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What's a good CS per minute in League of Legends? A CS/min chart of total CS at 15, 20, 25 and 30 minutes for 5-10 CS/min, measured medians by rank and role from JP1 solo queue, measured CS at 10 minutes, the four reasons CS/min drops, and how to check it in your match JSON.

CHAMPION LENS
Jinx
Kayle
Kassadin
Nasus
GangplankIf you want to climb, CS/min is the first number to lock down.
It barely depends on luck or your teammates — it's one of the few stats that reflects your practice directly.
This guide covers what CS/min means, how to calculate it, the measured medians at each rank, and how to raise it from the last-hitting basics up.
CS (Creep Score) is the total number of minions and monsters you finish with the last hit.
Standing nearby doesn't count — the gold goes to whoever lands the killing blow. That's a last hit.
CS/min is total CS ÷ minutes elapsed.
So 180 CS in a 25-minute game is 180 ÷ 25 = 7.2 CS/min.
Trackers like op.gg show it as "CS/min," and exporting a game to JSON with LoL2LLM gives you the raw number to work with.
The quickest way to find your CS/min is to look up your game length and total CS in the chart below.
The numbers are simply CS/min × minutes. Which tier that CS/min corresponds to is in the measured table that follows (medians by tier and role).
| CS/min | 15 min | 20 min | 25 min | 30 min |
|---|---|---|---|---|
| 5.0 | 75 | 100 | 125 | 150 |
| 6.0 | 90 | 120 | 150 | 180 |
| 7.0 | 105 | 140 | 175 | 210 |
| 8.0 | 120 | 160 | 200 | 240 |
| 9.0 | 135 | 180 | 225 | 270 |
| 10.0 | 150 | 200 | 250 | 300 |
For example, 175 CS in a 25-minute game is 7.0 CS/min. Only 125 CS in the same game is 5.0 CS/min. Minions are worth about 19 gold per CS on average even early on (breakdown below), so that 50 CS gap is roughly 950 gold from minions alone — two to three kills' worth.
The grid below is aggregated from JP1 solo queue match data pulled from the Riot API: median CS/min by tier and role. These are observed values, not estimated targets. Jungle counts camps (monsters) in total CS; support is listed for reference only since the role isn't supposed to take CS.
| Tier | Top | Jungle | Mid | ADC | Support | n |
|---|---|---|---|---|---|---|
| Iron | 5.92 | 5.92 | 5.37 | 6.30 | 0.91 | 447 |
| Bronze | 6.24 | 5.98 | 6.50 | 6.93 | 1.08 | 268 |
| Silver | 6.60 | 6.22 | 6.86 | 7.18 | 1.09 | 248 |
| Gold | 7.08 | 6.51 | 6.74 | 7.68 | 1.13 | 258 |
| Platinum | 7.06 | 6.57 | 6.54 | 7.42 | 1.09 | 328 |
| Emerald | 7.07 | 6.71 | 7.51 | 7.96 | 1.08 | 374 |
| Diamond | 7.07 | 6.84 | 7.15 | 7.89 | 1.09 | 709 |
| Master+ | 7.38 | 7.22 | 7.50 | 8.08 | 1.06 | 781 |
n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians
Measured medians run 5.37 (Iron) to 7.51 (Emerald) for mid, 6.30 (Iron) to 8.08 (Master+) for ADC, and 5.92 (Iron) to 7.38 (Master+) for top (range of per-tier medians). A realistic target is to clear your own tier's median first, then the next tier's.
Games vary within a tier. For solo lanes and ADC, here are the same medians with the interquartile range (the band the middle 50% of games fall into).
| Tier | Top | Mid | ADC | n |
|---|---|---|---|---|
| Iron | 5.92 (4.95–6.84) | 5.37 (4.75–6.49) | 6.30 (5.41–6.95) | 266 |
| Bronze | 6.24 (5.29–6.94) | 6.50 (5.89–7.08) | 6.93 (6.26–7.64) | 151 |
| Silver | 6.60 (5.94–7.29) | 6.86 (6.00–7.70) | 7.18 (6.38–7.88) | 155 |
| Gold | 7.08 (6.09–7.59) | 6.74 (6.08–7.34) | 7.68 (7.03–8.59) | 154 |
| Platinum | 7.06 (6.48–7.90) | 6.54 (5.96–7.78) | 7.42 (6.94–8.49) | 212 |
| Emerald | 7.07 (6.42–8.11) | 7.51 (6.69–8.30) | 7.96 (7.14–8.77) | 216 |
| Diamond | 7.07 (6.16–7.96) | 7.15 (6.34–8.09) | 7.89 (7.08–8.86) | 420 |
| Master+ | 7.38 (6.48–8.03) | 7.50 (6.61–8.36) | 8.08 (7.12–8.87) | 477 |
n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians (25th–75th percentile in parentheses)
CS/min swings around in late-game teamfights, so the cleanest read on your laning is your CS at the 10-minute mark.
The grid below is measured CS at 10 minutes (the Riot API's challenges data: lane minions plus jungle monsters taken before 10:00), as medians by tier and role.
| Tier | Top | Jungle | Mid | ADC | Support | n |
|---|---|---|---|---|---|---|
| Iron | 57.0 | 64.0 | 58.0 | 52.0 | 11.0 | 447 |
| Bronze | 63.5 | 64.5 | 68.0 | 59.0 | 12.0 | 268 |
| Silver | 62.0 | 64.5 | 65.5 | 60.0 | 14.0 | 248 |
| Gold | 64.0 | 67.0 | 67.5 | 62.5 | 14.0 | 258 |
| Platinum | 69.0 | 67.0 | 73.0 | 64.5 | 13.5 | 328 |
| Emerald | 70.0 | 67.4 | 76.0 | 66.0 | 13.0 | 374 |
| Diamond | 70.0 | 68.0 | 74.0 | 65.0 | 14.0 | 709 |
| Master+ | 74.0 | 71.2 | 76.0 | 66.6 | 14.0 | 781 |
n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians
Compare your own CS at 10 minutes with the median for your tier and role to see where your laning stands.
Measured values for the other stats (KP, vision, deaths) by rank are in stat targets by rank.
Melee minions are worth 20 gold, casters 14, and cannon (siege) minions 50–69. Averaged over a wave, that's about 19 gold per CS early and about 27 by 30 minutes, while a champion kill's base bounty is 300–420 gold depending on level. Figures are from the League of Legends Wiki pages Minion and Champion gold bounties (checked November 2026).
So a difference of just 1 CS/min is about 20 CS by the 20-minute mark — roughly 380 gold even at the early rate, about one kill's worth. A 2 CS/min gap doubles that.
It matters most for scaling carries whose power comes straight from farm.
These champions have time on their side as long as the CS keeps flowing, even without kills.
Conversely, any carry that keeps dropping CS simply won't have the damage to matter late.
Last-hitting is decided by preparation, not reflexes. Three habits stabilize it:
Predict minion HP: account for the damage your own minions will deal, and only swing when your auto will land the kill.
Don't shove carelessly: stray autos push the wave and you lose CS under tower. Holding your attacks is a skill too.
Don't over-use abilities for CS: running out of mana costs you last hits anyway. Auto by default; use an ability only for the one you'd miss.
The biggest one: don't trade CS for kill pressure. While you push up chasing a kill, the minions in your lane are easy to miss.
How to manipulate the wave to farm safely is covered in wave management basics.
Fine CS at 10 minutes but a low CS/min by the end of the game?
The cause is usually time spent away from the waves, not your last-hitting.
Deaths: waves that arrive while you're respawning get eaten by your tower. One death often costs one or two whole waves.
Ignoring side waves mid-game: once laning ends, if all five of you keep walking together, nobody collects the minions stacking up in the side lanes.
Recall timing: backing while the wave is heading into your tower throws those minions away. Shove the wave first, then recall.
Last-hitting under tower: if you can't account for tower shots, your CS collapses every time you get pushed in.
Putting your CS at 10 minutes next to your full-game CS/min separates these.
Good at 10 but low overall means the problem is how you move after laning.
| Role | Median CS/min (range across tiers) | How to read it |
|---|---|---|
| Top | 5.92 (Iron) to 7.38 (Master+) | Mostly minion CS — the most direct read on skill |
| Mid | 5.37 (Iron) to 7.51 (Emerald) | Roams cost CS; the question is where you win it back |
| ADC | 6.30 (Iron) to 8.08 (Master+) | Mostly minion CS; your damage depends on it directly |
| Jungle | 5.92 (Iron) to 7.22 (Master+) | Mostly camps; moves with how much you gank |
| Support | 0.91 (Iron) to 1.13 (Gold) | Not supposed to take CS; use vision score instead |
n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians
The chart reads cleanly for solo lanes and ADC. Jungle adds camps on top of lane CS, so judge it on its own scale.
For real pro numbers, see Kiin's top-lane data and Oner's jungle data; how a jungler builds that CS between ganks is covered in Jungle Pathing 101.
Support isn't meant to take CS at all, so judging a support by CS/min misses the point — look at vision score by role and other stats instead.
Where your CS/min leaks is visible in the match data.
Export a game to JSON with LoL2LLM and ask an AI:
Compare my CS/min and my CS at 10 minutes in this game to the median for my role and rank, and tell me whether last-hitting or wave management is the bigger problem.
In LoL2LLM's JSON, the CS-related numbers live in these fields:
| Field | What it holds | How to use it |
|---|---|---|
game.dur_s | Game length in seconds | Divide by 60 for minutes |
me.economy.cs_total | Total CS (minions + monsters) | Divide by minutes for CS/min |
me.economy.cs_min | Minion CS | Not "per minute" — it means minions |
me.economy.cs_jg | Monster (jungle) CS | For laners, shows how widely you farmed mid-game |
lane_opponent.cs | Your lane opponent's total CS | Same game length, so the gap is your CS difference |
For example, a dur_s of 1800 (30 minutes) with a cs_total of 210 is 7.0 CS/min — check it against your role's column in the measured table to see which tier that matches.
The full field list is in JSON fields explained.
For how to read each stat, see how to read match stats; for CS/min among the stats that track rank, see metrics that correlate with rank.
And for the "input speed" stat that's often confused with CS/min, see what APM (actions per minute) is and why it matters far less in LoL.
CS/min is total CS divided by minutes elapsed. For example, 180 CS in a 25-minute game is 180 / 25 = 7.2 CS/min. CS is the combined number of minions and monsters you finish with the last hit.
Measured in JP1 solo queue (patch 16.20, n = 640 games), median CS/min for mid is Iron 5.37, Bronze 6.50, Silver 6.86, Gold 6.74, Platinum 6.54, Emerald 7.51, Diamond 7.15, Master+ 7.50. Top and ADC are in the table in the guide. Aim to clear your own tier's median first. Jungle runs a median of 5.92 (Iron) to 7.22 (Master+) including camps, and support isn't judged by CS/min at all.
Predict each minion's remaining HP and only swing when your auto will secure the kill, avoid shoving the lane carelessly, and don't burn mana taking CS with abilities. The biggest fix is not dropping CS while you push up to chase kills.
CS at 10 minutes is the cleanest read on laning skill. Measured in JP1 solo queue (patch 16.20, n = 640 games), the median CS at 10 minutes (lane minions plus jungle) for mid is Iron 58.0, Bronze 68.0, Silver 65.5, Gold 67.5, Platinum 73.0, Emerald 76.0, Diamond 74.0, Master+ 76.0. Compare yours with the median for your own role and tier.
Multiply CS/min by minutes. At 7.0 CS/min that's 140 at 20 minutes and 210 at 30; at 8.0 CS/min it's 160 and 240. Check the measured table to see which tier that CS/min matches: the mid median is 5.37 in Iron, 6.74 in Gold, and 7.15 in Diamond.
Usually it's time spent away from the waves after laning: deaths that cost one or two waves, leaving side waves unattended mid-game, recalling while the wave is heading into your tower, and missing last hits under tower are the four classic causes.
RenektonThe single biggest skill gap in League of Legends laning is minion wave management. A beginner-friendly breakdown of the three actions — freeze, slow push, crash — when to use each, and how to spot your own wave mistakes from CS difference with AI.
Twisted FateReal Grandmaster match data from Gen.G top laner Kiin's public account, pulled via Riot's official API and run through AI analysis. The actual CS/min, kill participation, and damage share of a pro top laner, and why KP runs so much lower in the 'island' lane, with match IDs you can verify.
JhinWhen to use which of LoL2LLM's five personas, plus the one-line additions that turn a generic answer into a sharp one.