LoL2LLM
← Back to all guides
By Role

What Is a Good Vision Score in LoL? Measured Benchmarks by Role and Rank (Per Minute)

6 min read · Published · Updated

What counts as a good vision score in League of Legends for support, jungle, solo lanes, and ADC — with measured per-minute medians by role and rank from JP1 solo queue match data, how vision score works, and why it stays low even when you ward.

Thresh

CHAMPION LENS

Thresh

Champions in this guide
Lee Sin
Ahri
Jinx
Shen

Most players treat vision as "the support's problem." But dodging ganks, reaching objectives first, and pushing side lanes safely all depend on every role's vision.

Here's how vision score works, what the measured numbers look like at each role and rank, and the timing rules that separate wards-placed-anywhere from wards-that-actually-mattered.

Quick answer: measured vision score by role (per minute)

Vision score grows with game length, so the fairest way to read it is per minute (vision score ÷ game length in minutes).

The grid below is measured JP1 solo queue data: median vision score per minute by role and tier. To convert to a game total, multiply by the game length in minutes (×30 for a 30-minute game).

RoleIronBronzeSilverGoldPlatinumEmeraldDiamondMaster+n
Top0.780.790.770.870.820.830.830.87682
Jungle0.880.890.920.981.070.950.991.06681
Mid0.660.670.780.770.770.770.780.81690
ADC0.560.520.550.620.730.590.640.71679
Support2.172.352.442.742.562.712.873.00681

n = 640 games (3,413 player-games) · patch 16.20 · fetched Oct 20, 2026 · JP1 solo queue · games of 20+ min · medians

For reference, the lowest 25th-percentile cell in the data is 0.40 (ADC, Iron). Repeatedly landing under that means you are barely participating in vision. For how vision fits alongside CS/min, kill participation, and deaths at each rank, see stat targets by rank.

How does vision score work?

Vision score is built up roughly from the items below. Riot doesn't publish the exact internal weights, so treat this as "what makes it go up" rather than a formula.

The key insight: placing wards isn't enough. Four stealth wards that all get cleared within a minute give you nearly nothing.

One control ward near drake pit that survives for several minutes is worth a lot. In other words, vision score measures how much vision survived, not how many wards you dropped.

Why read it per minute?

A 40-minute slog inflates the total even with average warding. A 20-minute stomp makes good warding look small.

If you compare raw totals across games, you'll mistake game length for improvement or decline. Divide by game minutes before comparing.

Support

Measured median vision score per minute for supports: Iron 2.17, Bronze 2.35, Silver 2.44, Gold 2.74, Platinum 2.56, Emerald 2.71, Diamond 2.87, Master+ 3.00. For a 30-minute game, multiply by 30 to get the mid-point of your tier.

The warding habits behind the score are measured too: supports buy a median of 8.0 (Iron) to 12.0 (Master+) control wards and kill 6.0 (Iron) to 8.0 (Platinum) wards per game (range of per-tier medians).

The support target is first to clear your own tier's median for both numbers. The traditional rule of thumb — 5+ control wards bought and 8+ enemy wards killed per game — is worth checking against the measured medians above before you adopt it.

For what a pro support actually places and clears per game, see Keria's real vision and control-ward numbers, match IDs included.

Jungle

Measured median per minute for junglers is 0.88 (Iron) to 1.07 (Platinum) (range of per-tier medians). Three habits put you above it: ward the entrance to the lane you're ganking, control-ward objectives 90 seconds early, kill the wards in the enemy jungle on the way through.

The single highest-impact ward is the one before a gank. Walking into a lane without enemy jungle vision makes it far more likely you die to the counter-gank or watch the enemy escape.

When to place that pre-gank ward is really a pathing decision. Jungle Pathing 101 walks through evaluating your jungle game from the match data.

Solo lanes (top, mid)

Most laners ignore vision; they shouldn't. Measured medians per minute are 0.77 (Silver) to 0.87 (Gold) for top and 0.66 (Iron) to 0.81 (Master+) for mid (range of per-tier medians) — well below support, but not zero.

Mid in particular sits in the middle of the map and has a vision responsibility on the river. Targets:

ADC

ADC is the role most likely to ward zero times in a game. Measured median per minute is 0.52 (Bronze) to 0.73 (Platinum) (range of per-tier medians). Don't lean entirely on your support; aim to clear your own tier's median first.

Wards are also what make a safe position possible — the link between vision and positioning is covered in ADC positioning: what KDA hides.

Where it counts:

Why is my vision score low even though I ward?

Three timing rules for placing wards

Diagnosing vision from your match data

The vision block in LoL2LLM's JSON export has four fields: score (vision score), wards_placed, wards_killed, and ctrl_bought (control wards bought).

Reading the four together tells you far more than the score alone.

PatternLikely cause
Many wards placed, low scoreWards die fast, or sit in low-value spots
0–1 wards killedEnemy vision left untouched; no sweeping habit
0 control wards boughtA red flag at every role. One per back is the cheapest fix
Few placed and few killedForgetting the trinket. Start by never sitting on charges

Field definitions are in every JSON field explained, and reading vision next to the other stats is covered in how to read LoL match stats. For terms like "vision score" and "control ward," see the glossary.

Prompt to ask the AI

The JSON has enough vision data for solid self-review:

Compared to the per-minute median for my role and rank, which of placement, denial (wards killed), or control wards was the biggest gap this game?

Try it on your own games

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

Frequently asked questions

What is vision score in League of Legends?

It builds up from how long your wards provided vision, the enemy wards you destroyed, and your control ward uptime. Placing wards isn't enough — wards that die in a minute contribute almost nothing, while vision that survives is worth a lot.

What is a good vision score?

Measured in JP1 solo queue (patch 16.20, n = 640 games), median vision score per minute is 2.17 (Iron) to 3.00 (Master+) for support, 0.88 (Iron) to 1.07 (Platinum) for jungle, 0.77 (Silver) to 0.87 (Gold) for top, 0.66 (Iron) to 0.81 (Master+) for mid, and 0.52 (Bronze) to 0.73 (Platinum) for ADC (range of per-tier medians). For a 30-minute game total, multiply the per-minute value by 30.

What is vision score per minute?

It is your vision score divided by the game length in minutes. Because the total grows with game length, per-minute is the fair way to compare a 20-minute game with a 40-minute one.

Why is my vision score low even though I place wards?

The usual causes are wards placed in spots that get swept instantly, sitting on trinket charges, never buying control wards, and never clearing enemy wards. How long your vision survives and how much enemy vision you deny matter more than the number of wards placed.

How do I increase my vision score?

Follow the three timing rules: place a control ward 90 seconds before dragon or Baron spawns, ward the brushes around your lane just before recalling, and ward the river before extending whenever the enemy jungler's position is unknown. Killing enemy wards also feeds the score directly.

Should non-support roles ward too?

Yes. Even solo laners post a measured median of 0.77 (Silver) to 0.87 (Gold) (top) and 0.66 (Iron) to 0.81 (Master+) (mid) vision score per minute — not zero. Aim for 6-10 stealth wards in side rivers, at least one control ward, and 3-5 enemy wards killed. Dodging ganks and reaching objectives first depend on every role's vision.


Read another guide

Camille
Real Pro Data · 3 minReal data

What Are a Pro Support's Vision Score and Control Ward Numbers? Keria's Real Data, AI-Analyzed

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.

Read
Lee Sin
By Role · 3 min

Jungle Pathing 101: Evaluate Your Jungle Game From the Match Data

Jungle gives the least real-time feedback of any role. The fix is a post-game review framework grounded in your own export — here's the one I use.

Read
Jinx
By Role · 3 min

ADC Positioning: What KDA Hides and Damage Share Reveals

An ADC's real job is sustained damage in fights, not staying alive. Four metrics that catch the “safe but useless” pattern KDA can't see.

Read