Understanding the CS per minute and gold efficiency calculator — concept and principle
In MOBA games such as League of Legends or Dota 2, raw totals at the end of a match say little on their own, because a 40-minute game naturally produces more of everything than a 22-minute one. This calculator turns your creep score (last-hit minion and monster kills), gold earned and damage to champions into per-minute rates, plus damage per gold, so you can compare games of different length and track your farming and fighting efficiency over time.
How it is calculated
- CS per minute = creep score ÷ game minutes.
- Gold per minute (GPM) = gold earned ÷ game minutes.
- Damage per minute (DPM) = damage to champions ÷ game minutes.
- Damage per gold = damage to champions ÷ gold earned.
Game minutes should be the full match length in decimal minutes (28:30 is 28.5). Gold earned is the total shown on the post-game screen, which normally includes passive income and starting gold, not only farm.
The principle
A rate divides an amount by the time it took, which removes match length from the comparison. CS/min measures how well you collect the steady stream of minions, the most reliable gold source in the game. GPM captures all income, including kills, assists, objectives and passive gold. Damage per gold is an efficiency ratio: it asks how much fighting output you produced for each unit of resources the team invested in you.
Worked example
- Inputs: 210 CS, 28 minutes, 12,500 gold, 24,000 damage to champions.
- CS per minute = 210 ÷ 28 = 7.5.
- Gold per minute = 12,500 ÷ 28 = 446.43 (446.4285714).
- Damage per minute = 24,000 ÷ 28 = 857.14 (857.1428571).
- Damage per gold = 24,000 ÷ 12,500 = 1.92.
| Game minutes | CS per minute |
|---|---|
| 7 | 30 |
| 14 | 15 |
| 21 | 10 |
| 28 | 7.5 |
| 35 | 6 |
| 42 | 5 |
| 56 | 3.75 |
How to read the result
For laners in League of Legends, around 6 CS/min is a common solo-queue level, 7 to 8 is solid, and top professional laners often reach 9 or more. Supports are judged on vision and utility instead, and junglers on camps plus objectives, so compare yourself with players in the same role and rank. Damage numbers depend heavily on champion class: mages and marksmen post higher DPM than tanks.
Common mistakes
- Entering 28:30 as 28.30 instead of 28.5 minutes.
- Comparing CS/min across roles; a support at 1.5 CS/min is normal.
- Treating high DPM as proof of good play; damage dealt in a lost fight or to a tank can look large but achieve little.
Frequently asked questions
What is a good CS per minute?
For a laning role, 7 or more is generally considered good in ranked play; around 10 is close to the practical ceiling over a whole game.
Does CS include jungle monsters?
In League of Legends the post-game creep score includes neutral monsters, so junglers and laners who take camps both see them counted.
Why is my gold per minute high even with low CS?
Kills, assists, objectives and support items add income, and passive gold accrues every second regardless of farm.
Sources: League of Legends Wiki, "Creep score" and "Gold" articles