League of Legends ping test

Test League of Legends 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 League of Legends

What ping is good for League of Legends?

For League of Legends 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 msmovement commands, last-hits, and ability combos respond almost immediately; latency stays out of the decision.
Great20 – 40 msmovement commands, last-hits, and ability combos stay smooth, with little need to anticipate the connection.
Playable40 – 70 msmovement commands, last-hits, and ability combos remain workable, but tight timing starts to need more anticipation.
Laggy70 – 120 msThe delay is clear during movement commands, last-hits, and ability combos, and chained inputs can fall behind.
Unplayable≥ 120 msmovement commands, last-hits, and ability combos 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 League of Legends, not an official rating from the publisher.

Which regional directions can PartyPing compare for League of Legends?

EUW · EUNE · Brazil · JP · SEA · OCE

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 League of Legends; 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 League of Legends 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 League of Legends, these thresholds reflect how latency affects movement commands, last-hits, and ability combos. They describe this game's real timing demands rather than applying a shooter-only rule to every genre.

Does a fast League client mean the match ping will be low?

No. Riot separates platform services such as login and champion select from the game server used after selection. Judge match latency with the in-game value and a same-time regional comparison.

Should I transfer regions because another PartyPing result is lower?

Not from one browser test. Transfers have account restrictions, and PartyPing does not test the actual match server. Confirm where your long-term party plays and review Riot's current transfer rules first.

Blog

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