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Kayn Build Guide by AnalniyDarkin

Jungle [25.11] GudronoviyMonster's Kayn In-Depth Guide

Jungle [25.11] GudronoviyMonster's Kayn In-Depth Guide

Updated on June 19, 2025
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League of Legends Build Guide Author AnalniyDarkin Build Guide By AnalniyDarkin 5,008 Views 0 Comments
5,008 Views 0 Comments League of Legends Build Guide Author AnalniyDarkin Kayn Build Guide By AnalniyDarkin Updated on June 19, 2025
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Runes: Blue form standard

1 2 3 4
Domination
Dark Harvest
Sudden Impact
Grisly Mementos
Treasure Hunter

Precision
Legend: Haste
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3 4
Blue form always / Red vs squishes
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Gustwalker Smite

Gustwalker Smite

Items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

About me


Hi everyone! I'm a Kayn main from Russia, playing him since 2020. Achieved Diamond 1 - Master in multiple seasons (S12, S13, S14). Play on RU and EUW servers.
Was Top 1 RU Kayn and Top 2 Global Kayn at the end of Season 13 (per League of Graphs).
I'm not yet fluent in English, but I'm learning and trying my best — I hope this guide will be clear and helpful for all of you! :)
I’ll update this guide every patch or two. All changes will be logged in Patch Notes alongside patch review insights.

A Few Words About Kayn


Kayn is a very versatile jungle pick, simply because of his two forms. The only difficulty is knowing when to take a certain build and a certain form.

Special Thanks, Tribute


I’d like to express my deepest gratitude to my dog. It’s thanks to her that I’m finishing this guide, even if later than planned. I wrote it during a time when she was gravely ill and growing old. One day, as I worked on the guide, she came to me (for the last time, as it turned out) to say goodbye.
She’s the reason I chose to complete this guide—even if it never gains popularity in the League community. For me, it will stand as a tribute to her memory. After her passing, I vowed to finish all abandoned projects in her honor, so her life wouldn’t be in vain.
Live and enjoy life while you can, and never let negativity prevail.
Rest in peace, Bonya.
+
Vercality: Kayn can be taken in almost any matchup and will look good. The main thing is to choose the right form and build. Blue form is a good assassin with burst dmg and high Movement Speed, Red form is a good bruiser with high %dmg and sustain.
+
High damage in both forms: The two forms have excellent damage. The Blue form has additional Ability power % damage on the The Darkin Scythe: Shadow Assassin passive ability. Due to high mobility and huge damage, the Blue Kayn is an excellent assassin. On the other hand, we have the Red form, which gives huge sustain with the The Darkin Scythe: Rhaast passive ability, as well as percentage damage on [Q] Reaping Slash: Rhaast and [R] Umbral Trespass: Rhaast.
+
High sustain in red form: As I said, Kayn in Red form has great sustain due to his The Darkin Scythe: Rhaast passive ability. This allows him to stay in teamfights for a very long time. Great with Conqueror, Death's Dance and Spirit Visage.
+
High mobility in blue form: Blue Kayn has very high mobility due to his E. On average, he has 500-650 Movement Speed and walks through walls. Due to this, Kayn has excellent gank potential, the potential to always leave the battle with ease and catch up with the enemy at 1 hp.
-
Bad early game: Kayn is very weak early on due to his lack of a The Darkin Scythe passive ability before level 6-8. Many characters out-duel him before he gets his form.
-
Red form is easy to kite: Red Kayn doesn't have the same mobility as Blue Kayn. Because of this, adc can kite him easily.
-
Depends heavily on the pace of the game: Kayn is very dependent on your tempo. If you fall behind in the early game (e.g., 0/2 or 0/3) then there is a 99% chance you are losing the game. Kayn struggles to carry alone in the late game without proper team support, so all you need is focus on gaining tempo early (1/0, 2/0 kills) and holding objectives.
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You don’t always get your desired form immediately: Sometimes it’s impossible to secure the right form at 8–9 minutes. For example, you might struggle to take Blue Form due to early fights against melee champions, or fail to grab Red Form because of fights against ranged opponents. Avoiding fights against champions that grant the “wrong” form is not an option — you’ll lose the chance to gain advantage for yourself and your team. After those engagements, simply wait 4 minutes (this time shortens if you collect new orbs of the desired form) to take the form you need. Aim to secure your preferred form by 12–13 minutes into the game at the latest. The ideal window is 7–9 minutes.

Shadow Assassin:

Blue Kayn is a strong assassin. His The Darkin Scythe: Shadow Assassin passive deals additional % Ability power damage (25–45%) based on all damage you deal. His [W] Blade's Reach: Shadow Assassin no longer requires standing still , and its range is increased. In his [E] Shadow Step: Shadow Assassin, enemies can’t slow Kayn, and his Movement Speed is boosted by 70%. His [R] Umbral Trespass: Shadow Assassin dash distance to the target is extended. You gain orbs for Blue form by damaging ranged champions. It’s best to gank bot lane or mid with Blue form. Typically, I pick Blue Kayn when the entire enemy team is squishy without HP-scaling champions (like Sion, Cho'Gath, etc.). The exception is when they have 4 squishies and 1 tank , and you’re confident you can dive their backline without the tank stopping you. Blue Kayn fears the late game and any armor resistances. Even a single armor-resist item on an ADC (e.g., Kog'Maw taking Randuin's Omen) makes him hard to burst down. In the current meta, Blue Kayn is a solid pick thanks to updated Swiftmarch, so you must commit to Triumph.

Rhaast:

Red Kayn is ideal for extended fights. His The Darkin Scythe: Rhaast passive grants all-around healing through abilities, and his lifesteal scales with bonus health. His [Q] Reaping Slash: Rhaast and [R] Umbral Trespass: Rhaast now deal bonus % damage , and [W] Blade's Reach: Rhaast launches enemies. Additionally, [R] Umbral Trespass: Rhaast refunds health based on damage dealt. Red Kayn shines against HP-stacking champions. He also fears armor resistances: while he tries to chunk the front line, the backline can easily kite or punish him. Red Kayn can attempt to dive the backline, but he’s easy to kite and needs traps or team CC to do it effectively. The exception is a tanky build with high resistances and slows. You can also rush Red Kayn as an assassin, but I’m not a fan of this approach right now. Red Kayn excels in teamfights due to his healing and % damage. He can 1v2/1v3 easily, but always wait for your team instead of coinflipping fights.

Blue Kayn standard runes page:


Dark harvest
Dark Harvest is a strong keystone rune right now after its buff. Its huge burst damage, which procs when the target is below 50% HP, is perfect for Blue Kayn. You'll usually end the game with 20-30 stacks. You can proc multiple Dark Harvest stacks in a single teamfight because the rune's cooldown resets on kills. It's not as strong early as Electrocute or First Strike, but it scales incredibly well into the mid and late game. On average, I deal 3-5k damage with this rune by the end of the game.

Sudden impact
Sudden Impact performs perfectly on Kayn, giving you extra damage after using [Q] Reaping Slash: Shadow Assassin. No other rune in this row offers as much impact. Always take it.

Grisly mementos
Grisly Mementos, after the removal of Eyeball Collection, is its replacement, although much weaker. You can replace it with Sixth Sense, but the latter can proc at completely random, unnecessary moments, which makes this rune terrible. Overall, I advise taking Grisly Mementos.

Treasure hunter
Treasure Hunter gives great snowball potential through extra gold. You can get a gold lead over your lane opponent thanks to ganks and transition into the mid game much easier. Good snowball potential. On the other hand, you can take Ultimate Hunter or Relentless Hunter. It only depends on your playstyle and preferences.

Legend: Haste
Legend: Haste gives CDR, which is very necessary for Kayn. Attack Speed and lifesteal are definitely not needed. You can replace it with Triumph if you plan to constantly participate in teamfights and soak up some damage. Triumph suits bruiser builds, but personally, I prefer Legend: Haste.

Coup de Grace
Coup de Grace is an excellent choice for Blue Kayn since it synergizes perfectly with Dark Harvest. The other runes will give less dmg, so choose exactly this rune.
You always need to take Adaptive Force x2, this is non-negotiable. Regarding the Health Scaling rune: in the latest patch [25.10], Kayn's HP growth was nerfed, so I recommend specifically Health Scaling instead of Flat Health.



Blue Kayn runes that fit well on the second page:


Sorcery runes


Axiom Arcanist
Axiom Arcanist is an excellent rune that reduces Ability Haste and increases damage on [R] Umbral Trespass: Shadow Assassin. Synergizes well with Axiom Arc. If you're taking Sorcery runes as your secondary path, I recommend this one.

Absolute Focus
Absolute Focus is great for oneshot builds. Perfect with Opportunity and Youmuu's Ghostblade. Grants bonus AD if above 70% HP, so monitor your HP when using this rune. Optimal against squishy comps without mobility. Otherwise, Axiom Arcanist is better.

Celerity
Celerity grants extra Movement Speed. Works well with Youmuu's Ghostblade and Swiftmarch. An experimental rune – I only take it in MS oneshot builds. Other runes may be more useful.

Gathering Storm
Gathering Storm is the local magnum opus. If you choose the Sorcery path, this rune is mandatory. Provides exceptional scaling for mid and late game.



Magical footwear
Magical Footwear saves 300 gold and gives bonus Movement Speed, but requires kills/assists to activate. Optimal boot timing: 8-9 minutes.

Cosmic insight
Cosmic Insight provides 15 CDR for Summoner Spells and 10 CDR for items. A solid rune granting carte blanche for aggression. Lets you use Smite and actives ( Youmuu's Ghostblade, Edge of Night, Guardian Angel, etc.) more frequently.


Precision runes


Triumph
Triumph, as mentioned earlier, excels if you frequently teamfight and get focused – the extra healing aids escapes. Fits bruiser builds well.

Legend: Haste
Legend: Haste remains the ideal CDR rune. (Details covered previously). Optimal for Blue Kayn.

Legend: Alacrity
Legend: Alacrity (grants Attack Speed) is situational. Only consider it with Voltaic Cyclosword or if you whiff abilities often. Legend: Haste outperforms it otherwise.

Coup de Grace
Coup de Grace is the premier Precision rune. Always take it.





Red Kayn standard runes page:


Conqueror
Conqueror is an excellent keystone rune for Red Kayn. It makes you feel perfect in teamfights. Red Kayn has great sustain, and Conqueror complements this.

Triumph
Triumph fits Red Kayn perfectly for the same reason. Adds sustain in fights, lets you survive longer.

Legend: Haste
Legend: Haste is ideal since it reduces CD on [Q] Reaping Slash: Rhaast and [R] Umbral Trespass: Rhaast. Increases damage and sustain. I’d say it’s as important as the runes mentioned earlier.

Last stand
Last Stand completes this rune row. Excellent for those same teamfights. Increases your damage based on missing health. Take this rune if you’re not building assassin; otherwise, Coup de Grace is better.

Axiom Arcanist
Axiom Arcanist is an excellent rune on Red Kayn because it increases the already considerable damage on [R] Umbral Trespass: Rhaast and reduces its CD.

Transcendence
Transcendence gives additional CDR and besides that, after level 9, reduces the cooldown of basic abilities by 20% for a kill or assist.
You always need to take Adaptive Force x2 – non-negotiable. For the Health Scaling rune: Kayn’s HP growth was nerfed in patch [25.10], so prioritize Health Scaling over Flat Health. On the other hand, if the opponents have a lot of crowd control – it's better to take Tenacity and Slow Resist.



Red Kayn runes that fit well on the second page:


Sorcery runes


Axiom Arcanist
As I wrote earlier, Axiom Arcanist is an excellent rune on Red Kayn because it increases the already considerable damage on [R] Umbral Trespass: Rhaast and reduces its CD.

Transcendence
As I wrote earlier, Transcendence gives additional CDR and besides that, after level 9, reduces the cooldown of basic abilities by 20% for a kill or assist.

Gathering Storm
Gathering Storm is a decent option, a replacement for Transcendence. If you are going to play longer than 30 minutes, perhaps you should take exactly this rune.



Magical footwear
Magical Footwear saves 300 gold and gives bonus Movement Speed, but requires kills/assists to activate. Optimal boot timing: 8-9 minutes.

Cosmic insight
Cosmic Insight provides 15 CDR for Summoner Spells and 10 CDR for items. A solid rune granting carte blanche for aggression. Lets you use Smite and actives ( Eclipse, Sterak's Gage, Guardian Angel, etc.) more frequently.



Sudden impact
Sudden Impact performs perfectly on Kayn, giving you extra damage after using [Q] Reaping Slash: Rhaast.

Treasure hunter
Treasure Hunter gives additional gold and gives excellent snowball potential. Basically, you take Domination runes when you want to play aggressively and get an early lead.

Ultimate hunter
Ultimate Hunter gives additional CDR on [R] Umbral Trespass: Rhaast. If you want to fight often, then for survival or for chasing opponents, this rune is excellent.


Resolve runes


Conditioning
Conditioning is an excellent rune if you are stacking a lot of resistances. For example, when I plan to take Randuin's Omen and Spirit Visage as 2nd-3rd items. An excellent choice if you want to act as a frontliner and absorb almost all damage.

Revitalize
Revitalize is an excellent rune for Red Kayn thanks to additional healing. Also performs well if you additionally take Eclipse or if your team has a support with heals or shields.

Unflinching
Unflinching is a good rune if the opponents have too much crowd control and you want to act as a damage absorber. Grants extra tenacity, which also synergizes well with Conditioning. If enemies have little or no crowd control – it’s better to take Revitalize.

Blue Kayn items:




Starter items:

Gustwalker hatchling

The best starting item in jng for Blue Kayn right now. It provides a lot of Movement Speed when you clear the jungle or enter a bush, which happens quite often on Blue Kayn. This item allows you to quickly reach fights, escape from them, and steal enemy jungle camps. With this item, it becomes easier to approach the enemy ADC or a squishy champion walking alone (That was his mistake...). In most games, I recommend taking this starting item.

Scorchclaw pup

This is a good item you can take if you need additional % damage and a slow effect. If you can reach the backline without relying on extra Movement Speed, this item might be suitable. Additionally, you can consider it if the enemy team runs melee champions from top or jungle (like Sett, Fiora, etc.) instead of standard ADCs.



First slot choice:

Hubris

This item is an excellent first slot pick if you’ve secured an early advantage. It’s best built first due to its passive scaling with Attack Damage. If you’re not struggling in the early game and anticipate dominating mid-game, prioritize this item.

Youmuu's Ghostblade

A solid alternative for the first slot. It’s 200 gold cheaper than Hubris, allowing faster completion. This item excels if you aim to control the map through Movement Speed, offering strong gank potential. Unlike Hubris, it weakens in the late game, so aim to close out games by the 30-minute mark without dragging them further.

Opportunity

An item I personally love. At its cost (2700 gold), it offers strong stats and a powerful passive. With this, Kayn becomes a one-shot machine. Compared to Hubris, prioritize this for faster-paced games where you don’t plan to scale into the late game. Unlike Youmuu's Ghostblade, it no longer grants 4% Movement Speed directly, but retains movement speed bonuses via its passive. In short, ideal for quick games where you can easily reach the backline and disengage using its passive.

Voltaic cyclosword

Pick this item if you’re playing Purple Kayn. It lets you slow enemies while retaining backline damage potential. Honestly, this is the only scenario where taking this item on Blue Kayn
makes sense.



Good items to build next:

Opportunity

As I mentioned earlier, this item remains my personal favorite. It’s a strong pick that works well alongside Hubris and Youmuu's Ghostblade. With those two starting items, Blue Kayn gains massive damage and a solid amount of lethality in just two slots. Opportunity is a great item to build either 2nd or 5th slot.

Axiom arc

This item reduces cooldown on your ultimate, allowing you to ult more frequently or disengage quickly from fights. It’s a solid slot that scales with lethality. Overall, it’s very strong and can compete well against Opportunity. It can also be built 2nd or 5th slot.

Serpent's Fang

Ideal if the enemy team has a lot of shields from abilities, items, or supports that provide them (e.g., Lulu, Yuumi). First, check the enemy picks — see if you need this item, then choose others if not. Serpent's Fang fits well as a 2nd slot.

Serylda's Grudge

Provides percentage armor penetration, which Kayn needs if the enemy team isn’t entirely squishy or if at least one enemy has armor resistances (e.g., Frozen Heart, Randuin's Omen). This is ideal as a 3rd slot, but situational for later builds.

Edge of Night

Excellent against crowd control. The shield recharges in 40 seconds, so track its cooldown before diving into fights. You can trigger the shield with any ability, not just CC. Consider this 3rd slot if Serylda's Grudge isn’t needed. Usually built 4th slot.

Guardian Angel

Best as a 5th slot item. Essentially a finishing item that gives you a second chance in fights. If you expect to die, coordinate with your team — otherwise, enemies will just surround and rekill you after revival. The item’s 5-minute passive cooldown means buying a replacement temporarily, as Guardian Angel has poor base stats.

Death's Dance

Strong against full AD compositions. Build this 4th or 5th slot.

Maw of Malmortius

Good against burst AP threats (e.g., Veigar’s Primordial Burst, Evelynn’s combo). Build 4th or 5th slot, though Hexdrinker can be taken earlier, like 3rd slot.

Spear of Shojin

Solid 4th or 5th slot choice for prolonged fights, providing bonus health and damage scaling. Also consider building it 2nd slot if you’re aiming for Purple Kayn.

Force of Nature

The real RULES OF NATURE. Build this item only vs ap tick dmg (e.g., Malzahar, Liandry's Torment).



Boots:

Boots of Swiftness / Swiftmarch

I’d recommend taking these only as Swiftmarch if you’ve completed Triumph. These boots are somewhat OP due to the adaptive force from their passive. They synergize excellently with Shadow Step: Shadow Assassin and Youmuu's Ghostblade thanks to bonus Movement Speed. If you failed to complete Triumph – better take Ionian Boots of Lucidity. Alternatively, these boots work well against teams with heavy slows, but remember you can’t slow enemies with Shadow Step: Shadow Assassin. Strong with Triumph, weak without it.

Ionian boots of Lucidity / Crimson Lucidity

A solid choice due to massive Ability Haste. Take them in any form if Ability Haste is more valuable to you than the 20 attack damage from Swiftmarch. These boots have been a perfect fit for Kayn for multiple seasons.

Sorcerer's shoes / Spellslinger's shoes

These boots boost damage via your passive. Currently not the best pick since Swiftmarch scales damage significantly more. Take these only if you need raw damage and lack Triumph.

Plated Steelcaps / Armored advance

Ideal against full AD compositions. In their upgraded form, they grant a shield against physical damage, further helping against AD-heavy teams.

Mercury's treads / Chainlaced Crushers

Great against full AP lineups and heavy crowd control (CC) from enemies.

Symbiotic soles / Forever forward

After recent changes, these boots are extremely weak. Strongly not recommended.



Red Kayn items:




Starter items:

Scorchclaw pup

Slows enemies and deals bonus % damage. Perfect against HP stackers. Also a strong choice for test builds due to the extra damage output.

Mosstomper seedling

Grants a shield, making it ideal for survivability. Works well if you’re building ( armor, magic resist) resist items. Take this smite if you expect to tank a lot of damage.

Gustwalker hatchling

Provides bonus Movement Speed. For Red Kayn, this helps reach the backline, but it’s not always necessary, so I prefer other smites. Great for Assassin Red Kayn and squishy compositions. Avoid if enemies have heavy crowd control or HP stackers.



First slot choice:

Voltaic Cyclosword

Voltaic Cyclosword is the best first item. It grants bonus damage on one auto-attack and slows the target. Excellent against immobile comps. Makes landing [W] Blade's Reach: Rhaast easier. Take this vs low-mobility comps or teams without high-HP scaling tanks.

Eclipse

Eclipse is a strong dueling item. Viable against burst thanks to its shield. Its core purpose is dealing bonus %HP damage, making it ideal vs tanky comps.

Youmuu's Ghostblade

Youmuu's Ghostblade works if building Red Kayn as assassin or needing Movement Speed. Currently suboptimal since assassin Red Kayn is weak. Can be built later if Movement Speed is essential.



Good items to build next:

Black Cleaver

Black Cleaver excels for damage. Take vs high- armor targets. Build 2nd if enemy has multiple tanks. Otherwise, get it 3rd-4th. Stacks efficiently with [Q] Reaping Slash's low CD.

Spirit Visage

Spirit Visage boosts sustain (core in most builds). Amplifies healing/shielding. Usually built 3rd-5th, but viable 2nd when frontlining vs magic damage.

Serpent's Fang

Ideal if the enemy team has a lot of shields from abilities, items, or supports that provide them (e.g., Lulu, Yuumi). First, check the enemy picks — see if you need this item, then choose others if not. Serpent's Fang fits well as a 2nd slot on Assassin Red Kayn or 3th/4th/5th slots.

Death's Dance

Death's Dance counters full AD comps. Synergizes with Red Kayn's kit. Warning: You can die to its passive DoT during [R] Umbral Trespass: Rhaast. Against crit-heavy teams, prioritize Randuin's Omen before this.

Spear of Shojin

Spear of Shojin pairs well with Black Cleaver for damage. If skipping Cleaver, build Serylda's Grudge 3rd instead.

Guardian Angel

Guardian Angel is a perfect final item. Weak stats, but passive can clutch games. Caution: Enemies can zone your team, leaving you in 1v5. Sell after passive triggers due to long CD.

Sterak's Gage

Sterak's Gage provides sustain and tenacity in fights. Core vs crowd control, but also viable for raw durability.

Serylda's Grudge

Serylda's Grudge suits squishy comps when extra HP isn’t needed. Aggressive alternative to Black Cleaver. Fits assassin builds.

Maw of Malmortius

Good against burst AP threats (e.g., Veigar’s Primordial Burst, Evelynn’s combo). Build 4th or 5th slot, though Hexdrinker can be taken earlier, like 3rd slot.

Edge of Night

Edge of Night offers spell shield, lethality, and damage. Note: Shield breaks from any ability. Sterak's Gage is often better for tankiness.

Force of Nature

The real RULES OF NATURE. Build this item only vs ap tick dmg (e.g., Malzahar, Liandry's Torment).

Randuin's Omen

Randuin's Omen is the ultimate slow/HP/resist item. Counters crit-heavy comps. Combos with Voltaic Cyclosword for perma-slow.



Boots:

Boots of Swiftness / Swiftmarch

Boots of Swiftness are viable when needing Attack Damage, Movement Speed, and vs heavy slows. Decent, but Plated Steelcaps/ Mercury's Treads (resistance boots) are usually better.

Ionian boots of Lucidity / Crimson Lucidity

Ionian Boots of Lucidity (CDR boots) shine when you’re the primary damage dealer vs bruisers. Against heavy CC/fed ADCs, take Plated Steelcaps or Mercury's Treads.

Sorcerer's shoes / Spellslinger's shoes

U DONT NEED THIS ON Red Kayn

Plated Steelcaps / Armored advance

Plated Steelcaps counter auto-attackers. Optimal vs full AD comps. Upgraded version grants anti-AD shield.

Mercury's treads / Chainlaced Crushers

Mercury's Treads counter AP/CC. Take when Tenacity and Slow Resist (runes) + Sterak's Gage aren’t enough.

Symbiotic soles / Forever forward

After recent changes, these boots are extremely weak. Strongly not recommended.
Smite
Smite is mandatory on both forms . It's obvious: you're a jungler – you have Smite. Plus, after the 15.09 patch, Smite auto-loads on your champion and you can't remove it anymore.
Flash
Flash is for extra mobility. You take Flash when you know the enemy will be kiting you, has dashes, tp, or similar tools, and you can't run Ignite. You take Flash on Blue Kayn in 99% of games.
Ignite
Ignite is a risky/bold summoner spell. You take it on Red Kayn when you can easily catch up to the enemy, and they won’t be able to escape after your Voltaic Cyclosword procs or the Scorchclaw Smite effect. In test builds with Voltaic Cyclosword, Spirit Visage, and Randuin's Omen, Ignite becomes almost mandatory, just like Smite.



Red Kayn 2nd summoner spell: Flash vs Ignite


VS
Flash on Red Kayn is a strong summoner spell and in my case I take it in 70% of games. It all depends on the enemy team composition and your readiness for aggression early in the game. Flash gives an extra opportunity to chase down or escape from an opponent. For example, against Lee Sin you can dodge his Sonic Wave and retreat at low HP. On the other hand, you can use Flash to dash into a fight to secure an objective with Smite or save a teammate from a skillshot.
Ignite on Red Kayn, as I mentioned earlier, is a risky choice. You lose the ability to quickly dodge skillshots or catch up to enemies, making it easier for the enemy to invade you. However, it gives extra damage in 1v1 duels. Ignite cuts through lifesteal and healing, so this summoner spell is worth taking against champions with vampiric effects or sustain. Ignite helps deal more damage during ganks and strengthens your early game but weakens you in the late game. Use this summoner spell cautiously.

  1. Form Acquisition Mechanics


    Your form depends on whom you damage:
    • Damage ranged champions → Gain blue orbs.
    • Damage melee champions → Gain red orbs.
    After filling the meter, your form is determined by the TOTAL ORBS COLLECTED:
    • More blue orbs → Blue form.
    • More red orbs → Red form.
      Orb value scales over time: Early-game orbs fill the meter slowly, but near 10 minutes, a single fight can nearly fill it.
      Key Timing: Aim to transform between 6–8 minutes.
    • [Q] Reaping Slash Animation Cancel
      Cancel [Q] Reaping Slash animations using walls. If Q1’s dash collides with terrain, the circular Q2 slash triggers immediately. Use this for faster jungle clears or when enemies are near walls.
  2. Wall Jumps with [Q] Reaping Slash


    [Q] Reaping Slash can dash through thin walls. Execute carefully:
    During fights, position extremely close to the wall before dashing. Mispositioning causes collision instead of traversal.
    Image note: Red markers on the attached image indicate reliable wall-hop locations.
  3. [E] Shadow Step Passive Vision


    While casting [E] Shadow Step near terrain, a circular indicator reveals nearby enemies (e.g., in bushes). Use this to scout hidden targets.

  4. [E] Shadow Step Exit Control


    As [E] Shadow Step ends, cast [Q] Reaping Slash to dash toward your desired side of the wall before being ejected.

  5. Red Kayn Ultimate Timing


    For Red Kayn: Cast [R] Umbral Trespass only when critically low HP to maximize healing.

  6. Blue Kayn Ultimate Advantages


    For Blue Kayn [R] Umbral Trespass has increased cast range and extended ejection distance. Use to chase fleeing targets or escape.

  7. Critical Macro Tips:

    • ADC must group post-20 minutes: If they split-push, PING THEM TO JOIN.
    • Be the shot-caller: Ping allies who misposition or ignore objectives. If a split-pushing top/mid would win you fights, PING THEM + CHAT "GROUP".
    • Never flame: Foster positivity. Motivate struggling teammates (e.g., 0/4 players)—"WE SCALE / PLAY FOR TEAMFIGHTS".
    • Mental reset: If tilted, remember: IT'S JUST A GAME. Wins/losses are learning experiences—detach from outcome dependency.

  8. Improvement Resources


    Watch high-elo Kayn OTPs like Karasmai (YouTube/Twitch) for replays and live gameplay analysis.

Here I will attempt to describe all possible jungle start paths.
We can start with 5 different camps. You can perform a full clear (probably the most appealing option last season) or go for a level 3 gank.

Crucially, remember: At the start of the game, you must place your Stealth Ward on the opposite river quadrant from your chosen starting camp. Place this ward at 0:52, during the final second before recall. When recalling, you must purchase the Oracle Lens. It reveals the enemy jungler if they attempt to invade or steal your camps.
Conversely, you can immediately use the Oracle Lens to clear the enemy’s first Stealth Ward (which will likely be placed on your Raptors around 1:15 by their mid laner)
Ultimately, the choice is yours.

Legend for all images:

  • Red arrows: Primary jungle path
  • Yellow arrows: Possible deviations from the primary path
  • Green checkmark: Starting camp
  • Purple dot: Optimal ward placement spot ("sweet spot")
  • All-in icon: Potential ganks or river fights

The first option is to start the clear with the Raptors. A standard clear for Kayn, allowing you to path towards mid lane and farm the Raptors again.

The second option is to start the clear with the Red Buff, enabling you to gank a lane after the full clear and then recall.

The third option is to start the clear with the Blue Buff, enabling you to gank a lane after the full clear and then recall.

The second and third options are similar and differ only in which lane you intend to gank first. You should gank the lane where you actually have an opportunity. Opponents with escapes will get away quickly if your allies lack crowd control.


The fourth option is the most interesting and aggressive. You need to invade the enemy jungle from their Blue Buff side, if they allow it. You must do this undetected, making this path especially dangerous if you're running Ignite instead of Flash. You perform a full clear of the enemy jungle starting from their Blue Buff and can then look for a level 3 gank. If the enemy jungler sees you on the map, they will likely go to clear your Blue Buff (cross-map clear). Conversely, if you are confident the enemy won't contest your Blue Buff and you remain unseen, proceed to your own Red Buff and then your Blue Buff. This way, you won't help your team with early ganks but will gain a significant lead over the enemy jungler. Keep in mind that the enemy jungler, lacking half their jungle, will likely attempt either ganks or counter-jungling, trying to catch you at low HP. What makes this option interesting is that while you're clearing the Wolves, the enemy jungler might be taking your Blue Buff. If executed correctly, you can take the Wolves, steal their buff, and escape using [E] Shadow Step back into your own jungle.

The fifth and final option is similar to the fourth but requires you to start at the enemy's Raptors camp. Similarly to the fourth option, you steal half of the enemy jungle and can then look for a level 3 gank or proceed to do a full clear. Also, be aware that the enemy might be farming their Red Buff while you are taking their Raptors.

Don't forget about map objectives (Dragon spawns first at 5 minutes, Voidgrubs at 7 minutes). You can prioritize the first Dragon by starting your clear on the Dragon side and then, after your first recall, return to your jungle, hit level 5, and take the Dragon. Remember, if you lack team support, do not run to the Dragon 1v3 or 1v4 against opponents. Stealing is good, but only using [E] Shadow Step. Do not attempt to fight – your sole target is the Dragon.
Image Description: Relative Strength at Each Game Phase
  • Red: Very weak phase
  • Yellow: Average phase
  • Green: Peak power phase
  1. Early Game


    Kayn is extremely weak before transforming—any jungler with decent mechanics can 1v1 you. Prioritize skirmishes with numerical advantages (e.g., 2v1, 3v2). Your goal is to secure your form ASAP, as pre-form Kayn lacks a meaningful passive. Once transformed, build a significant level/gold lead over the enemy jungler through successful ganks or winning fights. The ideal early-game outcome: fast form acquisition, an early lead, and at least one winning lane.
  2. Mid Game


    Maximize your power spike here:
    • Without an early lead → Play evenly against the enemy jungler (never underestimate them).
    • With a lead → Invade the enemy jungle for picks to widen your advantage.
      Focus on objectives. Securing Triumphs (e.g., Dragons, Rift Herald) amplifies your team’s strength. Prioritize stacking 4 Dragons for Soul (statistically, teams with Soul win >80% of games).
  3. Late Game


    Kayn’s power declines as enemies reach full build, putting you on even footing. Your success now hinges entirely on well-executed teamfights. Secure major objectives (Baron, Elder Dragon) and stick with your team.

Here I will document patch-specific notes and changes made to the guide, labeled by patch number or update date.

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