League of Legends Wiki

Want to contribute to this wiki?
Sign up for an account, and get started!
You can even turn off ads in your preferences.

Come join the LoL Wiki community Discord server!


League of Legends Wiki

Queue Dodging is the act of leaving the champion select screen by interrupting the connection with the server. Doing this will cancel the match. The act can be caused intentionally or by the result of a technical mishap such as server shutdown or computer crash. Dodging is generally disliked due to the disruption it causes to matchmaking integrity. A player will be penalized according to how often they have dodged recently.


The quickest and most common method to queue dodge is to close the client before champion select is over. The player can also fail to lock in a pick before the timer runs out, which will also cancel champion select.


Penalties for queue dodging vary according to the game type, although certain aspects are shared. See the Leaver Buster page for additional details. If two or more people dodge simultaneously (e.g.: not picking a champion and letting the timer run out), they will all receive a dodge penalty. Dodge penalty tiers stack among queues (e.g.: if you dodge once in a normal game, then proceed to dodge in a ranked game, then your dodge penalty tier will be that of 2 games), and you will be punished according to the queue you dodged last.

Time penalties

All queues dodges give time penalties that prevent matchmaking immediately afterward. These are increased for subsequent queue dodges within a 24-hour window. This time penalty is shared among the various queues. Dodge penalty tiers will automatically decrease by one tier every 12 hours.

Time Penalty Tiers
Queue type First dodge Second dodge Every dodge after
Normal 6 minutes 30 minutes 720 minutes
Ranked 6 minutes

-3 LP

30 minutes

-10 LP

720 minutes

-10 LP

ARAM 15 minutes 30 minutes 720 minutes
Co-Op vs. AI 6 minutes 30 minutes 720 minutes
Featured Game Mode 6 minutes 30 minutes 720 minutes

Other penalties

Besides time penalties that prevent you from queuing again immediately, there are also other penalties to be suffered. These penalties depend on the queue type dodged.

Normal game penalties

  • A time penalty is to be suffered (see above).

ARAM game penalties

  • Only a time penalty is to be suffered (see above)
  • If rerolls were used during the select, they will be lost.
    • If someone else dodges, your spent rerolls will be refunded.

Ranked solo/duo & flex queue game penalties

  • A time penalty for the player (see above).
  • A League Points penalty is applied to the player who dodges, -3 points for the first time and -10 for the second time before the timer reset. This penalty cannot make a player drop ranks but will stack in negative numbers. This is capped at -100 LP.
  • In a Qualifier Series the penalty is 10 League Points and it will count as 1 loss, this will end your series if you were 1 loss away from losing it. 
  • You will not lose MMR for queue dodging.

Ready Check Failure

When a matchmaking system finds suitable opponents, all participating players will be subject to a "Ready Check" where they must confirm their availability. In order to prevent abuse, missing a Ready Check too many times results in a timed queue ban, as well as an LP loss in Ranked queues. The exact penalties are:

  • Declining or missing the Ready Check too many times in a Ranked queue will result in a 6 minute ban from all queues and a loss of 3 LP.
  • The penalty is increased to 10 LP for continuing to miss Ready Checks.
  • Each subsequent miss increases the length of the timed queue ban and imposes a 10 LP penalty.

Ready Checks penalties from any queue affects the entire account. This means that penalties from normal queues will carry over to Ranked queues and may result in harsher penalties.



Queue dodging is known to be intentionally abused for a number of reasons where a player may be dissatisfied with the setup of the match. There are two key aspects to consider: Champion composition and Teammate conduct; both can go hand-in-hand.

A player may not feel confident playing with certain champion compositions selected by either their team or the opponents. This concern is less mitigatable in ARAM due to the nature of random champion selection. Some players may also desire to play an already selected champion, either due to experience, or more often with a newly released champion or skin that many would covet to try.

Dissent among teammates is perhaps the biggest cause of friction, especially among matchmade teammates. A player may not feel confident in playing with whom they perceive as trolling, unskilled, or confrontational teammates. There is much controversy over this subject, as this reason can be argued for justification, to which players believe that they should not be punished for avoiding further disfunction due to the misconduct of other players.


A player may desire to play the game, but there are some circumstances that would prevent them from commitment.

Technical problems such as computer crashes and server issues may be outside of the player's control. The client may also malfunction into a state that prevents the player from continuing champ select—this type of issue in particular has been a long-standing concern.

Other arrangements such as social obligations or time constraints would force the player to abandon the game. A player may also leave for a more favorable game that arises during champ select.