows the PartyPing probe directions measured on this page. Compare their latency, variation, and packet loss to decide which region is worth checking first in Dota 2; the game's match server, data center, custom server, or player host may use a different route.

How are the good and bad thresholds defined?

The Dota 2 verdict uses your median latency. Its boundaries are selected for this game's timing demands and any usable published guidance, rather than copied from one universal scale.

For Dota 2, these thresholds reflect how latency affects lane movement, last-hits, spell casts, and active items. They describe this game's real timing demands rather than applying a shooter-only rule to every genre.

Which Dota 2 server region should I choose?

Compare the region ping shown by the client, then account for party locations and queue time. The lowest stable candidate is usually the best starting point.

Why is PartyPing different from the Dota 2 client ping?

Dota 2 traffic may use Steam Datagram Relay while PartyPing measures browser RTT to its own probes. Use the client for selection and PartyPing for directional diagnosis.

Why do team fights lag when average ping looks normal?

Short variance or packet loss can hide behind an average. Check P10–P90, missing replies, and the in-match network data together.

Blog

Practical guides on latency, packet loss and choosing a server region.