7 min read
What CS per minute means in League of Legends, how to calculate it, target milestones at 10 and 20 minutes, and how to raise it from last-hitting fundamentals. Why CS/min is the most reproducibly trainable stat, plus common mistakes and fixes.

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, what to aim for, 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.
CS/min swings around in late-game teamfights, so the cleanest read on your laning is your CS at the 10-minute mark.
The table below maps CS at 10 minutes to its CS/min equivalent and a rough skill level. Treat it as a target-setting guide, not a precise statistic.
| CS at 10 min | CS/min equivalent | Level |
|---|---|---|
| ~50 | ~5.0 | The first wall — make this steady |
| 60–70 | 6.0–7.0 | Gold–Platinum laning |
| ~80 | ~8.0 | Diamond-level, almost no misses |
| 90–100 | 9.0–10.0 | Master+ / pro-level (near perfect) |
Roughly 107 CS from minions is the theoretical ceiling at 10 minutes — the closer you get, the tighter your last-hitting.
For target CS/min broken down by rank and role, see stat targets by rank.
A single minion is worth roughly 20–60 gold. Ten CS adds up to close to a kill's worth of gold.
So a difference of just 1 CS/min can be a full item of gold by the 20-minute mark.
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. Players push up chasing a kill and drop 3–4 CS in the meantime.
How to manipulate the wave to farm safely is covered in wave management basics.
These milestones apply to solo lanes and ADC. Jungle adds camps on top of lane CS, so the baseline is around 5.0–6.5.
Support isn't meant to take CS at all, so judging a support by CS/min misses the point — look at vision score 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 benchmark for my role and rank, and tell me whether last-hitting or wave management is the bigger problem.
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.
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.
For solo lanes and ADC, first make 5.0 CS/min steady. Measured by CS at 10 minutes: around 50 is the entry point, 60-70 is Gold-Platinum laning, around 80 is Diamond-level, and 90-100 is Master+/pro precision. Jungle runs about 5.0-6.5 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 pushing up to chase kills, where many players lose 3-4 CS per wave.
CS at 10 minutes is the cleanest read on laning skill. Around 50 is the level to lock in first, 60-70 is Gold-Platinum, around 80 is Diamond-level, and 90-100 is Master+/pro. The theoretical ceiling from minions alone is about 107 CS.
GarenWhich numbers should a beginner actually aim for to climb in League of Legends? Realistic targets for CS/min, kill participation, vision score, deaths, and damage share by rank and role — and what to fix first.
AhriRead the post-game scoreboard the way a coach would. Role-aware benchmarks, what each number actually measures, and how to combine them before handing the JSON to an AI.
SamiraHow KDA is calculated in League of Legends, what a good KDA looks like by rank and role, and why chasing KDA alone will mislead your climb — plus what to look at instead.