8 min read
Top lane is often called "the island."
Junglers tend to prioritize mid and bot early, leaving top to fend for itself.
So in that isolated environment, what does a pro's kill participation and CS/min actually look like? Let's check with the real Grandmaster games of Kiin, Gen.G's top laner.
We pulled real data from his public account (kiin #KR1, Grandmaster) via Riot's official API and ran it through the kind of AI analysis LoL2LLM is built for. Every match ID is verifiable.
Source: Riot Games official API (Match-v5, League-v4), ranked solo/duo (queue 420), patch 16.11–16.12, snapshot dated June 9–12, 2026. Account is the Grandmaster-tier (1,757 LP) public account "kiin #KR1." This is a quotation of public game data and is not endorsed by or affiliated with Riot Games.
Line up his recent six top-lane games and CS/min ranges 7.5–10.8, kill participation 17–58%, and damage share 15–29%.
Compared to the ADC (70–80%) and support (50–80%) KP numbers from LoL2LLM's other real-data guides, top lane sits in a noticeably lower band. That's not weakness — it's structural, given how isolated the lane is.
| Champ | KDA | CS/min | KP | Dmg share | Result |
|---|---|---|---|---|---|
| 5/6/7 | 9.8 | 46% | 22% | Win | |
| 2/7/6 | 9.2 | 30% | 20% | Win | |
| 4/6/11 | 7.5 | 52% | 15% | Win | |
| 6/6/5 | 8.9 | 58% | 29% | Loss | |
| 1/1/3 | 9.4 | 17% | 18% | Win | |
| 3/0/2 | 10.8 | 36% | 25% | Win |
Match KR_8255010684 (30.9 min, loss). Here's the comparison to the enemy top laner (K'Sante).
| Metric | Kiin (Twisted Fate) | Enemy top (K'Sante) |
|---|---|---|
| KDA | 6 / 6 / 5 | 5 / 5 / 9 |
| CS (CS/min) | 277 (8.9) | 249 (8.0) |
| Gold | 16,021 | 12,936 |
| Damage | 29,751 | 15,898 |
| Vision score | 49 | 12 |
More CS, more gold, more vision, and nearly double the damage of the opposing top laner — about as close to a clean lane win as it gets.
And the game was still a loss. Because top is "the island," even great individual numbers can't always cover for a collapse elsewhere on the map.
Grading a top laner's game can't stop at the lane numbers alone.
Match KR_8252617080 (15.3 min, win). On Lissandra, he dismantled the enemy Rumble early.
| Metric | Kiin (Lissandra) | Enemy top (Rumble) |
|---|---|---|
| KDA | 3 / 0 / 2 | 0 / 2 / 0 |
| CS (CS/min) | 165 (10.8) | 117 (7.7) |
| Control wards | 0 | — |
10.8 CS/min is the highest of the six games, but that's not from heroic farming — it's because the game ended in just 15 minutes.
Zero control wards looks bad in isolation, but it isn't a vision failure either — the game simply ended before he ever recalled to buy one.
The shorter the game, the easier these raw numbers are to misread if you compare them as flat totals.
KP is structurally low in top lane: 17–58% across six games. Applying ADC or support KP benchmarks to top lane misreads a normal number as weak.
Winning the lane isn't winning the game: even a game with more CS, gold, and damage than the opposing top laner (KR_8255010684) ended in a loss. Top can't always offset a collapse elsewhere.
Game length swings the numbers hard: a 15-minute game spikes CS/min and zeroes out control wards. Tell the AI the game duration when asking for a comparison.
Don't target 50% KP. 30–40% is normal for top. Read low KP alongside damage share and the CS lead, not on its own.
If you keep winning lane but losing games, look past top. When your CS and damage beat the enemy top laner but the team still loses, ask the AI to compare objective and other-lane numbers instead.
Normalize short games per minute. Comparing raw CS/min or vision totals from a fast stomp against a "pro benchmark" distorts the picture.
To see how far your top lane numbers are from a pro's, export a game with LoL2LLM and ask the AI to "compare my CS/min, KP, and damage share to a pro top laner benchmark, accounting for game duration."
For concrete targets, see the companion guide "beginner stat targets by rank."
Real ranked match data pulled from Faker's public account and run through AI analysis. The actual CS/min, damage share, and vision numbers of a pro, what they teach beginners, and every match ID so you can verify it yourself.
Real Challenger match data from Worlds-winning ADC Gumayusi's public account, run through AI analysis. The actual CS/min, kill participation, damage share, and control-ward counts of a pro ADC, with match IDs you can verify.
Real Grandmaster match data from T1 support Keria's public account, pulled via Riot's official API and run through AI analysis. The actual vision score, control ward counts, and kill participation of a pro support, plus what to track when CS/min doesn't apply, with match IDs you can verify.