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Stat Fundamentals

What Is a Good CS Per Minute in LoL? CS/min Chart, Measured Medians by Rank, Calculation & Tips

7 min read · Published · Updated

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.

Jinx

CHAMPION LENS

Jinx

Champions in this guide
Kayle
Kassadin
Nasus
Gangplank

If 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.

What CS is and how to calculate CS/min

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.

CS per minute chart: how much CS is that at each minute?

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/min15 min20 min25 min30 min
5.075100125150
6.090120150180
7.0105140175210
8.0120160200240
9.0135180225270
10.0150200250300

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.

Measured CS/min by rank and role

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.

TierTopJungleMidADCSupportn
Iron5.925.925.376.300.91447
Bronze6.245.986.506.931.08268
Silver6.606.226.867.181.09248
Gold7.086.516.747.681.13258
Platinum7.066.576.547.421.09328
Emerald7.076.717.517.961.08374
Diamond7.076.847.157.891.09709
Master+7.387.227.508.081.06781

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).

TierTopMidADCn
Iron5.92 (4.95–6.84)5.37 (4.75–6.49)6.30 (5.41–6.95)266
Bronze6.24 (5.29–6.94)6.50 (5.89–7.08)6.93 (6.26–7.64)151
Silver6.60 (5.94–7.29)6.86 (6.00–7.70)7.18 (6.38–7.88)155
Gold7.08 (6.09–7.59)6.74 (6.08–7.34)7.68 (7.03–8.59)154
Platinum7.06 (6.48–7.90)6.54 (5.96–7.78)7.42 (6.94–8.49)212
Emerald7.07 (6.42–8.11)7.51 (6.69–8.30)7.96 (7.14–8.77)216
Diamond7.07 (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)

Use CS at 10 minutes to measure your laning

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.

TierTopJungleMidADCSupportn
Iron57.064.058.052.011.0447
Bronze63.564.568.059.012.0268
Silver62.064.565.560.014.0248
Gold64.067.067.562.514.0258
Platinum69.067.073.064.513.5328
Emerald70.067.476.066.013.0374
Diamond70.068.074.065.014.0709
Master+74.071.276.066.614.0781

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.

Why CS/min matters

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.

JinxJinxKayleKayleKassadinKassadinNasusNasusGangplankGangplank

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.

How to raise your CS/min

Last-hitting is decided by preparation, not reflexes. Three habits stabilize it:

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.

Four reasons your CS/min drops

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.

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.

How role changes the target

RoleMedian CS/min (range across tiers)How to read it
Top5.92 (Iron) to 7.38 (Master+)Mostly minion CS — the most direct read on skill
Mid5.37 (Iron) to 7.51 (Emerald)Roams cost CS; the question is where you win it back
ADC6.30 (Iron) to 8.08 (Master+)Mostly minion CS; your damage depends on it directly
Jungle5.92 (Iron) to 7.22 (Master+)Mostly camps; moves with how much you gank
Support0.91 (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.

Have an AI analyze your CS

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:

FieldWhat it holdsHow to use it
game.dur_sGame length in secondsDivide by 60 for minutes
me.economy.cs_totalTotal CS (minions + monsters)Divide by minutes for CS/min
me.economy.cs_minMinion CSNot "per minute" — it means minions
me.economy.cs_jgMonster (jungle) CSFor laners, shows how widely you farmed mid-game
lane_opponent.csYour lane opponent's total CSSame 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.

Try it on your own games

Search your Riot ID and export your match data as AI-ready JSON.

Frequently asked questions

How is CS per minute calculated?

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.

What is a good CS per minute?

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.

How do I improve my CS per minute?

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.

How much CS should I have at 10 minutes?

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.

How much CS should I have at 20 or 30 minutes?

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.

Why is my CS/min low even though my CS at 10 minutes is fine?

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.


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