League of Legends APM Test

Measure your actions per minute and find out how many of them actually count on the Rift

APM, or actions per minute, counts how many commands you give the game in sixty seconds: movement clicks, attacks, abilities, items, pings and keyboard shortcuts. This test measures that rate in a controlled setting so you have a reference number for how fast your hands can work when a game speeds up.

In League of Legends that number needs careful reading. APM in LoL is far lower than in a real-time strategy game, and that is not a flaw, it is the nature of the game. You control one champion, not two bases and forty units. As an indicative estimate (the LoL client does not display APM and Riot publishes no data), an average player sits somewhere around 40–70 APM and professionals around 100–150 or a little more. The gap between them is not only speed: it is that almost every action a pro makes has an intention behind it.

Test duration
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APM by Rank in League of Legends

This table gives an indicative estimate of the action rate you can expect at each step of the competitive ladder and the context that explains it. It does not measure talent, it measures the density of decisions a player at that level makes per minute of play.

RankContextTypical APM
Iron–GoldReactive play, plenty of dead time between waves and few positional adjustments. A good share of the actions are repeated movement clicks.30–60 APM
Platinum–EmeraldConsistent last hitting appears, along with wave control and planned rotations. APM rises mostly during laning and skirmishes.50–80 APM
Diamond–MasterActive map management, attack-move kiting and chained combos. The rate stays high even outside of fights.70–110 APM
ChallengerConstant positional control, animation cancelling and continuous micro-decisions. Very few wasted actions.90–140 APM
ProfessionalA rate at or slightly above Challenger, with team coordination that multiplies the value of every individual action.100–150+ sustained APM

These are indicative estimates: League of Legends does not display APM and Riot publishes no official data. They vary widely with champion, role and playstyle: a control mage can perform perfectly well on far less APM than a constantly kiting marksman.

What Your Result Means

These bands help you place your measured APM. Remember that the goal is not to reach the top band but to make sure the actions you do take make sense within the game.

RangeLevelWhat it means
< 40 APMLowA slow rate. It can mean you are letting chances slip by to reposition, trade in lane or use active items. There is usually immediate room to improve here just by moving more between attacks.
40–70 APMAverageWhere most of the player base sits. It is perfectly enough to play well: with good decisions and solid positioning you can compete comfortably across most of the ladder.
70–100 APMSolidActive play starts to show: attack-move kiting, constant positional adjustments and fluid item usage. This is the natural rate of someone who has their champion's basic mechanics down.
100–150 APMHighThe band indicatively associated with high elo and professional play. Here high APM is a consequence of decision-dense play, not the cause of good performance. Almost every action tends to have a clear purpose.
> 150 APMVery highAn exceptional rate that in LoL almost always includes a share of redundant actions. It is worth checking how many of those commands genuinely change the state of the game.

Why APM in LoL Is Read Differently

APM in League of Legends is not constant across a game: it rises and falls with the rhythm of play. During laning, last hitting forces you to alternate between attacking, moving and controlling the wave several times a second, and the number spikes. The same happens in a team fight, where abilities, active items, flashes and repositioning are compressed into a handful of seconds. Meanwhile, during a rotation through the river or while waiting for a neutral objective to spawn, APM collapses without that meaning you are playing worse.

Then there is inflated APM. Clicking fifteen times on the same patch of ground to move your champion raises the counter exactly as much as a well placed ability does, while contributing nothing. Plenty of players develop this habit as a way of keeping their hands warm, and it is not necessarily harmful, but it is worth separating raw APM, which is what any counter measures, from useful actions, which are the ones that change the state of the game: a skillshot that lands, a ward placed on time, an item activated at exactly the right moment.

Finally, an important warning about correlations. It is true that, on average, higher ranked players have higher APM than lower ranked ones. But APM does not cause rank: it is a symptom of playing more actively and with more intent. Clicking twice as much will not move you up a division. What does work is improving your decisions and your execution, and letting APM rise on its own as a consequence.

How to Raise Your Useful APM

The goal is not to inflate the number but to widen the pool of meaningful actions you can execute per minute. These guidelines target exactly that: turning dead time into actions that contribute.

  • Set up and use attack move on a comfortable key. It is the foundation of kiting and turns every basic attack into a single action with movement built in, instead of two clumsy commands.
  • Move as much as you can onto keyboard shortcuts: active items, summoner spells, quick purchase in the shop and the danger ping. Every action you stop hunting for with the mouse is time you get back.
  • Enable quick cast with indicator for your aimed abilities. It cuts the number of clicks per ability without losing visual precision.
  • Use the dead time: while walking to a lane, check the map, look at your opponent's inventory and drop wards along the route. That is where genuinely useful APM is earned.
  • Practise your champion's specific combos in the practice tool until they come out without thinking. Speed comes from automation, not conscious effort.
  • Review your replays looking for stretches where you did nothing for several seconds. There is almost always an action available: a ward, a positional adjustment, a damage trade.

Frequently Asked Questions About APM in League of Legends

What is the average APM in League of Legends?

As an indicative estimate, most players sit between 40 and 70 actions per minute (the game does not display APM, so there are no official figures). That is well below real-time strategy games because in LoL you control a single champion and a large part of the game consists of positioning and deciding, not issuing constant orders to many units.

Does high APM help you climb in ranked?

Only indirectly. APM correlates with rank but does not cause it: high division players take more actions because they play more actively and with more intent, not the other way round. Inflating the number by clicking the ground repeatedly improves nothing. What raises rank is decision quality and clean execution.

What APM do professional players have?

There is no official data, because the game does not display APM. As an indicative estimate, they sit around 100–150 sustained APM, at or slightly above soloq Challenger players, with clearly higher peaks during team fights. The difference from an average player is not just the figure: it is that almost every one of their actions answers a specific intention, with hardly any redundant commands.

How does LoL APM compare to StarCraft?

They are not directly comparable. In StarCraft II, which does show APM in its replays, players in the upper leagues often exceed 200 APM because they have to manage production, economy and unit control in parallel, and many players also inflate the number by spamming orders. In LoL you control one champion, so 100 APM is already a very high rate.

How can I improve my useful APM?

By automating what currently takes conscious thought: shortcuts for items and summoner spells, a well configured attack move, and combos practised until they come out by themselves. Then attack the dead time, which is where most players lose actions: warding while you walk, checking the map between waves and adjusting position instead of standing still.