

CS (creep score) is the running total of every minion and monster you last-hit, and it is the single most trainable stat in League. If you are still fuzzy on what it is or why it matters more than your KDA, start with what CS means in League of Legends. Everyone else: here is how to push your farm from mediocre to clean.
CS per minute (CSPM) normalizes your farm across game length. The number you aim for depends on your rank and role, and the ladder looks roughly like this.
| Rank / Division | CS at 10 Min | CS Per Minute Target | What Good Looks Like |
|---|---|---|---|
| Iron / Bronze | 50 to 65 | 5 to 6 CS/min | Hitting most melee minions cleanly |
| Silver | 70 to 75 | 6 to 7 CS/min | Last-hitting casters under pressure |
| Gold | 80 to 85 | 7 CS/min | Catching the cannon under tower |
| Platinum / Emerald | 85 to 90 | 8 CS/min | Wave control in every matchup |
| Diamond | 90 to 100 | 8 to 9 CS/min | Rarely missing a last hit |
| Master / Challenger | 100 and up | 9 to 10+ CS/min | Perfect cannon crashes, full CS under fire |
Jungle CS per minute runs lower than solo lane CS because junglers share camps with teammates, trade monster time for ganks, and rotate for objectives instead of farming non-stop. Support does not track CS the way solo lanes do. But if you play mid, top, or ADC, CS per minute is one of the most honest measures of your laning you have.
Reality check. If you are sitting in Gold, Platinum, or Emerald and your last 20 games average under 7 CSPM, your next priority is not a new champion or a new build path. It is 20 minutes in the practice tool every day until you can last-hit under pressure. Fall behind on CS in the early game, miss the item power spikes that follow, and every team fight from minute 15 onward feels like a loss.
Last-hit in the practice tool with auto-attack turned off. Load the practice tool, pick a ranged champion with an awkward attack animation, and last-hit the whole wave without right-clicking the ground or burning abilities. Ten minutes a day for two weeks, and your deny rate jumps. Turning off auto-attack in the settings tab forces you to land every last hit deliberately, which is exactly the muscle memory you need once a real opponent starts trading with you.
Memorize your turret math. Under your own turret, a caster minion dies to 2 turret shots, a melee minion takes 3, and a siege minion eats 8 basic attacks from an outer turret. Once that pattern is locked in, tanking a wave under tower turns from a tilt trigger into a solvable puzzle.
Let go of fights that are not there. Every time you all-in the enemy laner and whiff, you lose CS. Every time you chase a low-health opponent past the lane, you lose CS. Every time you burn an ability last-hitting when you did not need to, you pay for it two waves later when you are out of mana and walking back. High CS requires consistency.
Aim for one minion per wave more than your lane opponent. This is the quiet goal of every pro player. Not 50 CS more. Not a crazy freeze that denies the whole wave. Just one more minion than the other guy, every wave, for the entire laning phase. Run that math over 15 minutes, and you are up 25-30 CS, which is 450-600 gold. That is a free longsword and a pink ward.

You cannot farm well in LoL without understanding what your minion wave is actually doing.
The three wave states, freezing, slow pushing, and fast pushing, each exist to protect or exploit your CS in a different way. Freezing the wave outside your tower denies enemy minions and keeps you safer from ganks. A slow push stacks a big crash you can use to recall, ward, or rotate without losing CS. A fast push (shove) hands you tempo when you need to back, but it pays minions to the enemy turret if you time it wrong.
The short version: if you are killing waves the same way regardless of matchup or minimap, you are not controlling your CS. Killing waves on purpose, with a plan, is the whole mechanic of wave control. That is the difference between 6 CS per minute and 9, and it is the first laning skill that actually survives in Diamond.
This is where a generic guide hits its ceiling. The three states are easy to name but hard to read in real time, because the right one changes with your matchup, your jungler's position, and whatever the enemy just did on the map. Booking a session with a WeCoach LoL coach to review your own replays is the fastest way past that wall. They will stop on the exact waves where you shoved when you should have frozen, name the read you keep missing, and hand you a rule you can actually use next game. No written or video guide can give you that. Try and see the difference.
High CS is not a stat you chase. It is a byproduct of playing smarter: tracking your mana, skipping fights you do not need, backing on the right wave, and understanding that every minute you are alive in lane is a minute you should be last-hitting something. Pro players do not hit 10 CS per minute because the number looks good. They hit it because they never, ever waste a wave.
The good news is that most of your ranked opponents are wasting waves right now. If you get better at CS than they are, you’ll climb naturally.