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

8 min read

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.

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 a good number looks like at each role, and the timing rules that separate wards-placed-anywhere from wards-that-actually-mattered.

Quick answer: good vision score by role

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.

RolePer minute20 min30 min40 min
Support2.0+40+60+80+
Jungle1.2–1.724–3435–5048–68
Top / Mid0.7–1.214–2420–3528–48
ADC0.7–1.014–2020–3028–40

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.

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

30-minute benchmarks:

Support target per game: 5+ control wards bought, 8+ enemy wards killed. Hitting both numbers naturally pushes vision score above 60.

Jungle

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.

Solo lanes (top, mid)

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:

ADC

ADC is the role most likely to ward zero times in a game. Target: 20–30 in a 30-minute game.

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 per-minute expectations for my role, 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?

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.

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. 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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