7 min read
Read 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.

CHAMPION LENS
Ahri
Darius
Vi
Jinx
ThreshThe Tab screen at the end of a match is dense with numbers, and most of them get misread. KDA gets all the attention, but a coach evaluating the same game pulls from at least four independent signals before forming a judgment. This guide walks through the four that matter most for solo queue improvement — KDA, CS per minute, vision score, and damage share — and how each behaves differently across roles. Read this before pasting the JSON into ChatGPT or Claude; the AI's feedback gets sharper when your prompt mentions which numbers were anomalous and why.
KDA (Kill / Death / Assist) is the most visible stat and the most overrated when read alone. Two players with identical 8/2/12 lines could have produced totally different games — one snowballed lane and built the win, the other stat-padded after teammates broke the enemy mid. Treat KDA as a downstream signal and read it together with CS difference, vision, and roam timings to recover causality.
The single most useful KDA breakdown is death timing. Two or more deaths inside the first eight minutes usually points to a lane-setup or matchup-knowledge problem. Deaths after the 25-minute mark in objective fights are more often a macro or item-gap issue. "You died twice" is not a coaching insight; when you died is.
CS counts every minion and monster you last-hit. Total CS depends on game length and is misleading; the comparable form is CS per minute (CS/min), which captures wave control, attention, and how much pressure your matchup is forcing on you.
Platinum-level "solid lane" benchmarks:
Top / Mid: 7.5–8.5 CS/min
Bot ADC: 8.0–9.5 CS/min
Jungle: 5.0–6.5 CS/min (minions + camps)
Support: 1.0–2.0 CS/min (you should generally not be taking minions)
What actually matters is the gap to your matchup. Your 6.5 CS/min versus their 8.0 is roughly 60g per minute of disadvantage — about 900g over 15 minutes, the cost of three Long Swords. When you prompt an AI, telling it "CS difference vs lane opponent at 14 minutes was −22" is far more useful than "I had 110 CS at 14."
Vision score combines wards placed, wards killed, and the time-on-map value your wards generated. It's a core support metric, but it also reveals whether non-support roles are participating in the map at all.
Rough 30-minute benchmarks:
Support: 60+ (80+ is excellent)
Jungle: 35–50
Top / Mid / ADC: 20–35
An ADC or mid below 15 vision score is almost always a player who isn't buying control wards before drake and isn't scanning before tower dives. Vision is not exclusively a support job; one control ward in the river before an objective contest can flip the entire game.
Damage share is your portion of your team's total champion damage. It's the cleanest way to evaluate carries (ADC and AP mid) because it captures the contribution that KDA can't see — sustained pressure in fights, even when you don't land the killing blow.
Role expectations (even split across five players is 20%):
ADC / AP mid: 28–35% (the team's damage core)
Top fighter: 18–25%
Jungle: 15–22%
Support: 8–15% (5–10% if tank)
An ADC sitting at 18% damage share — even with a clean KDA — was not providing the team with carry damage and probably played too far back in fights. A support at 18% probably wasn't playing an enchanter; that's a draft signal, not necessarily a player one.
Single metrics mislead. A 2/8/4 support with 90 vision score, eight control wards, and the highest damage-taken on the team is doing the job — the KDA is noise. When you export a match through LoL2LLM, the JSON already includes these four signals plus the matchup and role context, so a prompt like "evaluate against role expectations and lane opponent, not raw KDA" is enough to get a coach-level analysis from Claude or GPT.
KDA is (kills + assists) divided by deaths, a rough measure of fight participation and survival. In solo queue, 3.0 or higher is a common benchmark, but KDA is an outcome, not a cause: read it alongside CS difference, vision, and death timing to understand why it happened.
Platinum-level 'solid lane' benchmarks are roughly 7.5-8.5 for top/mid, 8.0-9.5 for bot ADC, 5.0-6.5 for jungle (minions + camps), and 1.0-2.0 for support. The gap to your lane opponent matters more than the absolute number: a 1.5 CS/min gap is about 60 gold per minute.
Over a 30-minute game: support 60+ (80+ is excellent), jungle 35-50, and top/mid/ADC 20-35. A carry below 15 vision score usually means they aren't buying control wards before objectives or scanning before dives.
Damage share is your portion of your team's total champion damage; an even split across five players is 20%. Targets are 28-35% for ADC/AP mid, 18-25% for top fighters, 15-22% for jungle, and 8-15% for support (5-10% for tanks). It captures carry contribution that KDA hides.
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.
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.
AnnieBelow Plat, the metrics that move with rank aren't KDA or win rate — they're five much quieter numbers. Improve them and the climb compounds.