Dota 2 Last Hits Calculator

Analyze your last hitting and denying efficiency with role benchmarks.

Farming Stats

Benchmark for Carry @ 20min

150 LH (7.5/min)

Last Hits Per Minute

6.0 LH/min
120 / 15 (LH/DN)

Performance Rating

Average
80% of benchmark

Efficiency Analysis

Your LH120
Role Benchmark150
Perfect CS Available~164
Lane Efficiency73%
CS Needed for Benchmark+30

Gold Impact

Gold from Last Hits~5,400
Gold Denied to Enemy~375
Denies Per Minute0.8

What Is Last Hitting in Dota 2?

Last hitting is one of the most fundamental mechanical skills in Dota 2. A last hit occurs when your hero delivers the killing blow to an enemy creep, granting you gold that would otherwise be lost. In a typical game, lane creeps spawn every 30 seconds and yield between 38 and 52 gold per kill depending on bounty. Because gold only flows to the player who scores the last hit, precision timing is everything.

The companion mechanic, denying, lets you kill your own team's creeps before enemies can last hit them. Each denied creep removes roughly 25 gold from the opposing carry's income — a double benefit, since you starve their economy while preserving your lane advantage. At the highest level of play, a single deny can swing a game-state decision over dozens of minutes.

Understanding your last hit numbers is not just about ego — it translates directly into item timings, power spikes, and win conditions. A carry who reaches their Battlefury or Manta Style five minutes earlier than expected has a dramatically wider window to snowball the game. This calculator converts your raw LH and DN counts into actionable efficiency metrics so you know exactly where you stand relative to role benchmarks.

The Dota 2 Last Hits Calculator breaks down your farming stats into last hits per minute, deny rate, lane efficiency versus a theoretical perfect-CS ceiling, gold impact, and a rated comparison against role-specific targets. Whether you are a Pos 1 carry grinding the safe lane or a Pos 5 hard support scraping what you can, the tool adapts benchmarks to your role so comparisons stay meaningful.

How Efficiency Is Calculated

The calculator computes several interconnected metrics from just three numeric inputs — last hits, denies, and game time — alongside your role and lane selection.

LH/min is the simplest signal: your last hit count divided by elapsed minutes. A carry pushing 7–8 LH/min in the mid game is farming at a high level; dropping below 5 LH/min usually signals poor lane priority, frequent deaths, or excessive support roaming.

Efficiency % compares your actual LH total to the role benchmark for the nearest checkpoint (10, 15, 20, 25, or 30 minutes). The closest checkpoint is selected automatically, so entering 22 minutes uses the 20-minute benchmark. Ratings map as: Excellent ≥ 120 %, Good ≥ 100 %, Average ≥ 80 %, Below Average ≥ 60 %, and Poor below 60 %.

Lane Efficiency uses the constant of 82 creeps available per 10-minute window to set a theoretical ceiling. It measures what fraction of spawned creeps you successfully lasthit, independent of role, giving a raw mechanical benchmark that ignores teammate interference.

Gold estimates use a 45-gold average per last hit and 25 gold denied per deny. These are community-accepted approximations; actual values vary with creep bounty upgrades and wave composition but they give a reliable order-of-magnitude view of your economic swing.

Dota 2 Last Hit Efficiency Formula

Efficiency (%) = (Your Last Hits ÷ Role Benchmark) × 100

Where:

  • Your Last Hits= Total last hits recorded at the given game time
  • Role Benchmark= Expected LH for your role at the nearest time checkpoint (10/15/20/25/30 min)
  • LH/min= Last Hits ÷ Game Minutes — your farming rate per minute
  • Perfect CS= ⌊(Game Minutes ÷ 10) × 82⌋ — theoretical maximum creeps available in lane
  • Lane Efficiency (%)= (Your Last Hits ÷ Perfect CS) × 100 — fraction of spawned creeps you secured
  • Gold from LH= Your Last Hits × 45 — estimated gold earned (using average 45 gold per LH)
  • Gold Denied= Your Denies × 25 — gold removed from the enemy economy

Role Benchmarks by Game Time

Not all roles are expected to farm at the same pace — and comparing a Pos 5 hard support to a Pos 1 carry on raw LH numbers is meaningless. The calculator uses the following built-in benchmark table to set context-aware targets:

Role 10 min 15 min 20 min 25 min 30 min
Carry (Pos 1)60100150200260
Mid (Pos 2)5590140180230
Offlane (Pos 3)356090130170
Soft Support (Pos 4)15305080110
Hard Support (Pos 5)515305070

These targets reflect community-accepted standards for each role at the corresponding game time. A carry at 20 minutes is expected to have 150 LH — equivalent to 7.5 LH/min — reflecting uncontested access to lane creeps and early jungle stacks. An offlane hero at the same timestamp targets only 90 LH because they frequently sacrifice CS for map presence, ward placements, and pressuring the enemy safe lane.

If your game time falls between checkpoints — say 17 minutes — the calculator picks the nearest key (15 or 20) based on absolute distance. Ties favour the lower checkpoint. This keeps the benchmark realistic without inventing interpolated values.

Gold Impact: Why Every Last Hit Matters

In Dota 2, gold is the direct currency of power. Every last hit translates to items, and every item translates to a numerical combat advantage. The calculator estimates your gold income from last hitting using an average of 45 gold per last hit, which blends base bounty values across the full creep wave and accounts for the small variance between melee and ranged creeps.

Denies are equally impactful but often undervalued by newer players. When you kill an allied creep below 50% health before an enemy can score the last hit, you deny them approximately 25 gold. Over 15 minutes of active denying, even a Pos 5 support landing 20 denies has erased 500 gold from the enemy carry — roughly the cost of a Wraith Band or Null Talisman component. At higher deny rates, the gold swing approaches the cost of a full early-game item.

The combined Total Economy Swing — gold earned through LH plus gold denied — is the most holistic measure of laning phase impact. A mid player with 100 LH and 15 denies at 15 minutes has produced 4,500 gold for themselves and denied 375 from their opponent, a combined swing of 4,875 gold. Their opponent at 75 LH has only 3,375 — a 1,500 gold swing that likely translates to a full item timing advantage.

Tracking your deny count is a habit that separates average players from strong laning-phase performers. Even in tough lanes where last hits are contested, consistent denies keep the economic gap manageable and slow down the enemy carry's power spikes.

How to Improve Your Last Hit Rate

Improving your CS (creep score) in Dota 2 is a practice-driven skill that compounds quickly with deliberate effort. The single most effective training method is running practice lobbies with only bots, focusing entirely on last hitting without the pressure of a real game. This isolates the mechanical skill of timing your attacks to deliver the killing blow.

Understanding your hero's base attack damage and attack animation is critical. Heroes with high base damage and snappy attack animations — like Juggernaut or Phantom Assassin — are naturally easier to last hit with than slow-animating heroes like Beastmaster or Jakiro. If you play a slow-animation hero, you must begin your attack wind-up earlier in the creep's health decay.

The last hit sound and visual cue (the gold particle burst and coin sound) provides immediate feedback. Train yourself to internalize when a creep is in the "last hit window" — typically the moment its health bar dips below the damage value of your next attack. Watch the health bar, not the creep model.

Denying requires slightly different timing. Your team's creeps must be below 50% health before you can attack them. The deny window can close quickly if allied creeps take burst damage, so develop awareness of when your own wave is low. Using the minimap and peripheral vision to monitor your wave health while also tracking the enemy's actions is an advanced skill that comes with lane experience.

High-level players also practice attack-move cancelling — issuing a move command immediately after attack, then re-issuing the attack at the right moment. This technique prevents your hero from automatically chasing creeps and gives you precise control over which creep you attack, dramatically improving both LH and deny rates in tight situations.

Last Hitting Strategy by Role

Farming priorities differ radically across the five Dota 2 positions. Understanding the expectations for your role prevents the mental trap of benchmarking yourself against the wrong standard.

Pos 1 — Carry: The safe lane carry has priority over all farm. Your entire team's gameplan often revolves around keeping you in a clean farm environment. Hitting the 6–8 LH/min range in the early game is the primary objective. Prioritize creep last hits over hero kills unless an easy kill directly boosts your tempo.

Pos 2 — Mid: The mid laner farms quickly in the early game but transitions to roaming and fighting. Hitting 5.5–7 LH/min in the first 15 minutes while also controlling rune and roaming sets up the team. Missing farm for successful rotations is acceptable and expected.

Pos 3 — Offlane: The offlane hero often faces a difficult lane with limited creep access. Surviving and applying pressure while farming 3–4 LH/min is a win. When the lane opens up after 10–12 minutes, transitioning to jungle stacks accelerates your item timeline significantly.

Pos 4 — Soft Support: As a roaming support your CS comes from neutral camps, stack clearing, and lane opportunism. Targeting 2–3 LH/min when possible supplements your support income meaningfully. Stacking ancients and clearing them later is the most efficient way to boost your farm.

Pos 5 — Hard Support: Hard supports should grab CS only when it would otherwise be wasted — late pushes, cleared jungle, or abandoned waves. Your contribution is measured in vision, save abilities, and initiation, not last hit numbers. Even reaching 1–2 LH/min is meaningful relative to your expected benchmark.

Worked Examples

Carry at 20 Minutes — Average Efficiency

Problem:

A Pos 1 carry has 120 last hits and 15 denies at 20 minutes. What is their efficiency rating?

Solution Steps:

  1. 1LH/min = 120 ÷ 20 = 6.0 LH/min
  2. 2Role benchmark for carry at 20 min = 150 LH
  3. 3Efficiency = (120 ÷ 150) × 100 = 80% → Rating: Average
  4. 4Perfect CS = ⌊(20 ÷ 10) × 82⌋ = ⌊164⌋ = 164
  5. 5Lane Efficiency = (120 ÷ 164) × 100 ≈ 73%
  6. 6Gold from LH = 120 × 45 = 5,400 gold
  7. 7Gold Denied = 15 × 25 = 375 gold
  8. 8CS needed to reach benchmark = max(0, 150 − 120) = 30 last hits

Result:

80% efficiency (Average). The carry earned ~5,400 gold and denied 375 gold, but needs 30 more LH to hit the benchmark. Lane efficiency of 73% shows room to tighten the attack-move timing.

Mid Laner at 15 Minutes — Good Efficiency

Problem:

A Pos 2 mid hero has 100 last hits and 10 denies at 15 minutes. How do they compare to benchmark?

Solution Steps:

  1. 1LH/min = 100 ÷ 15 ≈ 6.7 LH/min
  2. 2Role benchmark for mid at 15 min = 90 LH
  3. 3Efficiency = (100 ÷ 90) × 100 ≈ 111% → Rating: Good
  4. 4Perfect CS = ⌊(15 ÷ 10) × 82⌋ = ⌊123⌋ = 123
  5. 5Lane Efficiency = (100 ÷ 123) × 100 ≈ 81%
  6. 6Gold from LH = 100 × 45 = 4,500 gold
  7. 7Gold Denied = 10 × 25 = 250 gold
  8. 8CS needed = max(0, 90 − 100) = 0 (already above benchmark)

Result:

111% efficiency (Good) — above benchmark with 0 CS needed. Total economy impact of 4,750 gold (earned + denied) puts this mid laner ahead of their lane opponent.

Offlane at 10 Minutes — Below Average Efficiency

Problem:

A Pos 3 offlane hero has 25 last hits and 5 denies at 10 minutes. What is the analysis?

Solution Steps:

  1. 1LH/min = 25 ÷ 10 = 2.5 LH/min
  2. 2Role benchmark for offlane at 10 min = 35 LH
  3. 3Efficiency = (25 ÷ 35) × 100 ≈ 71% → Rating: Below Average
  4. 4Perfect CS = ⌊(10 ÷ 10) × 82⌋ = ⌊82⌋ = 82
  5. 5Lane Efficiency = (25 ÷ 82) × 100 ≈ 30%
  6. 6Gold from LH = 25 × 45 = 1,125 gold
  7. 7Gold Denied = 5 × 25 = 125 gold
  8. 8CS needed = max(0, 35 − 25) = 10 last hits

Result:

71% efficiency (Below Average). The low lane efficiency of 30% reflects a hard lane, but the 35 LH benchmark is still achievable with neutral camp access. Needs 10 more CS to hit the role target.

Hard Support at 30 Minutes — Excellent Efficiency

Problem:

A Pos 5 hard support has 90 last hits and 8 denies at 30 minutes. How do they rate?

Solution Steps:

  1. 1LH/min = 90 ÷ 30 = 3.0 LH/min
  2. 2Role benchmark for hard support at 30 min = 70 LH
  3. 3Efficiency = (90 ÷ 70) × 100 ≈ 129% → Rating: Excellent
  4. 4Perfect CS = ⌊(30 ÷ 10) × 82⌋ = ⌊246⌋ = 246
  5. 5Lane Efficiency = (90 ÷ 246) × 100 ≈ 37%
  6. 6Gold from LH = 90 × 45 = 4,050 gold
  7. 7Gold Denied = 8 × 25 = 200 gold

Result:

129% efficiency (Excellent) for a hard support. This indicates significant opportunistic farming via stack-clearing and catching free waves — a major economic bonus on top of support duties.

Tips & Best Practices

  • Practice last hitting in offline lobbies with only bots to isolate the mechanical skill without the pressure of a real match.
  • Learn your hero's attack point (wind-up animation length) — slow-animation heroes like Beastmaster need you to begin the attack earlier in the creep's health decay.
  • Use the deny mechanic every time allied creeps drop below 50% health when the enemy is in range — even 10 denies per game deny up to 250 gold from your opponent.
  • Stack neutral camps at the XX:53 mark during the laning phase so you or your carry can clear them later for bonus gold beyond the lane.
  • Track your LH count in your scoreboard every 5 minutes and compare it to the benchmark for your role — the habit of self-checking builds awareness faster than any guide.
  • CS under your own tower requires precise timing: let the tower hit the creep twice (melee) or once (ranged) before attacking to ensure the last hit lands.
  • Carry a Town Portal Scroll and return to lane immediately after dying — every missed wave costs roughly 160–200 gold in lost last hits.
  • In a losing lane, focus on denying rather than forcing contested LH attempts; denying protects your tower, manipulates wave position, and slows the enemy carry down simultaneously.

Frequently Asked Questions

A last hit is registered when your hero delivers the final attack that kills an enemy creep, neutral camp unit, building, or hero. Only the killing blow awards the bounty gold — allied heroes and your own creeps do not generate gold for you unless you last hit them (denying). The gold amount varies by unit type and bounty rune effects, with a typical lane creep yielding around 38–52 gold.
Standard lane creep waves spawn every 30 seconds, meaning roughly 2 waves per minute per lane. Each wave contains 3 melee creeps and 1 ranged creep (4 creeps). Over 10 minutes this yields approximately 80 creeps per lane, with the calculator using 82 as its practical constant to reflect the slightly larger initial wave and wave size upgrades. Neutral camps and sieges contribute additional CS opportunities beyond the lane.
Denying prevents the enemy from collecting gold from your own team's creeps, which creates a double economic swing — they gain nothing while you remove the opportunity from them. The calculator estimates 25 gold denied per deny, which is an approximation of the average reduced bounty. Over a full laning phase, a support landing 20–30 denies can remove 500–750 gold from the enemy carry, roughly equivalent to a significant early-game component.
A good LH/min depends on your role. Carries targeting 7–8 LH/min by the mid game are farming at a high level; 5–6 LH/min is average for a contested lane. Mid laners in the 5.5–7 LH/min range are performing well. Offlane heroes at 3–5 LH/min depending on matchup are acceptable. The Efficiency % metric in this calculator is more meaningful than raw LH/min because it automatically adjusts for role expectations.
The calculator picks the checkpoint (10, 15, 20, 25, or 30 minutes) that is numerically closest to your entered game time. For example, entering 17 minutes selects the 15-minute benchmark since |17−15| = 2 is less than |17−20| = 3. This means early or mid-game snapshots can always be compared fairly without extrapolating between fixed data points.
The calculator's benchmarks are driven by the role selection (Pos 1–5), not the lane dropdown. Lane is recorded as context but the efficiency calculation uses role benchmarks. This is intentional because a mid laner roaming through the offlane still has mid-role item timing expectations, and an offlane hero playing safe lane by default gets the offlane benchmark — role identity matters more than physical lane location.
Moving from Below Average (60–79%) to Good (100%+) requires closing the gap to the role benchmark. Practical steps include: practicing last hit timing in offline lobbies, learning your hero's attack animation frame, using attack-move cancelling to avoid chasing creeps, actively denying to complement LH count, stacking neutral camps for later clearing, and prioritising farm windows after winning trades or when the lane freezes favourably under your tower.

Sources & References

Last updated: 2026-06-05

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Editorial Note

MyCalcBuddy Editorial Team

This page is maintained as an educational calculator reference.

Source

Formula Source: Standard Mathematical References

by Various

UpdatedLast reviewed: May 2026
CheckedFormula checks are based on standard references and internal QA review.

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