The first ten minutes: creep equilibrium, last hits, denies, and the lane you hand over.
There's no single right number, and anyone quoting one is quoting it for a core in a lane that went their way. What matters is the number for your position, your hero, and your bracket — a support with 14 last hits at ten may have had an excellent lane, and a mid with 40 may have had a poor one.
The lane isn't only about your own creeps either. Denies suppress the enemy's experience, creep equilibrium decides who is safe, and the state you hand the lane over in — a tower you cracked, a wave you shoved before rotating — is worth more than the last three last hits you stayed for.
Staying to farm a lane you have already won, while the rest of the map is being decided somewhere you aren't, is a way to have great numbers at ten minutes and a losing game at twenty.
We record last hits, denies, net worth and experience at the ten-minute mark, plus lane efficiency and how often you pulled creep aggro — and grade each against your position and bracket rather than a global average.
| Metric | Better when | |
|---|---|---|
| CS @10 | higher | HEADLINE |
| Denies @10 | higher | |
| Net worth @10 | higher | |
| XP @10 | higher | |
| Lane efficiency | higher | |
| Creep aggro pulls | higher |
When a report's main finding lands in laning, its assignment binds to one of the metrics above. Every game you play afterwards is scored against that number — free games included — and the assignment stays open until it moves. How it works has the full loop.