x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: Grasp/Inspiration
1
2

Resolve
Inspiration
+10% Attack Speed
+10-180 Bonus Health
+10-180 Bonus Health
Spells:
Recommended
Ghost
Teleport
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Fiora

K'Sante
Available matchup details are mentioned here and displayed further down in the guide.
Synergies
Ideal
Strong
Ok
Low
None

K'Sante
Available matchup details are mentioned here and displayed further down in the guide.

Welcome to the K'Sante Champion Guide, created with the help of members from the Official K'Sante Mains community.
Join our Subreddit and Discord to stay up to date about everything involving K'Sante!
We also welcome everyone who wants to learn K'Sante or be part of our community!

|
|
|OUR GUIDE TEAM| |
|
- Check out their YouTube and Twitch for educational content! -
Atreus |
OrcaLeviathan |
8G1S |
Pride0fWakanda |
- click on the ranks for their op.gg -
Maintained by the K'Sante Mains Community Admins/Moderators.
This Guide is still a work in progress!
Check the "To-do list" below for details.
To-do list
CHANGELOG (dd/mm/yyyy|
|
|RANDOM QUOTE| |
|
"K'Sante is PEAK human physical perfection." - Riot Llama
|
|
K'Sante's kit can be best described as having a poke and zoning tool (
Ntofo Strikes) and 2 escape tools (
Path Maker,
Footwork).
Because of this, K'Sante lacks power for long trades into a lot of matchups until the
Cooldown of
Ntofo Strikes is a lot lower. Stacking
Armor and
Magic Resistance increases your DPS in combination with
Dauntless Instinct and helps you set up your charged
Ntofo Strikes a lot more often.
Because of this, K'Sante lacks power for long trades into a lot of matchups until the
Cooldown of
Armor and
Magic Resistance increases your DPS in combination with
This chapter covers the abilities and what you can do with them. You can also hover over the ability icons to read the ability descriptions.
|
|
|P|DAUNTLESS INSTINCT| |
|
|
After every ability that damages an enemy champion, your next auto attack gains additional attack range and damage. This pairs up very well with the range Into melee matchups, try to take as much advantage of it as possible, but make sure that you are in a safe position. During
Auto Attack applying that damage will also be increased. This is one of the main sources of damage next to |
|
|
|Q|NTOFO STRIKES| |
|
|
This is K’Sante’s main ability. It pokes, clears waves and is the main source of |
|
|
|W|PATH MAKER| |
|
|
If used properly, this is one of the best abilities in the game. It prevents you from getting bursted easily, you are able to move to safety when cc'd, cancel displacements, move enemies out of position and lets you set up better |
|
|
|
|E|FOOTWORK| |
|
|
|
|
|R|ALL OUT| |
|
|
|
|
|STANDARD SKILL ORDER| |
|
Standard ability order that works in every game.
|
|
EARLY LEVELS |
|
- Take
Ntofo Strikes at level 1. This is your main ability. - Take
Footwork at level 2 to use the mobility and safety provided by this skill. - Take
Path Maker at level 3 to reduce the enemy champion's all in burst or to prevent getting cc'd in place for an incoming gank.
|
|
MAX ORDER |
|
- level
All Out whenever you are able to. - max
Ntofo Strikes first since it is your main ability. - max
Path Maker second. This will provide additional all in strenght. - max
Footwork last. The cooldown won't decrease a lot and the shield strenght gained each level isn't worth putting points in it otherwise.
|
|
|
|E START| |
|
- The changes in this skill order only affect the early levels. -
The
Shield and dash
Footwork provides can help into aggressive level 1 lanes that want to fight and pressure you.
Shield and dash |
|
|ALTERNATIVE SKILL ORDER| |
|
- The changes in this skill order only affect the early levels. -
Puting another point into
Ntofo Strikes at level 3 increases the damage of your poke pattern or to make farming under tower a lot easier.
This should only be concidered if
Path Maker wont do anything for you at level 3!
This should only be concidered if
|
|
|TELEPORT| |
|
|
Especially in later stages of the game, where you want to pressure the opposite side of objectives your team wants to focus, it provides a lot of map pressure and you should only use it when necessary to have it available for when it is needed, providing you the ability to join your team or get a good flank position to enter their backline. Some other options to use it for are:
|
|
|
|GHOST| |
|
|
Cooldown.Make sure to take |
|
|
|Flash| |
|
|
Make sure to take |
Both rune pages ensure that you make it through early laning phase to be able to scale into the mid and late game.
|
|
|RUNE SHARDS| |
|
| First row |
|
| Second row |
|
|
|
|
|
It is used as a Primary path for
|
|
KEYSTONE OPTIONS |
|
|
|
|
|
FIRST ROW |
|
|
|
|
|
|
|
SECOND ROW |
|
|
|
|
|
|
|
|
|
THIRD ROW |
|
|
|
|
|
|
|
|
|
It is used as a Primary path for
|
|
KEYSTONE OPTIONS |
|
|
|
SUMMONER SPELL CHOICES|
|
FIRST ROW |
|
|
|
|
|
SECOND ROW |
|
|
|
|
|
THIRD ROW |
|
|
|
|
|
|
|
|OTHER RUNE OPTIONS| |
|
This part covers runes that didn't got mentioned in their respective rows. Those are usually inferior choices, are really niche and matchup specific or they don't work well with K'Sante in general.
Other Runes
- The following rune pages are examples. Adjust rune shards and mentioned options with the informations provided in the previous topic. -
|
|
|
| |
|
|GRASP+INSPIRATION| |
|
- Very safe laning option that provides a lot of additional sustain with
Biscuit Delivery. -
|
|
|
| |
|
|SPELLBOOK+RESOLVE| |
|
- Go-to option into ranged matchups. The combination of
Second Wind,
Biscuit Delivery and
Doran's Shield makes it really hard to poke you out of lane. -
|
|
|+|RESISTANCES| |
|
Because of the way K'Sante scales with resistances, you want to prioritize items that offer
Armor and
Magic Resistance early on to reduce the cooldown of |
|
|+|HEALTH| |
|
Health is a good stat that makes your resistances more effective because you can survive a lot longer.While K'Sante uses
Health in some of his scalings, he prefers resistances overall which makes pure
Health items early on really bad. You are fine building items that dont have any
Health like |
|
|+|ABILITY HASTE| |
|
Ability Haste can be pretty hard to obtain. Having a lower
Cooldown for |
|
|/|ATTACK DAMAGE| |
|
Despite having
Attack Damage scalings, K'Sante doesn't wan't to prioritize it. It won't add a lot of damage on a tank and
Armor and
Magic Resistance scalings until you get the
Cooldown requirement. Any
Attack Damage items mentioned in this guide have an additional effect that work with tank stats.|
|
|-|ATTACK SPEED| |
|
Attack Speed should be avoided. Being able to attack fast wont do a lot on a tank with no
Attack Damage and
Auto Attack resets granted by
Auto Attack damage during
|
|
|DORAN'S SHIELD| |
|
|
The go-to option . It provides a lot of safety and makes it harder for your opponent to force you out of lane. |
|
Look at the enemy comp and decide what the best option is for your situation. If the prefered option benefits your lane matchup, you can get them early. Otherwise buy
Boots and upgrade them once you finished your first item.
|
|
|PLATED STEELCAPS| |
|
|
Prefered option into
Auto Attack focused and heavy
Attack Damage comps.
|
|
|
|MERCURY'S TREADS| |
|
|
Buy them into cc heavy comps or high
Magic Damage comps where |
The listed items are good options to buy and leave in your Inventory until you want to upgrade them. The benefits they provide can help in a lot of cases but it isn't mandatory to get them.
|
|
|BRAMBLE VEST| |
|
|
|
|
This items value can drop a lot if the enemy champion is able to heal without interacting with you, but it is still valuable for all-in's. Treat any healing you reduce as additional damage done for those situations. |
|
|
|WARDEN'S MAIL| |
|
|
A good pick-up into
Attack Damage matchups that heavily rely on
Auto Attacks.The "Rock Solid" effect reduces their
Auto Attack damage by a good amount.
|
|
|
|
|Iceborn Gauntlet| |
|
|
You want to build
Physical Damage Fighter or Juggernauts.Using the slow to kite your opponent between |
|
|
|Frozen Heart| |
|
|
Armor option. It is a good source of
Ability Haste and
Mana and should be used into
Auto Attack heavy matchups.
|
|
|
|
|Kaenic Rookern| |
|
|
Magic Resistance option that allows you to continuesly trade with your opponent while the
Shield is active.Paired with Use this item when your opponents rely on short bursts of
Magic Damage.
|
|
|
|Zeke's Convergence| |
|
|
A strong and insanely cheap item that helps you all-in more mobile or ranged champions very early. The slow from the passive effect makes it really hard to create distance for your opponent. It also provides a good mix of stats but becomes pretty weak in later stages of the game. Make sure to get an early lead with this item and replace it later on. While not as good in this situation, |
|
|
|Force of Nature| |
|
|
Movement Speed on top of a very high amount of
Magic Resistance. This item will help you against mobile or sustained
Magic Damage matchups.
|
|
|
|Jak'Sho, the Protean| |
|
|
|
|
|
|Randuin's Omen| |
|
|
Health instead of
Mana, but won't provide any
Ability Haste.
|
|
|
|Anathema's Chains| |
|
|
Pick
Attack Damage or 1
Magic Damage Champion, Carry or if they have a Hyper Carry that deals a lot of damage to you. This avoids having to buy a Resistance Item that only affects 1 Enemy.Since it provides a lot of
Health, you don't want to consider it before your 3rd item.
|
|
|
|Unending Despair| |
|
|
Health is low to bait your enemies.To maximize the effect, you want to face a high Melee Champion comp, but you don't really want to jump into the enemy team as K'Sante and you eventually seperate an Enemy with |
|
|
|Immolate Items| |
|
|
Despite being a popular item on K'Sante, it's very situational. The provided Waveclear isn't doing a lot either since K'Sante's waveclear is very good already and it has the same downsides as |
|
Magic Resistance option. The Immolate damage is considerably lower and it struggles to compete against
Magic resistance option because of the difference in
Magic resistance.
|
|
|
|Spirit Visage| |
|
|
Shielding and
Healing from other items or your team.
|
|
|
|Sundered Sky| |
|
|
Healing has a
max Health scaling, allowing you to frequently
Heal a lot with the
bonus Health you obtained from other Tank Items.
|
|
|
|Sterak's Gage| |
|
|
bonus Health. It is a good choice if you struggle against burst damage or the enemy team deals a lot of
True Damage.
|
|
|
|Titanic Hydra| |
|
|
|
- The next items have some uses but they shouldn't be every game choices as they take away from your individual strenght to focus more on teamfights and skirmishes. -
|
|
|Knight's Vow| |
|
|
|
|Abyssal Mask| |
|
|
Magic Damage.
|
|
|
|Teamfight Items| |
|
|
A relatively cheap item with a lot of impact because of the
Shielding it provides.
|
|
Similar to locket of the iron solary but with
Healing. Since it doesn't provide any resistances, it's a worse option.
|

A lot of things can influence how you build. This includes your matchup, your comp, the enemy comp and the current game state.
Make sure to follow up those Build Path examples with Items that you need for your game.
This chapter won't cover matchup specific Build Paths. Check the Matchups Chapter to see if we have any recommendations.
Make sure to follow up those Build Path examples with Items that you need for your game.
This chapter won't cover matchup specific Build Paths. Check the Matchups Chapter to see if we have any recommendations.
|
|
|First Item| |
|
- Your first item choice depends on your matchup. -
Iceborn Gauntlet helps you kite immobile Fighters or Juggernauts and prevents them from staying on top of you.
Zeke's Convergence makes your early all-ins stronger and allows you to stay on top of your opponent.
Frozen Heart'
Attack Speed slow makes
Auto Attack focused matchups a lot easier.
Force of Nature grants a lot of
Magic Resistance and Movement Speed into immobile and sustained
Magic Damage focused matchups.
Kaenic Rookern allows you to continuesly trade with burst and poke based
Magic Damage matchups. They won't be able to deal a lot of damage to you if you play around the
Shield.
|
|
|Follow up examples| |
|
- After picking your First Item, follow up with item's depending on the enemy comp and your lane matchup. -
|
|
Standard build example |
|
- A general Build Order example if you don't need any specific Items. -
|
|
Antiheal |
|
- You can finish
Thornmail as your second item if you need the anti-heal into
Attack Damage matchups or buy
Bramble Vest and keep it in your inventory while focusing on other item. -
Attack Damage matchups or buy |
|
Single AP comps |
|
- Focusing on
armor can be detrimental if you don't need it.
Jak'Sho, The Protean's
armor in combination with
Anathema's Chains will be enough most of the times.
armor can be detrimental if you don't need it.
armor in combination with |
|
Single AP comps |
|
- Same as Single AP comps but reversed -
K'Sante is unique in his
Knowing when to utilize your utility, peel and protection of the warden aspect combined with a lot more tankyness and when to use the damage heavy but squishy Skirmisher form will have a lot of impact and can decide a lot of outcomes differently.
You can also approach fights differently. By being a tank frontline, soak damage for your team and eventually find your way towards their backline, protecting your carries or go a more bruiser/skirmisher approach and flank the enemy backline, making them waste their time on you while your team handles the rest of their team and eventually going
While in a lot of situations, you don't rely on most of those combos, they still provide you a basic concept on how to use the tools you are given.
In some cases, using
|
Icon explanations|
|
|TRADING PATTERNS| |
|
|
|
SHORT TRADING 1 |
|

Works with any stage of
text version
video version
|
|
|
SHORT TRADING 2 |
|

Same as Option 1 but
text version
video version|
|
EXTENDED TRADING 1 |
|

More focus on the partial auto attack resets granted by
text version
video version
|
|
|
EXTENDED TRADING 2 |
|
Q3 > Auto Attack > Path Maker > Auto Attack > Footwork
Goal of this combo is to force
text version
video version|
|
|SETUP COMBOS| |
|
|
|
GUARANTEED FLIP COMBO |
|
Path Maker > Q3
This combo relies on the stun of
text version
video version|
|
ALL OUT SETUP |
|

Allows you to move your target towards a desired location for better
text version
video version|
|
FULL ALL OUT COMBO EXAMPLE |
|

Combination of multiple combos. Make sure to rotate between abilities and auto attacks to maximize
Using an additional auto attack after the first
text version
video version
|
This chapter covers informations you should always try to keep in mind or things that help you create good habits on the champion.
|
|
|GENERAL TIPS AND TRICK| |
|
Things that don't fit into any of the ability categories.
- This has been mentioned multiple times so far, but use
Ntofo Strikes range and the additional
Auto Attack range granted by
Dauntless Instinct.
Working with both tools properly makes it a lot harder for enemies to trade back while it gives you the potential to win short trades for free.
- Use the partial
Auto Attack resets granted by
Ntofo Strikes and
Footwork on towers.
This way you get a lot of additional damage on a tower in the same amount of time. It's especially important once you have
Sheen.
- You want to use
Path Maker to push the melee minions into the caster minions.
This allows you to hit all of them at once with
Ntofo Strikes while your minions move slightly closer to the enemies side.
VIDEO EXAMPLE|
|
|
|
- Position yourself at an angle that allows you to hit 1 target in a clump of enemies. This prevents hitting multiple minions at once and potentially causing the wave to push if you dont want that to happen.
VIDEO EXAMPLE- The first 2 stacks of
Ntofo Strikes can also hit champions behind you. This does not work for the charged version.
VIDEO EXAMPLE- The knockup and displacement of this ability can move targets over thin walls.
VIDEO EXAMPLE- Don't use Q3 unless you have a reason to.
A lot of times, K'Sante players use the charged
Ntofo Strikes for the sake of using it. Most of the times this goes into the enemy minion wave.
This causes the wave to push a lot faster and put yourself in bad positions if you don't want to crash the wave.
It is better to use the duration of the stack to zone the enemy champion instead, providing you some breathing room and wave control.
If the
Ntofo Strikes charge is about to fall off, you can try to fish for a hit on the enemy champion or use it to lasthit a minion thats far away, otherwise you don't need to use it since there won't be a benefit or punishment in doing so.
|
|
|
|
Path Maker can catch and push enemies that are slightly behind you.
While it seems underwhelming, this is a very important aspect of using the
Footwork >
Path Maker Quick setup combo.
It provides you additional range and enemies wont expect it.
VIDEO VERSION|
|
|
|
All Out can be used to dodge skillshots and other forms of CC like
Lillia's
Lilting Lullaby sleep proc.
- When using
All Out over terrain in a teamfight or skirmish, make sure that you dont seperate yourself too far unless you just want to prevent an enemy champion from joining the fight. Once you killed your target, you want to join the fights as soon as possible again and working with shorter distances makes this a lot easier.
- If an enemy
Teleport's to a tier 1 or tier 2 turret while your minions are pushed into tower range, you can (with good timing) precast a charged
Ntofo Strikes or
Path Maker to move them closer to a wall and
All Out them away.
- Make sure that the blast cone near their tower isn't available if you are red side.
This will just provide a free escape if you angle your
All Out into that direction.
All Out ignores any movements the enemie does between you clicking the ability on the target and the knock-back part.
If you time this well and predict an enemy dash or blink ability, they will fly back to the initial end location.
VIDEO EXAMPLE
Will be added soon!
|
|
LANING PHASE ALL OUT ANGLES |
|
BLUE SIDE
RED SIDE
|
|
ADDITIONAL ALL OUT ANGLES |
|
In this section we will cover everything you need to know to improve as K'Sante. The informations provided aren't the only options to play him, but it is what we think will be the most consistent option.
K’Sante is a very reliable champion if he has to be weak sided. There is always outplay potential against every common matchup or you can play really safe with decent range poke and escape with
You don't want to permanently fight most lanes until you reach specific power spikes but you outscale most enemy top laners if you manage to stay even.
Despite having those informations, K'Sante will need experience to be played well. Feel free to test your limits.
Not everything mentioned in this chapter is K'Sante specific. We also mention some general informations you should always have in mind.
6.1 Mindset to Improve
This insight was provided by Atreus.
- One of the most important things of learning K’Sante is understanding minion waves, your strengths, power spikes and windows of opportunities. Being able to manipulate the wave into favoring your weak early is a good start to improving with K’Sante, because every game starts with the early game, and its something that can put you very behind if you are not careful.
- Knowing when and when not to fight your enemy is a big knowledge gap between good and bad players.
- How do I approach my target?
- What do I do if they do x?
- What if i do x?
Warwick level 1, but an overextended
Illaoi without
Test of Spirit is a lot safer.
This is also part of understanding the different types of threats in each matchup, you can ask yourself these questions:- What is the dangerous part of the matchup and how can i avoid it?
- How might I play when the enemy uses their key- or threatining ability?
- If you understand all of the key power spikes on K’Sante you can succeed with him very well. Understanding when you will hit level 6 or how you will play differently with
Iceborn Gauntlet makes all the difference between a winning and losing lane. K’Sante has a very slow lane meaning he does not do anything crazy for a bit, but once you get level 6/
Iceborn Gauntlet you completely flip in terms of playstyle and if you are able to catch your opponent in the small window they make a mistake, you can punish them a whole of hell lot harder.
- Windows of opportunities is important, every champion has an ability that stops them from being knocked over, for example
Sett's
Haymaker,
Camille's
Hookshot,
Pantheon's
Aegis Assault. These abilities are crucial for winning a fight in top lane and also have a long
Cooldown, so if you notice that the enemy abruptly uses it or suddenly wastes it, you can look for a kill window when it is on its big
Cooldown.
|
|
|Level 1-5| |
|
This is K'Sante's weakest state during the game.
- Your Priotity should be wave management during this time. Ensure that you maximize your experience and gold income.
- Try to keep the wave near your tower or bait your enemy into pushing the wave. This allows you to stay in a safe position until level 6.
- Trading should be minimized. K'Sante has really high
Mana costs early on and won't deal a lot of damage. Go for
Ntofo Strikes +
Dauntless Instinct and
Grasp of the Undying trades if your opponent gives you an oppertunity, but don't force them.
- Try to reset before level 6 and get resistance components.
|
|
|Level 6+| |
|
- Trade more aggressively once you hit level 6 or shortly before it to prepare for an
All Out all-in.
|
|
Additional Informations |
|
Ranged Matchups
Dealing with freezes
Dealing with proxy farming
|
|
|PLAYING WHEN AHEAD OR EVEN| |
|
- Try to apply pressure in sidelanes. Make sure you know where the enemies are or you expect them to be. K’sante is a very effective split push champion. He wont take towers as fast as a bruiser since he is a tank, but
Iceborn Gauntlet's
Sheen passive,
Ntofo Strikes and
Footwork's (partial)
Auto Attack resets and
Demolish can take towers down decently fast for a tank.
- Try to get attention from multiple enemies and try to position yourself in good areas to separate them with
All Out and make a 1v2 or 1v3 to a 1v1 situation or even Ult them into your teammates.
- Group for objectives and try to anticipate skirmishes. If you have
Teleport available, make sure to use it in a beneficial position early in the fight. You can approach fights as a tank and be the frontline for your team or as a skirmisher and flank their backline, soak their damage and
All Out them, separating them from their team and killing them.
|
|
|PLAYING FROM BEHIND| |
|
- Try to group with the team more often and look for picks and objectives. Try to clear waves in sidelanes whenever you think there won't be anything happening.
- Look at your team and identify who is the most likely to carry fights and eventually the game. Make sure to play around them and protect them whenever you have to.
- Even from behind you have the potential to 1v1 a squishy enemy carry.
- At this point of the game you should always group with your team for objectives, contest towers and help setting up vision.
- If the enemy team has already set up near an objective, you can engage first as he is extremely tanky and hard to kill with 4+ items. Use
Path Maker to soak all their damage and bait out cooldowns. This makes the incoming fight a lot easier.
- When pushing and defending towers, look for opportunities to Q3 and push an enemy carry to your team. This can single handedly win teamfights or force the rest of the enemy team to back off.
- In teamfights, save
All Out until after the enemy has used most of their CC abilities and their main damage has already been used up. Try to
All Out a target who will have a hard time killing or getting away from you and then return to help your team.
- at Dragon/Baron fights, try to stack
Ntofo Strikes using the objective if you are unable to reach the enemy frontline. If you are taking the objective, hold on to Q3 until the enemy comes close, if the stacks fall off, try to get Q3 ready against as fast as possible.
This chapter covers details about K’Santes scalings.
Bugs and other issues
Click here for a list of bugs we are currently aware off.
7.1 All Out
header
During
bonus armor and
magic resistance and 45%
max Health, but he also retains the original
Health and resistances, which also affect any effects that interact with it.Here is a breakdown of how the
Health Threshold and the Resistance reduction works.|
|
|Health Threshold| |
|
While
Health, it actually just adds a threshold that limits how much
Health K'Sante has. This also means that any
% max Health damage,
Healing or
Shielding effect won't be affected by the threshold.This can be tested easily with items that have
Health scalings, the cast time of In this example, we use
Without

During

Both
Shield amounts are identical.|
|
|Resistances| |
|
While
Without

During

As seen in the second image, K'Sante's base resists will go into the negative but still maintains all his bonus resistances.
This means that all Item's and other bonus resistance scalings won't be impacted by this.
|
|
|NTOFO STRIKES| |
|
During
cooldown calculation
cast speed formula|
|
|INTERACTIONS| |
|
Any effects that will increase or decrease your Resistances will affect your ability scalings. This means that Items like
You can click on the champion names in the list below to navigate to their respective section faster.
Aatrox
Akali
Akshan
Camille
Cassiopeia
Darius
Dr. Mundo
Fiora
Gangplank |
Garen
Gnar
Gragas
Gwen
Heimerdinger
Illaoi
Irelia
Jax
Jayce
Kayle
Kennen
Kled |
Malphite
Maokai
Mordekaiser
Naafiri
Nasus
Olaf
Ornn
Pantheon
Quinn |
Renekton
Rengar
Riven
Rumble
Sett
Shen
Shyvana
Singed
Sion
Sylas
Tahm Kench
Teemo
Trundle |
Tryndamere
Urgot
Vayne
Vladimir
Volibear
Warwick
Wukong
Yasuo
Yone
Yorick |
Zac
|

|
|
|Aatrox| |
|

|
|
|
|
or
or
|
|
|

























































You must be logged in to comment. Please login or register.