Your ping looks fine. So why are you rubber-banding?
A ping counter shows you one number, an average, and it's easy to assume that number is the whole story. Plot twist: it isn't.
What a spike actually does mid-fight
Your connection could sit at a clean 40ms most of the time and briefly jump to 120ms a few times a minute, and a basic overlay will never flag it. The game server absolutely notices, though, because a spike is a moment where it doesn't get your data on time. It has your last known position, waits, then snaps you back to where it thinks you actually are once the data finally lands… that's rubber banding.
Why your abilities feel delayed
Your flash or blink registers on your screen the instant you press it, but if that input hits the server late because of a jitter spike, the effect only lands once the packet finally arrives. So, to you, it looks like the game just ignored your input for half a second… but in reality, the server hadn't heard from you yet.
What’s the difference between jitter and latency?
A connection averaging a super fast 25ms can still play worse than one holding a steady 45ms, if that 25ms connection is swinging between 10ms and 90ms every few seconds. Nobody wants a connection that's occasionally brilliant and occasionally terrible. Steady and a bit slower wins, every time.
Why MOBAs are especially sensitive to jitter
Shooters mostly live or die in one instant: the moment you pull the trigger. But if you’ve read this far, you probably know that MOBAs are different.
A single teamfight in League or Dota 2 can run five to ten seconds, and during that window your position, your abilities, and the enemy's positioning all need to stay in sync with the server continuously, not just at one clean moment.
Riot's client predicts your movement locally and corrects it once the server actually responds. Dota 2 does the same thing. That's why a jitter spike looks like a correction rather than a freeze.
Here's what a jitter spike in the middle of a fight can look like:
Does your connection type affect jitter?
Yes, and your connection type can affect jitter more than most players realise. The ACCC's own testing has found FTTP connections record the lowest average latency and packet loss, with less variation between households, compared to FTTN and HFC.
ACCC testing also verifies Superloop's peak-hour (7pm–11pm) latency at 8.5ms which matters just as much for jitter-sensitive MOBAs as it does for raw ping.