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Which numbers should a beginner actually aim for to climb in League of Legends? Measured medians for CS/min, kill participation, vision score, deaths, and damage share by rank and role from JP1 solo queue match data — and what to fix first.

CHAMPION LENS
Garen
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LeonaThe classic improvement mistake is trying to fix every number at once.
In reality, at each rank there are only one or two bottlenecks standing between you and the next tier.
This guide lays out the numbers a beginner-to-intermediate player should target, by metric and by rank. Every table is measured JP1 solo queue data (medians by tier and role), not estimated targets.
Two ground rules first: the gap to your opponent matters more than the absolute value, and never live or die by a single game's number.
CS/min (minions + monsters last-hit per minute) is the cleanest read on lane skill and the most reproducibly trainable number — it barely depends on luck or tilt, so it's the first stat a beginner should lock down.
The grid below is median CS/min by tier and role. A realistic target is to clear your own tier's median first, then the next tier's.
| 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
The beginner target is "hit a steady 5.0 CS/min without dying." Most players overextend chasing CS and die — which defeats the purpose.
Just being able to post "above my tier's median CS at 10 minutes, 0 deaths" ten games in a row makes the next tier's wall fall on its own.
For how CS/min is calculated, measured CS at 10 minutes, and concrete ways to raise it, see what CS per minute is.
Note that jungle runs a median of 5.92 (Iron) to 7.22 (Master+) including camps and support sits at 0.91 (Iron) to 1.13 (Gold) since the role barely takes CS, so treat the CS/min target as a solo-lane and ADC number.
For climbing, cutting deaths beats adding kills by a wide margin.
One death hands the enemy gold, XP, and map control all at once — the single biggest swing you can give away.
Target: 5 or fewer deaths in a 30-minute game.
Two-plus deaths inside the first 8 minutes is a yellow flag — revisit wave control and matchup knowledge.
When and why beats the raw count. Each game, review just one death: are you repeating the same one?
To see where "5 or fewer" sits relative to the median for your tier and role, use the grid below (median deaths per game).
| Tier | Top | Jungle | Mid | ADC | Support | n |
|---|---|---|---|---|---|---|
| Iron | 5.0 | 6.0 | 6.0 | 5.0 | 6.0 | 447 |
| Bronze | 6.0 | 5.0 | 6.0 | 5.0 | 6.0 | 268 |
| Silver | 7.0 | 5.0 | 5.0 | 6.0 | 6.0 | 248 |
| Gold | 5.0 | 5.0 | 5.0 | 5.0 | 6.0 | 258 |
| Platinum | 5.0 | 5.0 | 6.0 | 5.0 | 5.5 | 328 |
| Emerald | 6.0 | 5.0 | 5.0 | 6.0 | 7.0 | 374 |
| Diamond | 5.0 | 5.0 | 5.0 | 5.5 | 6.0 | 709 |
| Master+ | 6.0 | 6.0 | 6.0 | 6.0 | 6.0 | 781 |
n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians
KP is your share of the team's kills (as a kill or assist).
It exposes the "farms all game, never shows up to fights" problem, and the level shifts by role.
For how it's calculated and how to read it, see what is kill participation (KP).
| Tier | Top | Jungle | Mid | ADC | Support | n |
|---|---|---|---|---|---|---|
| Iron | 28.6% | 47.1% | 42.9% | 45.5% | 45.8% | 447 |
| Bronze | 41.9% | 50.0% | 43.3% | 52.6% | 53.8% | 268 |
| Silver | 33.3% | 49.3% | 48.0% | 50.0% | 50.0% | 248 |
| Gold | 30.1% | 55.7% | 46.4% | 45.6% | 54.7% | 258 |
| Platinum | 38.2% | 54.7% | 43.1% | 51.5% | 55.1% | 328 |
| Emerald | 38.9% | 51.6% | 43.0% | 53.3% | 54.8% | 374 |
| Diamond | 34.6% | 52.0% | 44.3% | 48.3% | 54.7% | 709 |
| Master+ | 37.8% | 54.5% | 47.2% | 49.4% | 54.3% | 781 |
n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians
Vision score totals the information your wards generated.
To take game length out of it, read it as vision score per minute. The grid below is the median by tier and role; multiply by 30 for a 30-minute game total.
| Tier | Top | Jungle | Mid | ADC | Support | n |
|---|---|---|---|---|---|---|
| Iron | 0.78 | 0.88 | 0.66 | 0.56 | 2.17 | 447 |
| Bronze | 0.79 | 0.89 | 0.67 | 0.52 | 2.35 | 268 |
| Silver | 0.77 | 0.92 | 0.78 | 0.55 | 2.44 | 248 |
| Gold | 0.87 | 0.98 | 0.77 | 0.62 | 2.74 | 258 |
| Platinum | 0.82 | 1.07 | 0.77 | 0.73 | 2.56 | 328 |
| Emerald | 0.83 | 0.95 | 0.77 | 0.59 | 2.71 | 374 |
| Diamond | 0.83 | 0.99 | 0.78 | 0.64 | 2.87 | 709 |
| Master+ | 0.87 | 1.06 | 0.81 | 0.71 | 3.00 | 781 |
n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians
The fastest beginner fix: buy one control ward every back.
It improves vision score and deaths at the same time — the best-value habit in the game. For the role-by-role read, see vision score by role.
Damage share is your portion of the team's champion damage (even split is 20%).
For ADC and AP mid especially, a clean KDA with low damage share still reads as "didn't provide carry damage." The grid below is the median by tier and role.
| Tier | Top | Jungle | Mid | ADC | Support | n |
|---|---|---|---|---|---|---|
| Iron | 20.5% | 14.3% | 21.3% | 19.2% | 9.5% | 447 |
| Bronze | 23.6% | 15.4% | 22.3% | 21.3% | 13.1% | 268 |
| Silver | 22.0% | 16.2% | 23.2% | 25.2% | 10.2% | 248 |
| Gold | 22.2% | 16.9% | 21.7% | 22.1% | 11.4% | 258 |
| Platinum | 22.4% | 18.8% | 23.3% | 22.1% | 9.9% | 328 |
| Emerald | 21.9% | 18.1% | 22.8% | 23.0% | 11.5% | 374 |
| Diamond | 21.2% | 18.7% | 22.8% | 22.4% | 9.0% | 709 |
| Master+ | 22.4% | 20.3% | 23.8% | 22.6% | 8.8% | 781 |
n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians
How it differs from DPM, and why more damage doesn't mean stronger, is covered in DPM and damage share explained.
Five metrics listed, but the only two to lock down first are "5.0+ CS/min" and "5 or fewer deaths."
Once those are steady, add either KP (fighting) or vision (map) depending on your role.
Chasing all of them at once teaches you nothing; hitting one metric ten games in a row, repeatedly, is the fastest path.
To find where you currently stand, export a game with LoL2LLM and ask the AI to "compare my CS/min and deaths to the median for my rank."
Lock down just two numbers first: 5.0+ CS/min and 5 or fewer deaths per game. Once those are steady, add either kill participation or vision score depending on your role. Chasing every metric at once teaches you nothing — hit one metric ten games in a row, then move on.
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. Jungle runs a median of 5.92 (Iron) to 7.22 (Master+) including camps, and support shouldn't be taking CS. A realistic target is to clear your own tier's median first.
Measured in JP1 solo queue (patch 16.20, n = 640 games), median kill participation is 47.1% (Iron) to 55.7% (Gold) for jungle, 45.8% (Iron) to 55.1% (Platinum) for support, 42.9% (Iron) to 48.0% (Silver) for mid, 28.6% (Iron) to 41.9% (Bronze) for top, and 45.5% (Iron) to 53.3% (Emerald) for ADC (range of per-tier medians). Repeatedly landing under the median for your role and tier usually means you farmed all game without showing up to fights.
Aim for 5 or fewer in a 30-minute game. Measured in JP1 solo queue (patch 16.20, n = 640 games), the median deaths per game across all roles is Iron 6.0, Bronze 6.0, Silver 6.0, Gold 5.0, Platinum 5.0, Emerald 6.0, Diamond 6.0, Master+ 6.0. Two or more deaths inside the first 8 minutes is a yellow flag for wave control and matchup knowledge. More than the raw count, review when and why you died — one death per game is enough to study.
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.
Lee SinWhat APM (actions per minute) means in League of Legends, how it's measured, and why a high APM doesn't make you a better player. Raw vs effective APM, why LoL has no official APM stat, and the stats worth tracking instead.
AzirKR and JP1 solo queue measured on the same patch 16.20: median deaths, KDA, kill participation, DPM, CS/min and vision score by tier and role, side by side. Below Master, KR games have more deaths and higher DPM with lower kill participation, while CS/min and vision are almost identical. Methodology and caveats included.