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Support is the one role where "CS/min" tells you nothing.
So what should you look at instead? Let's check with the real Grandmaster games of Keria, T1's support.
We pulled real data from his public account (Keria #4111, Grandmaster) via Riot's official API and ran it through the kind of AI analysis LoL2LLM is built for. Every match ID is verifiable.
Source: Riot Games official API (Match-v5), ranked solo/duo (queue 420), patch 16.12, snapshot dated June 22–23, 2026. Account is the Grandmaster-tier public account "Keria #4111." This is a quotation of public game data and is not endorsed by or affiliated with Riot Games.
Line up his recent support games and vision score ranges 47–135, with control wards at 6–22.
Against the typical support benchmark (~30 at Platinum), a top support is putting out 2–4× the vision score in a single game.
| Champ | KDA | Vision | Wards | KP | Result |
|---|---|---|---|---|---|
| 8/9/15 | 130 | 22 | 52% | Win | |
| 9/9/13 | 135 | 18 | 79% | Loss | |
| 3/5/7 | 47 | 6 | 53% | Win |
Match KR_8270926232 (25.5 min, win). Here's the comparison to the enemy support (Shen).
| Metric | Keria (Camille) | Enemy support (Shen) |
|---|---|---|
| KDA | 10 / 6 / 14 | 0 / 8 / 14 |
| Kill participation | 71% | — |
| Damage share | 26% | — |
| Vision score | 98 | 83 |
| Control wards | 12 | — |
71% kill participation and 26% damage share, from a support — that's ADC-tier output.
The data backs up exactly what Camille support is supposed to do: a tank that's also a real damage dealer.
This game shows a support can become the team's top damage source, depending on the comp.
Match KR_8271055852 (26.5 min, loss). On Blitzcrank, 0/9/16 — the KDA alone looks like a disaster.
And yet kill participation sits at 64%, vision score at 97, control wards at 15.
Even in a 9-death game, he's involved in over 60% of his team's kills and still investing in map vision.
This one game sums up a simple fact: a support's KDA barely reflects their actual contribution.
CS/min isn't the metric to watch: across all six games, CS/min stays under 1.5. Grade a support on vision, KP, and control wards instead.
A vision score over 100 is routine, not exceptional: 4 of 6 games topped 90, peaking at 135 — roughly 3–4× a typical player's vision investment.
A brutal KDA with high KP still means a job well done: 64% KP on a 0/9/16 game. Judging a support purely on deaths misreads their actual impact.
At least one control ward every back. Remember a pro places 6–22 in a single game. Fewer games equal thinner vision.
Make vision score your main self-grade, in place of CS/min. Climb it in steps: 50 → 70 → 90.
Don't over-index on deaths. Engaging and picking puts a support in harm's way by design. If KP and vision hold up, your positioning is fine.
To see how far your support numbers are from a pro's, export a game with LoL2LLM and ask the AI to "compare my vision score, control wards, and KP to a pro support benchmark (90+ vision, ~10 wards, 60%+ KP)."
For concrete targets, see the companion guide "beginner stat targets by rank."
Real ranked match data pulled from Faker's public account and run through AI analysis. The actual CS/min, damage share, and vision numbers of a pro, what they teach beginners, and every match ID so you can verify it yourself.
(English)Real Challenger match data from Worlds-winning ADC Gumayusi's public account, run through AI analysis. The actual CS/min, kill participation, damage share, and control-ward counts of a pro ADC, with match IDs you can verify.
(English)Real Grandmaster match data from Gen.G top laner Kiin's public account, pulled via Riot's official API and run through AI analysis. The actual CS/min, kill participation, and damage share of a pro top laner, and why KP runs so much lower in the 'island' lane, with match IDs you can verify.
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