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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.

CHAMPION LENS
Thresh
Lee Sin
Ahri
Jinx
ShenMost 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.
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).
| Role | Iron | Bronze | Silver | Gold | Platinum | Emerald | Diamond | Master+ | n |
|---|---|---|---|---|---|---|---|---|---|
| Top | 0.78 | 0.79 | 0.77 | 0.87 | 0.82 | 0.83 | 0.83 | 0.87 | 682 |
| Jungle | 0.88 | 0.89 | 0.92 | 0.98 | 1.07 | 0.95 | 0.99 | 1.06 | 681 |
| Mid | 0.66 | 0.67 | 0.78 | 0.77 | 0.77 | 0.77 | 0.78 | 0.81 | 690 |
| ADC | 0.56 | 0.52 | 0.55 | 0.62 | 0.73 | 0.59 | 0.64 | 0.71 | 679 |
| Support | 2.17 | 2.35 | 2.44 | 2.74 | 2.56 | 2.71 | 2.87 | 3.00 | 681 |
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.
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.
How long your placed wards kept providing vision
Enemy wards destroyed (credit for denying their vision)
Control ward uptime
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.
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.
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.
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.
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:
6–10 stealth wards in side rivers
At least 1 control ward (around tower-dive windows)
3–5 enemy wards killed
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:
Bot lane brushes when the enemy jungler is near
Drake-pit control ward (don't leave that to support alone)
A control ward at your own feet before late-game fights
Wards in spots that get swept instantly: the most common ward spots are also the first ones enemies clear, so the vision doesn't last.
Sitting on trinket charges: every second you walk around with a full trinket is score you never earn.
No control wards: they tend to survive longer, so skipping them costs a lot.
Never clearing enemy wards: denying vision counts too. From mid game, consider swapping to Oracle Lens (sweeper).
90 seconds before an objective: control wards go in early. 30 seconds before drake is too late — the fight has already started.
Just before recall: drop wards in the brushes around your lane before backing. You return safely.
When enemy jungler is unknown: ward the river before extending. Always.
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.
| Pattern | Likely cause |
|---|---|
| Many wards placed, low score | Wards die fast, or sit in low-value spots |
| 0–1 wards killed | Enemy vision left untouched; no sweeping habit |
| 0 control wards bought | A red flag at every role. One per back is the cheapest fix |
| Few placed and few killed | Forgetting 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.
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?
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.
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.
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.
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.
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.
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.
CamilleReal 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.
Lee SinJungle 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.
JinxAn 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.