FOUR MAPS, ONE GAME
Rift is the canonical 5v5 board. ARAM is a single-lane bridge with random champs. Arena is a rotating 16-player mode of eight duos. Twisted Treeline is archived. Filter your games by any of them.
Game lengths are rounded editorial ranges, not live measurements. Your own averages appear on each map page once you look up your summoner.
SUMMONER'S RIFT
The canonical 5v5 lane map. Three lanes, jungle, dragon and Baron pits. Most of your composite score comes from here.
HOWLING ABYSS
A single lane on a bridge. Random champion each match. KDA inflates, vision drops. The index weights your ARAM games separately.
THE ARENA
Sixteen players, eight duos, rounds of round-robin combat. A rotating mode; archived scoring once it leaves the rotation.
TWISTED TREELINE
Removed in 2019. Preserved here for historical match records only.
What each map does to your stats
Seven CS per minute on Summoner's Rift and seven CS per minute on Howling Abyss are not the same performance. Every map changes how gold, experience, vision, and kills move through a match, so the same number means something different depending on where it was earned. This guide covers what changes from one map to the next, and why League Index lets you split your games by map before it ranks anything.
Summoner's Rift: the baseline
Summoner's Rift hosts Ranked Solo/Duo, Ranked Flex, Normal Draft, Quickplay, and Clash, and it is the map most stat benchmarks are built around. Ten players split into five roles (top, jungle, mid, bot, and support) across three lanes and a jungle cut in half by the river. Each lane is guarded by an outer turret, an inner turret, and an inhibitor turret, with two more turrets in front of each Nexus. Destroying an inhibitor makes that lane spawn super minions for the enemy until the inhibitor respawns.
Because the Rift has a real laning phase, the early game produces the stats that separate players most clearly: creep score, gold, and experience. A laner who last-hits well often lands between 6 and 8 CS per minute. Supports and junglers sit far lower by design, since supports leave minions to their lane partner and junglers farm monster camps instead. Put a support's CS next to a mid laner's and it tells you nothing, which is why role matters here as much as map does.
The Rift is also the only map where vision is a full-time job. Wards, Control Wards, and sweepers decide who sees the next dragon or Baron fight coming, and vision score climbs with game length. A 35-minute game almost always posts a higher vision score than a 22-minute stomp, so per-minute numbers are the fairer comparison.
Neutral objectives (the elemental dragons, Rift Herald, and Baron Nashor) hand the team that takes them gold, stacking buffs, or siege power. The Summoner's Rift map page covers each objective and when it spawns.
Howling Abyss: ARAM's single lane
Howling Abyss is one long lane on a frozen bridge, and it is only used for ARAM (All Random, All Mid). Champions are assigned at random, with a limited number of rerolls, and all ten players fight in the same lane from the first minute. There is no jungle and no recalling to shop. You can only buy items while standing in your fountain, which means at the start of the game or after a death.
That layout reshapes almost every stat. Fights never stop, so kills, deaths, and assists all run well above Rift levels, and a KDA that would stand out in ranked can be ordinary in ARAM. Damage dealt climbs for the same reason. Vision score collapses, because there is very little map to ward. Gold and experience also arrive passively on top of what fights produce, so gold per minute says less about individual play than it does on the Rift. Health relics along the bridge restore health between fights, and the Mark summoner spell (the snowball) gives champions an engage tool they don't have anywhere else.
Games are shorter too, usually under 20 minutes. Average an ARAM game together with a ranked game and the ARAM numbers pull your KDA and damage up and your vision score down. That distortion is the main reason map filtering exists. See the Howling Abyss map page for its layout in detail.
The Arena: rounds, not lanes
The Arena is a rotating mode built around teams of two. Duos fight other duos in a series of short rounds on small combat stages, and every lost round costs the team health until it is eliminated. Between rounds, players buy items and choose augments, which are powerful modifiers that stack up over the match and can change what a champion does entirely.
There are no minions, no towers, and no wards, so CS and vision score don't mean anything here. Final placement is the result that counts, not a plain win or loss, and kill counts depend heavily on how many rounds a team survives. Arena matches are the shortest in League, usually well under 15 minutes. Almost none of their numbers translate to the Rift, so a map filter keeps them in their own bucket. The Arena map page has the details.
Twisted Treeline: the retired 3v3 map
Twisted Treeline was a 3v3 map with two lanes, a jungle between them, capturable altars, and the spider boss Vilemaw as its late-game objective. Riot retired it at the end of 2019. It stays on this page because older match records still reference it, and those games are kept for history rather than read as current performance.
Reading your stats by map
League Index ranks your champions with a weighted index built from stats like KDA, gold, CS, damage, and vision. That index only works when the games being compared were played under the same conditions. Filtering to one map does three things:
- It keeps ARAM's inflated kill and damage numbers from making a champion look stronger than its ranked games show.
- It stops Arena games, which have no CS or vision at all, from dragging those averages toward zero.
- It keeps a champion you only play in ARAM from outranking your ranked picks on the strength of a handful of chaotic games.
The same logic applies inside Summoner's Rift, where the Game Types page explains how ranked, normal, and quickplay games differ. A champion you are trying out in normals often posts different numbers than the one you take into ranked, and both views are worth having.
Map terms worth knowing
- CS (creep score): minions and jungle monsters you last-hit. Measured per minute to compare games of different lengths.
- Vision score: a combined measure of wards placed, enemy wards cleared, and how much of the map your wards revealed over time.
- Neutral objective: a monster outside the lanes, such as a dragon, the Rift Herald, or Baron Nashor, that rewards the team that kills it.
- Fountain: each team's spawn platform, where champions heal and, in ARAM, the only place to buy items.
- Legacy map: a map Riot has removed. Its games stay in match history as a record of what was played.