LoL webhooks API
League of Legends webhooks for live gold, objectives, kills, towers, and match updates.
Use LoL webhook events on One Game Starter or higher paid plans to update dashboards, bots, alerts, and match centers without relying only on constant polling.
Azir
Kalista
Nautilus
Rell
Lee SinPrimary endpoint: /api/v1/lol/webhooks/events
Use LoL webhook events on One Game Starter or higher paid plans to update dashboards, bots, alerts, and match centers without relying only on constant polling.
Live webhooks
Push LoL gold swings, objectives, kills, towers, and match state into your product.
Riot workflows are strongest after official data is published. Cito is built for product teams that need near-live monitoring during active coverage, then clean post-game reconciliation when final data lands.
Example payload
Gold swing webhook
POST /your-webhook
X-Cito-Event: lol.live.gold_swing
X-Cito-Event-Id: 1c11131a-2d74-4b06-b4be-ec873861854b
X-Cito-Delivery-Attempt: 1
X-Cito-Signature: sha256...
{
"event": "lol.live.gold_swing",
"id": "1c11131a-2d74-4b06-b4be-ec873861854b",
"data": {
"league": "LCS",
"gameTime": 1716,
"source": "vision",
"previousGoldDiff": -1900,
"goldDiff": -3300,
"swing": -1400,
"leadingSide": "red"
}
}lol.live.statePeriodic live state snapshot with game time, gold, kills, towers, dragons, Barons, and team IDs.
lol.live.gold_swingEmitted when the gold lead changes materially or flips side.
lol.live.objectiveObjective updates for Dragons, Baron, inhibitors, and tracked objective totals.
lol.live.kill_updateKill total deltas so bots and dashboards can react without parsing the full state.
lol.live.tower_destroyedTower count deltas for match centers, alerts, and momentum panels.
lol.match.completedFinal match state so your app can reconcile live screens with post-game data.
Choose LoL on One Game Starter
Use One Game Starter when the product is League of Legends-only. It includes commercial use and LoL webhook access without paying for every game.
Create the webhook
Add your endpoint in the dashboard and subscribe to the exact LoL events your product needs.
Filter the stream
Use filters such as league, matchId, gameId, or side so your backend receives the updates it actually cares about.
Verify and dedupe
Use X-Cito-Signature to verify payloads and X-Cito-Event-Id as your idempotency key. Failed deliveries retry up to 3 times.
Endpoint chain
Start with /api/v1/lol/webhooks/events, then add the supporting rows your screen needs.
The first request should answer the user's main question. Add live state, roster rows, match stats, transfer history, or earnings only when the UI needs that detail.
/api/v1/lol/webhooks/eventsSigned LoL webhook events for live products.
Gold lead changes materially
lol.live.gold_swingGold lead changes materially fills in the detail around the primary response.
Dragon, Baron, inhibitor, and objective updates
lol.live.objectiveDragon, Baron, inhibitor, and objective updates fills in the detail around the primary response.
Kill total deltas during active games
lol.live.kill_updateKill total deltas during active games fills in the detail around the primary response.
Returned data
Use LoL webhook events on One Game Starter or higher paid plans to update dashboards, bots, alerts, and match centers without relying only on constant polling.
Best first request
Call /api/v1/lol/webhooks/events from your backend and cache the response based on how often that screen changes.
Common fallback
If live data is empty, show today's schedule, upcoming matches, recent results, or the last known team/player rows.
API key handling
Keep the API key on your server. Send your frontend only the fields it needs to render the page.
Data fit
Use this API for pro matches, teams, players, rosters, stats, and esports history.
If you need Riot ID, PUUID, ranked ladder, champion mastery, or account-linked match history, use Riot's APIs. If you need a pro esports app, use Cito's LoL endpoints.
Pro Esports API
Built for match centers, fantasy products, scouting tools, wikis, dashboards, team pages, player pages, and live bots.
Ranked and Ladder Workflows
Use Riot APIs for direct Riot ID, PUUID, summoner, match history, ranked ladder, champion mastery, and account-linked workflows. Cito only references public pro-player account context where source data allows it.
Resources
Docs, examples, and machine-readable endpoint files.
Open the docs when you want examples. Import Postman when you want to test. Use the endpoint manifest when an AI coding tool needs exact paths.
| Feature | Cito API | Riot API | PandaScore |
|---|---|---|---|
| Price | Free testing, Starter $25/mo, Builder $50/mo | Free, rate limited; production approval varies | Usually sales/custom pricing |
| Ranked account data | Not the primary product; use Riot for direct account workflows | Yes | Not the core LoL ranked source |
| Pro esports live | Yes | Fragmented across official surfaces | Yes |
| Player earnings | Yes | No | Provider-dependent |
| Org/transfer history | Yes | Current GCD affiliation/contract data, not full history | Provider-dependent |
| Unified REST API | Yes | Multiple products and routing models | Yes |
| Instant signup | Yes | Developer key yes; production can require approval | Often sales-led |
Riot's API is free but fragmented. PandaScore is enterprise-only. Cito is the only self-serve option with earnings and org history.
Endpoints
Endpoint paths for this workflow.
Start with /api/v1/lol/webhooks/events. Add supporting endpoints only when your page needs more context.
/api/v1/lol/players/{playerId}/earningsCareer prize pool earnings with tournament-by-tournament rows.
/api/v1/lol/players/{playerId}/earnings/summaryPlayer earnings totals, event counts, placements, and tracked history.
/api/v1/lol/players/{playerId}/teamsTeam history for org changes, roles, and date ranges.
/api/v1/lol/teams/{slug}/roster/historyHistorical rosters with roster membership periods.
/api/v1/lol/transfersRecent transfer activity across tracked LoL teams and players.
/api/v1/lol/teams/{slug}/earningsOrganization-level earnings and tournament results where tracked.
/api/v1/lol/liveActive League of Legends esports matches and live state.
/api/v1/lol/schedule/todayToday's LoL esports schedule for match-day apps.
/api/v1/lol/games/{gameId}/statsGame-level player stats after source publication.
/api/v1/lol/analytics/drafts/{matchId}Champion picks, bans, player roles, and side context.
/api/v1/lol/live/{gameId}/visual-stateLive gold, score, objective, and game-time reads where available.
/api/v1/lol/games/{gameId}/timelineTimeline events, objective timings, and gold snapshots where available.
/api/v1/lol/players/{playerId}/formSliding-window player performance over recent matches.
/api/v1/lol/players/{playerId}/champion-poolChampion picks and win rates over the requested match window.
/api/v1/lol/matches/{matchId}/mediaLive stream and replay links where available.
/api/v1/lol/webhooks/eventsSupported LoL webhook events for paid plans.
Use cases
Built for League of Legends apps developers actually launch.
Live dashboards
Fetch the exact LoL data this screen needs from one server-side API call.
Discord notifications
Fetch the exact LoL data this screen needs from one server-side API call.
Fantasy triggers
Fetch the exact LoL data this screen needs from one server-side API call.
Internal pipelines
Fetch the exact LoL data this screen needs from one server-side API call.
Match completion jobs
Fetch the exact LoL data this screen needs from one server-side API call.
Alert systems
Trigger alerts when a match moves from scheduled to live or completed.
Event-driven LoL apps
Use webhooks to kick off refresh jobs, notify users, or update cached product pages when LoL match state, score, live gold, kills, towers, or objectives change.
Simple webhook management
Create webhook subscriptions from the Cito dashboard, filter by league/match/game, and use signed headers plus event IDs to verify and dedupe payloads.
Pricing
Start free. Upgrade when your LoL product needs room to grow.
Free testing includes 500 requests/month. One Game Starter starts at $10/month for a focused LoL product with commercial use and LoL webhooks. Pro is the $50/month tier for higher-volume apps across every game.
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