How to Last Hit in League of Legends: CS Guide
Last hitting is timing, not reaction. Learn the windup and projectile rules, the under-tower pattern, how to trade while farming, and a 10-minute practice tool drill that raises your CS per minute.

Start the attack early by the length of your windup and projectile travel, not when the health bar already looks empty. Under tower, let melee minions take two tower shots and casters one, then finish them with your hit. When your opponent commits to a last hit, that is your window to trade; when you commit to one, expect to be punished.
Why CS beats kills for gold
Benchmarks: CS per minute by elo and role
CS per minute by role
CS per minute by elo
A side wave is heading toward one of your towers and no ally is near it. Your next recall lines up with your wave pushed away, not crashing into your tower. You know which side lane you walk to after the next objective. Your CS is level with or ahead of your role opponent on the scoreboard. The cannon in the nearest wave is one you can reach before it dies to the tower.
How to last hit: animation, projectile speed and timing
Attack windup
Projectile speed and distance
Reading the minion fight
Last hitting under tower
Why you end up under tower
Exceptions by champion type
Trading while you farm
Punishing their last hits
Minion aggro
Choosing between the CS and the trade

Burdol's K'Sante vs Jayce, Grandmaster, 6 Oct 2026Watch for: before each recall, is the wave pushed away from the K'Sante player's tower rather than about to crash into it?
Kiin's Olaf vs Jax, Grandmaster, 6 Oct 2026Watch for: when minions reach the tower, does the Olaf player follow the two-shot melee, one-shot caster pattern?A 10-minute practice tool CS drill
Autos only, standing still. Last hit a wave with basic attacks only and do not move between hits. Goal: no missed minion in the wave. Autos only, from range. Ranged champions farm from max range; melee champions farm from the back edge of the wave. Goal: no missed caster minion, since casters die fastest. Add one ability. Use an ability only when two minions drop low at the same time. Goal: every cannon secured and no ability spent on a minion an auto could take. Move between hits. Walk side to side between last hits as if dodging skillshots. Goal: match your score from step 1 without standing still. Change your stats. Buy an attack damage or attack speed item and farm another wave. Goal: no missed minion after the timing change. Log the result. Write down your CS when the timer ends. Goal: beat that number at your next session.
Common mistakes when last hitting
Auto-attacking full-health minions - Why it happens
Hitting something feels productive, and players treat damage on the wave as progress. - The fix
Only attack minions about to die unless you have decided to push the wave; idle autos shove the lane toward the enemy tower.
Clicking when the minion already looks dead - Why it happens
Players react to the health bar instead of predicting it. - The fix
Start the attack early by your windup and projectile time so the damage lands as the minion enters kill range.
Panicking under tower - Why it happens
The tower’s damage looks random, so players spam autos on every minion. - The fix
Follow the pattern: two tower shots then your hit on melee, one tower shot then your hit on casters, and save the cannon.
Using abilities on every last hit - Why it happens
Abilities feel safer than timing an auto. - The fix
Farm with autos and keep abilities for double low minions, cannons and minions you cannot reach safely.
Standing at max range for every ranged last hit - Why it happens
Max range feels safe, but it adds projectile travel time. - The fix
Step closer for tight last hits on casters and cannons, then step back out.
Stopping farming after laning - Why it happens
Fights and objectives pull everyone to mid and side waves get forgotten. - The fix
Catch a side wave between objectives whenever it is safe, and check the scoreboard against your role opponent.

