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Stat Fundamentals

How to Read LoL Match Stats: KDA, CS, Vision, and Damage Share

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.

This article is currently shown in English. A translation is in progress.

Ahri

CHAMPION LENS

Ahri

Champions in this guide
Darius
Vi
Jinx
Thresh

The 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 is an outcome, not a cause

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.

For how KDA is calculated, the benchmarks by rank and role, and why chasing a "good KDA" alone stalls your climb, see what KDA is and what a good KDA looks like.

CS per minute is the cleanest lane-skill metric

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:

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."

For CS/min averages by rank and concrete ways to raise your last-hitting, see what CS per minute is and the targets to aim for.

Vision score: zero is a red flag for every role

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:

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.

For vision-score benchmarks by role and why placement and timing matter more than raw ward count, see vision score by role.

Damage share: the value KDA hides

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%):

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.

For the difference between total damage and damage to champions, and how to read DPM (damage per minute), see LoL damage explained (DPM & damage share).

Combine the four into a story

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.

Try it on your own games

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

Frequently asked questions

What is KDA and what counts as a good KDA?

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.

What is a good CS per minute (CS/min)?

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.

What is an average vision score?

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.

What is damage share and what is a good value per role?

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.


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