League of Legends

LoL KDA by Rank: The Real Benchmarks

LoL KDA by rank from Iron to Challenger: average KDA, deaths, assists and kill participation per role, what a good KDA is, and why deaths per game matter more.
Lucas
Lucas Moz
Lucas Moz writes gaming content for
10 min read
Updated Oct 11, 2026
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LoL KDA by rank moves less than you’d think: the average ranked player posts a KDA of about 2.1 in Iron and about 2.5 in Challenger. What changes a lot more is deaths: roughly 7 per game in Bronze, about 5.5 in Challenger. Kills drop right alongside them, so the ratio barely moves. That makes deaths per game the better benchmark for a climb, and it’s why a 5.0 KDA support can still be losing games. Below you’ll find average KDA, kills, deaths, assists and kill participation for every tier and role, what “good” means for your role, and how these numbers line up with our CS benchmarks.

The per-tier numbers are our read of Facecheck.gg’s combat stats for ranked solo/duo across all regions, pulled 28 September 2026 on patch 26.19. That’s about 61.5 million champion records. We match-weighted every champion and role ourselves. Riot does not publish per-rank averages, so treat these as a tracker read, not an official figure.

How KDA is calculated (and why the average is above 1)

KDA is (kills + assists) / deaths. A 5/4/7 game is (5 + 7) / 4 = 3.0. Assists count at full value, which is the whole reason the ladder average sits above 2 rather than at 1. Every kill has one death on the other side, so average kills and average deaths are almost identical at every tier. Then assists pile on top: most kills come with one or two helpers.

That also clears up a number you’ll find floating around: “the average KDA is just under 1.0.” That’s K/D, kills divided by deaths, and yes, it sits right around 1 by definition. KDA with assists included is more than double that at every rank we checked.

Trackers compute it slightly differently, so small gaps between sites are normal. We divide the average kills plus assists by the average deaths, which is also how Facecheck prints each champion’s KDA. op.gg averages each champion’s own ratio, which runs a touch lower at the bottom and higher at the top. The shape is the same either way.

Skill Capped on why a good KDA and a good win rate are not the same thing.

Average KDA by rank in LoL

From Iron to Challenger the average KDA climbs by less than 0.4. Average deaths drop by more than 1.3 per game. The table has both, plus kills, assists, kill participation and an independent KDA column from op.gg’s champion statistics on the same patch. op.gg is also the only one of the two with an Emerald bucket.

TierKillsDeathsAssistsKDA (Facecheck)Kill participationKDA (op.gg)
Iron6.856.887.592.1041.4%1.90
Bronze6.976.987.922.1342.1%2.18
Silver6.876.898.162.1843.2%2.24
Gold6.746.758.272.2244.0%2.28
Platinum6.606.608.322.2644.8%2.31
Emeraldn/an/an/an/an/a2.35
Diamond6.106.128.272.3546.4%2.38
Master5.875.908.172.3847.0%2.42
Grandmaster5.695.678.092.4347.9%2.53
Challenger5.605.538.092.4748.6%2.61

Facecheck and op.gg figures pulled 28 September 2026, patch 26.19, ranked solo/duo, all regions. Facecheck has no Emerald filter. Its Platinum bucket is its second largest, which suggests Emerald games are folded in there, but that’s our inference and Facecheck doesn’t say so.

Kill participation rises at every step, from 41% in Iron to almost 49% in Challenger, so better players show up to more of their team’s fights. And games get bloodier the lower you go. A Bronze game averages close to 70 kills across both teams, a Challenger game about 56. Low-elo games are chaos (anyone who has watched a Bronze Baron fight turn into a 4-for-5 in the river knows), and the ratio hides that because it’s the same chaos on both sides.

KDA by rank and role

Role matters more than rank for KDA. A Challenger top laner averages a lower KDA than an Iron support. Each cell below is KDA / deaths per game / kill participation, from the same Facecheck pull.

TierTopJungleMidADCSupport
Iron1.78 / 6.8 / 34%2.19 / 6.7 / 42%2.06 / 7.0 / 41%2.13 / 7.2 / 44%2.33 / 6.8 / 46%
Bronze1.78 / 6.9 / 34%2.28 / 6.7 / 44%2.07 / 7.0 / 41%2.17 / 7.3 / 45%2.36 / 7.0 / 47%
Silver1.78 / 6.8 / 35%2.42 / 6.5 / 45%2.10 / 6.9 / 41%2.21 / 7.2 / 46%2.42 / 7.0 / 49%
Gold1.77 / 6.8 / 35%2.51 / 6.3 / 47%2.12 / 6.7 / 42%2.23 / 7.1 / 46%2.49 / 6.9 / 50%
Platinum1.77 / 6.6 / 35%2.59 / 6.1 / 48%2.16 / 6.6 / 42%2.25 / 7.0 / 47%2.56 / 6.7 / 52%
Diamond1.78 / 6.2 / 35%2.73 / 5.7 / 51%2.24 / 6.0 / 43%2.28 / 6.5 / 48%2.74 / 6.2 / 55%
Master1.80 / 5.9 / 36%2.79 / 5.5 / 52%2.27 / 5.8 / 44%2.28 / 6.3 / 48%2.80 / 6.0 / 56%
Grandmaster1.83 / 5.7 / 36%2.87 / 5.3 / 53%2.34 / 5.5 / 44%2.29 / 6.1 / 48%2.83 / 5.8 / 58%
Challenger1.86 / 5.6 / 37%2.91 / 5.1 / 53%2.43 / 5.3 / 45%2.29 / 6.0 / 48%2.84 / 5.8 / 59%

Top lane’s average KDA sits between 1.77 and 1.86 at every rank, Iron to Challenger. Top is an island role with fewer assists to collect, and top laners trade kills 1v1 all game. Jungle moves the most, from 2.19 to 2.91, because good junglers pick fights they win and skip the ones they don’t. Support kill participation hits 59% in Challenger, the highest number on the board.

What is a good KDA in LoL?

A good KDA is one clearly above the average for your role at your rank. For most roles that means about 3.0. Measure yourself against your own role’s row above, because a single “good KDA” number for everyone is nonsense. Here’s how we read it on orders:

RoleAverage (Gold to Diamond)GoodGreatDeaths per game to aim for
Top1.82.53.0+Under 5.5
Jungle2.5-2.73.34.0+Under 5
Mid2.1-2.22.83.5+Under 5.5
ADC2.2-2.33.03.5+Under 6
Support2.5-2.73.34.0+Under 5.5

The averages column comes from the table above. The “good” and “great” columns are our operator judgment: roughly where a player sits once they’re outperforming their bracket consistently across 20 or more games, not after one stomp. Use it as a sanity check on your last 20 games.

If you’d rather not grind out a hundred games to find out where your numbers settle, our League of Legends rank boost handles division climbs and placements, and duo queue lets you play the games alongside the booster and watch how they keep their death count down.

Why deaths per game predict a climb better than KDA

Look at the first table again. From Bronze to Challenger, average kills drop from 6.97 to 5.60 and average deaths drop from 6.98 to 5.53. Both halves of the ratio shrink, so KDA only creeps from 2.13 to 2.47. Deaths go down at every single tier step, with no exceptions. KDA doesn’t separate the tiers nearly as cleanly, and for top lane it barely separates them at all.

The reason is what a death costs. A death hands over gold and experience, a wave or two, and your map presence for the whole death timer, and a late-game death can cost a Baron. A kill is worth a lot less if nothing comes of it. Players who climb learn to take fewer bad fights, not more good ones. That’s also the thread running through a recent r/summonerschool thread on how much KDA matters: KDA shows how often you died, but a death that trades for a tower isn’t the same as a death to a facecheck.

We see this on orders constantly. A Gold ADC sent us their match history with a 4.1 KDA over 30 games and a sub-50% win rate, convinced their team was the problem. The deaths column told a different story. Almost all of their deaths came after 25 minutes, in the fights that decided games, while the kills came in low-stakes laning skirmishes. Their KDA looked great. It just came from the wrong minutes.

So the practical target: get your deaths per game under your role’s average for the tier above you. If you’re a Platinum mid averaging 7 deaths, the Diamond mid average is 6.0. Hit that and the LP usually follows, whatever your ratio says.

Why a 5.0 KDA support can be losing games

A support KDA mostly measures the champion’s kit. Enchanters who stay behind their carry rarely die and collect assists from every fight, so their KDA is inflated by design. Engage supports start fights and die in them. Here are Platinum supports with 20,000+ games on the same Facecheck pull, with win rates from its income stats:

Support (Platinum)Average K / D / AKDAWin rate
Yuumi1.3 / 4.3 / 17.34.3649.6%
Milio0.8 / 4.8 / 16.13.5351.1%
Zilean2.1 / 5.3 / 15.33.2453.2%
Bard2.7 / 6.2 / 15.22.8947.9%
Leona2.0 / 6.7 / 15.52.6052.1%
Pyke6.8 / 8.3 / 10.42.0748.9%

Yuumi has the best KDA of any support by a distance and wins under half her games. Leona sits more than 1.7 KDA lower and wins 52.1%. A 5.0 KDA on an enchanter can simply mean you were attached to a carry who lost the game slowly. Supports get judged on other numbers: kill participation, how many fights you started, and vision. Our vision score guide covers that last one.

How KDA lines up with CS per minute

KDA on its own is a thin read. Put it next to farm and deaths and you get a picture of a whole player. Here’s how the tiers compare on deaths, KDA and CS per minute for the two farm-heavy carry roles, all from the same Facecheck pull.

TierDeaths per gameKDAADC CS/minMid CS/min
Iron6.882.105.695.50
Silver6.892.186.626.23
Gold6.752.227.016.55
Platinum6.602.267.306.80
Diamond6.122.357.787.22
Master5.902.387.947.40
Challenger5.532.478.307.71

CS per minute moves far more than KDA across the ladder: an ADC gains 2.6 CS a minute from Iron to Challenger while the average ADC KDA gains 0.16. Staying alive and farming go together (you can’t last-hit from the fountain), which is why our CS per minute benchmarks by rank make a better daily scorecard than KDA. If your CS is at the tier above and your deaths are at the tier above, the rank tends to catch up.

Where these numbers mislead

Know the limits of these benchmarks before you grade yourself with them.

  • These are champion averages. Facecheck publishes stats per champion and role, and we weighted them by games played. That describes the average game at a tier well, but we can’t use it to prove that any one player’s deaths predict their LP. The deaths argument above is the ladder’s shape plus what we see on orders.
  • Emerald is missing from Facecheck, so that row only has op.gg’s KDA.
  • Tracker samples lean toward engaged players, the ones whose games get pulled most. Apex tiers are small too: Challenger is under 80,000 records in this pull against 15.8 million for Gold.
  • Patch and champion mix move the numbers. A patch that buffs assassins raises kills and deaths everywhere, and the KDA barely notices. Re-check the numbers after big patches.

Even so, two independent trackers land on the same shape at every tier, and that shape holds: flat KDA, falling deaths, rising kill participation.

Frequently asked questions

What is the average KDA in League of Legends?

About 2.2 across ranked solo queue. Our Facecheck pull on 28 September 2026 has it at 2.10 in Iron, 2.22 in Gold and 2.47 in Challenger. The “average under 1.0” you’ll see quoted is K/D, which leaves out assists.

What is a good KDA in LoL?

Around 3.0 for most roles at most ranks, since the average sits between 2.1 and 2.5. Top lane averages only about 1.8, so 2.5 is already strong there, while supports and junglers need 3.3 or more to stand out.

Is KDA important for climbing in LoL?

Less than deaths per game. KDA barely changes from Iron to Challenger because kills fall along with deaths, while deaths per game drop at every tier step. Cut your deaths and the KDA takes care of itself.

What KDA do Challenger players have?

About 2.47 on average, with 5.6 kills, 5.5 deaths and 8.1 assists per game, according to our Facecheck pull on patch 26.19. Challenger junglers average 2.91, and Challenger top laners only 1.86.

How many deaths per game is normal in LoL?

Roughly 7 in Iron through Silver, 6.6 in Platinum, 6.1 in Diamond and 5.5 in Challenger. ADCs die the most and junglers the least in every tier.

Which role has the highest KDA in LoL?

Jungle and support, both between about 2.2 and 2.9 depending on rank. Support edges it through Master, and jungle pulls ahead in Grandmaster and Challenger. Top lane has the lowest KDA at every rank, around 1.8.

The average KDA in ranked sits between 2.1 and 2.5 whatever your rank. What separates tiers is dying less, showing up to more fights and farming more, so compare yourself to your own role’s row in the tables above. And if you’d rather have a booster bring those deaths down for you on the ladder, our team runs division climbs through Emerald, Diamond and Master on your account, solo or in duo queue.

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