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What counts as a good vision score in League of Legends for support, jungle, solo lanes, and ADC — with a per-minute benchmark table for 20, 30, and 40-minute games, how vision score works, and why it stays low even when you ward.
This article is currently shown in English. A translation is in progress.

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 a good number looks like at each role, 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 table shows per-minute targets and what they translate to in 20, 30, and 40-minute games. These are practical targets for roughly Gold-to-Platinum play, not official statistics.
| Role | Per minute | 20 min | 30 min | 40 min |
|---|---|---|---|---|
| Support | 2.0+ | 40+ | 60+ | 80+ |
| Jungle | 1.2–1.7 | 24–34 | 35–50 | 48–68 |
| Top / Mid | 0.7–1.2 | 14–24 | 20–35 | 28–48 |
| ADC | 0.7–1.0 | 14–20 | 20–30 | 28–40 |
At any role, repeatedly landing under 0.5 per minute 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.
30-minute benchmarks:
Under 40: rough — wards are dying instantly or you didn't place them
40–60: solid Gold
60–80: Plat-and-above behavior
80+: high even at high elo
Support target per game: 5+ control wards bought, 8+ enemy wards killed. Hitting both numbers naturally pushes vision score above 60.
Standard range is 35–50 in a 30-minute game. Three habits get you there: 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.
Most laners ignore vision; they shouldn't. Solo lane target is 20–35 in a 30-minute game.
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. Target: 20–30 in a 30-minute game.
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 per-minute expectations for my role, 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.
Per minute: support 2.0+, jungle 1.2-1.7, top and mid 0.7-1.2, and ADC 0.7-1.0. In a 30-minute game that works out to 60+ for support, 35-50 for jungle, 20-35 for solo lanes, and 20-30 for ADC.
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. Solo laners should aim for a 20-35 vision score in a 30-minute game with 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.
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