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Kayn Build Guide by Toad12138

Jungle [9.12] "Sure, Why Not"; Kayn Jungle (Unfinished2

By Toad12138 | Updated on June 19, 2019

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Runes: Typically Runes

1 2 3 4
Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Precision
Triumph
Legend: Tenacity
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

THE SPELLS
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

LeagueSpy Logo
Jungle Role
Ranked #19 in
Jungle Role
Win 50%
Get More Stats

Threats & Synergies

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

Champion Build Guide

[9.12] "Sure, Why Not"; Kayn Jungle (Unfinished2

By Toad12138
1.Introduction to Kayn

Introduction


Hello, this is Toad12138, I am a jungle main with Kayn being my highest played champion in ranked this current season. Currently I am in gold NA. This is my Op.gg .
This is my first guide so be sure to criticize any mistake and correct any of my format wrongs by teaching me how to do it

Why Kayn?


Well, Kayn is both extremely fun and very versatile. This champion also boths improves your micro and macro, teaching to track your enemy jungler to either invade their jungle, path towards them, or path away from them depending on the matchups. Kayn has the unique ability to travel through wall with Shadow Step and the only champion to change their entire class in game with The Darkin Scythe and many other advantages and disadvantages. Some of them are listed below.

Pros

    Fast jungle clear
Reaping Slash
Extreme mobility moving through walls Shadow Step
Adaptive play style The Darkin Scythe
Good invader Shadow Step
Amazing gank paths Shadow Step
Good tower diving Umbral Trespass
Amazing Midgame The Darkin Scythe

Cons

    Weak early
Reaping Slash
Lacks cc early Blade's Reach
Relies heavily on form The Darkin Scythe
Falls off in late game team fights

Kayn is a really viable jungle pick with the ability The Darkin Scythe to be both played as an AD bruiser Black Cleaver or an AD assassin Duskblade of Draktharr. Kayn is the strongest in the midgame with his extreme skirmish abilities.
2.Abilties Back to Top
Kayn's abilties all have very strong potential and are all able to be used effectively and requires experience to use them all effectively.

Passive: The Darkin Scythe


This is the ability that creates Kayn's identity and impacts Kayn's entire playstyle, forcing him to be aggressive early despite being extremely weak.
Kayn gains orbs of either red or blue color by fighting melee or ranged champions, Melee champions gives red orbs while ranged champions gives blue orbs. Be careful however, because champions like Thresh, Rakan, and Urgot might seem beefy and drop red orbs, they are actually ranged champions. This encourages Kayn to either gank early or constantly look for fights against the enemy jungler. I'll explain more in-depth in the form sections of 6. Rhaast, The Darkin Scythe, and 7. Kayn, The Shadow Assassin.









Q: Reaping Slash

Reaping Slash
Cost=50 Mana
Damage=60/80/100/120/140+(65% bAD)
Cooldown=7/6.5/6/5.5/5 Seconds
Kayn dashes forwards, dealing physical damage with his Scythe Reaping Slash, then slashes around him, dealing damage again.
Both attacks deals 55 bonus physical damage to monsters.


This is Kayn's most used ability with it's low cooldown and high damage. Start the game, put 3-4 points into Reaping Slash. This ability has great jungle clear with it's 55 bonus damage against jungle monsters, Reaping Slash is especially good against jungle camps with a lot of jungle creeps. This ability itself makes Kayn a wonderful jungle clearer. This ability can also be used to go past most walls including the baron and dragon bit. An interesting fact about this ability is that when Kayn uses Reaping Slash right into a wall, Kayn does the dash and slash almost instantly by stopping the dash the instant he is stopped by the wall, dealing the 2 instances of damage in around 0.5 seconds rather than 1.5 seconds. This technique can be most easily be used against the Gromp or by kiting a Buff Monster close to a wall, but be careful when using Reaping Slash as it might send you straight over the wall!






W: Blade's Reach

Blade's Reach
Cost=60/65/70/75/80 Mana
Damage=90/135/180/225/270+(130% bAD)
Cooldown=13/12/11/10/9 Seconds
Kayn roots himself in place while slashing a long range forward, 700 units, or around 6 and 1/3 Teemos. Dealing physical damage and slowing all enemies hit by 60% for 1.5 seconds, decaying over the duration.


This ability is the only cc in Kayn's kit. In early game, this ability is quite weak is damage, however, in the midgame, Blade's Reach becomes one of Kayn's most damaging abilities. I suggest MAXing Blade's Reach first after putting 3-4 points into Q, which ends in maxing Blade's Reach at lvl 10 or 12. This is Kayn's most important ability to hit in a gank because as stated before, this is his only form of cc. When using this ability, make sure to hit it because this ability immobilizes Kayn himself for around 0.75 second, if this ability is missed, this can make him either fail a gank as the enemy laner has already ran away or losing a fight by missing his most important ability to land.
Kayn can cast Blade's Reach while inside a wall using Shadow Step




E:Shadow Step

Shadow Step
Cost=90 Mana
Heal=100/115/130/145/160+(40%bAD)
Cooldown=21/19/17/15/13 Seconds

For the next 1.5 seconds Kayn gains 40% bonus movement speed, ignores unit collision Ghost and gains the ability to move through terrain. When Kayn first enters terrain, the duration extends to 7/7/5/8/8.5/9 seconds and heals. If Kayn's enters or is in combat with champions, the duration is set at or changed to 1.5 seconds, Shadow Step is stopped instantly if Kayn is hit by hard cc (stuns, roots, knockups, supression] like Morgana's Dark Binding.
This ability is very versatile, it can be used to move through the jungle, roam fast, chase through walls, escape, or be simply used as a Heal. You are able to move from either the Gromp or Krugs camp to their respective top and bot lane with one cast of shadow step without the need of any boots.
Kayn can use Shadow Step to create creative gank paths and jungle routes (shown in 5. Kayn, The Shadow Reaper (Early Game)) like ganking either top or bot from theri respective dragon/baron pits and gromp/krug camps.
When invading as Kayn, you can either go in using Shadow Step or walking in, fighting, then escape. Shadow Step can also be used to check vision, when inside terrain, Kayn is able to see above walls, even the walls that he is not in, this can be used to check vision for enemies, jungle camps, and objectives.
Lastly, Shadow Step can be used as an emergency Heal in life or death situations, for example, lvl 3, Ignite burns for 110 true damage while Shadow Step can Heal for 100, 50 with grievous wounds. Kayn can survive Ignite when he only 60 hp at lvl 3.
Kayn can use Reaping Slash while in Shadow Step or even in terrain to boost your distance.







R: Umbral Trespass

Umbral Trespass
Cost=100 Mana
Damage=150/250/350+(175%bAD)
Cooldown=120/100/80 Seconds

After damaging an enemy champion, Kayn is able to enter that champion when that champion is within 550 range for the next 3.5 seconds. Kayn becomes untargetable while insde an enemy champion (He can still die to DoT while in Umbral Trespass). Kayn is able to stay in the enemy champion for up to 2.5 seconds before getting out or he can get out immediately, dashing up to 300 units away from the enemy and dealing damage.
Kayn is able to use Umbral Trespass to either follow enemies inside them when they use their dash ability like Lee Sin's Safeguard / Iron Will or to dodge major cc or damage abilities like Veigar's Primordial Burst and Twisted Fate's Pick A Card. Umbral Trespass should be used in every fight as it ensures Kayn survives at least 2.5 seconds in fight and require at least one enemy to pay attention to Kayn when he comes out.
Umbral Trespass is also a very strong tower diving tool, he is untargetable during Umbral Trespass, which resets tower aggro and he can use it to dodge a tower shot.
Umbral Trespass can be immediately used by using Chilling Smite, damaging the enemy instantly and then Kayn can follow right up with Umbral Trespass.
Remember, Kayn's Umbral Trespass can be targeted to exit in any direction, use it to dodge skillshots or reposition.
3.Runes Back to Top
Kayn has some rune options, and certain runes synergizes very well with him.
He has two primary trees and three secondary trees to go for.

Domination

Domination is by far the best tree Kayn has as it gives him both burst, damage, and healing from spells that he wants.
Electrocute is by far the most useable keystone and can be used for both forms of The Darkin Scythe. This rune boosts both the damage and burst of Kayn and is really strong throughout the game.
Dark Harvest is generally used in lower elo where the matches are longer and more disorganized and you can snowball easily. Picking this trades away early game damage for late game damage.
Sudden Impact should be always taken from the Domination tree when picked as no other runes are as useful as Sudden Impact as it can be easily activated by both Reaping Slash and Umbral Trespass, boosting Kayn's damage.
Eyeball Collection is for boosting stats with takedowns on enemy champions.
Ghost Poro gives stats like Eyeball Collection, gives you more vision, however, it is not as simple as Eyeball Collection and requires you to not upgrade your trinket to either alterations in order to get the stats from it.
Zombie Ward also boosts stats and encourages you to get Oracle's Lens and Control Wards, it is better is higher elo games compared to Eyeball Collection.
Ravenous Hunter provides you with healing from abilities, which synergizes very well with The Darkin Scythe: Rhaast and is far more consistent than the other hunter runes.
Relentless Hunter gives you fast roams and is generally taken when you are playing Shadow Assassin and needs to roam and gank a lot for your snowball.
Precision is one of the secondary trees for Kayn and also can be taken as a primary as Rhaast.
Conqueror is generally only taken as Rhaast as it boosts his damage and healing in the extended fights he already excels in, making him even stronger. Kayn can also proc this ability pretty easily using Reaping Slash
Triumph is very good very Kayn and especially Rhaast as he excels in teamfights and skirmishes, boosting his survivability even more in these fights.
Legend: Tenacity is very good on Rhaast as cc is one of his only weaknesses, it is also very good on Kayn as it decreases the effectiveness of cc against him. With Merc Treads and Steraks, Kayn can effectively reduce cc by 73%.
Coup de Grace boosts Kayn's damage against low hp targets, helping him with both burst and extended fights.
Last Stand Helps Rhaast severely in extended fights as it boosts his damage by 11% when at low hp.
Sorcery is only taken as a secondary on Kayn for the two runes that provides him with roaming around and bursting or for magic damage protection.
Nullifying Orb Protects Kayn from some magical damage when against magic damage heavy enemy comps.
Absolute Focus Boosts Kayn's burst damage heavily and is able to grants even better burst to Blue Kayn.
Waterwalking Helps Kayn to both roam around and skirmish in the river for crabs and objectives.

Rune Pages


1.Flex Form: Used when you can go either form in this game
Domination Electrocute Sudden Impact Eyeball Collection Ravenous Hunter
Precision Triumph Legend: Tenacity

2. Rhaast: Used only when you will go Rhaast that game and going against tanks.
Precision Conqueror Triumph Legend: Tenacity Last Stand
Domination Sudden Impact Ravenous Hunter

3. Shadow Pref; Used when you are likely to go shadow and want to snowball
Domination Electrocute Sudden Impact Eyeball Collection Relentless Hunter
Sorcery Absolute Focus Waterwalking
4.items Back to Top

THIS ONLY COVERS FOR EARLY GAME ITEMS BEFORE GOIN FORM, FOR ITEMS FOR THE FORMS, GO TO THE SECTIONS OF THE FORMS



Kayn favors AD Long Sword and Cooldown Reduction Caulfield's Warhammer as it synergizes very well with him.


Starting Items

Hunter's Talisman is the ideal starting jungle item for Kayn as his Reaping Slash and Blade's Reach both deals AOE damage. This also gives Kayn mana sustain in the jungle when clearing, which allows him to constantly use his abilities to clear the jungle.
A Downside to this item is that it is very weak against single target camps like Gromp and Buffs.
Just buy this at the beginning of the start as it will be very cost efficient as time ramps up and you use it more and more. This gives you 250 bonus health to use to sustain yourself in the jungle, and 250 more health every time you recall.

Early Items

Every Long Sword you buy gives your Reaping Slash 6.5 bonus damage every strike, your Blade's Reach 13 damage, Shadow Step 4 more healing, and Umbral Trespass 17.5 more damage. While also dealing 10 more damage every auto attack. Simply, AD is one of the most valuable stats on any Kayn build.
Stalker's Blade is the most common jungle item used for Kayn, because 1: it gives him a slow from his Chilling Smite, which empowers his ganking power; 2: Kayn can combo Chilling Smite into an instant Umbral Trespass to immediately enter a enemy champion.
Skirmisher's Sabre grants Kayn the ability to use Challenging Smite, this is generally only taken on Rhaast to use again tanks like Malphite and Sion. This does not boost you ganking power by much, so only take this when you really value the damage and dueling potential Challenging Smite grants.
Caulfield's Warhammer is gives Kayn all the early game stats he wants, the AD and CDR is very good on Kayn as it boosts his damage by quite an amount.

Boots

Boots gives you movement speed, quite self explanatory. Buy this item whenever you have the gold to spare, for example, you backed with 950 gold, buy Stalker's Blade and Boots. This item can be later upgraded to Ninja Tabi, Mercury's Treads, Sorcerer's Shoes, or Mobility Boots depending on the form you go and the enemies you are against. (explained in depth in the form sections 6. Rhaast, The Darkin Scythe, and 7. Kayn, The Shadow Assassin.

First Full Item

This Enchantment: Warrior is the only viable and the best enchantment on Kayn. This item is basically Caulfield's Warhammer combined with Stalker's Blade or Skirmisher's Sabre, depending on the chosen Smite upgrade.
5.Kayn, The Shadow Reaper (Early Game) Back to Top
Now here's the in-depth part of the guide, this section teaches about how to play Kayn in the early game, his jungle clear, pathing, gank routes, etc. all the way until his form is available. Everything about Kayn's forms are introduced in 6. Rh***t, The darkin Scythe, and 7. Kayn, The Shadow Assassin.

Jungle Pathing



There are different jungle paths for Kayn to use as he can travel quickly through the jungle using Shadow Step and quick clear speed with his AOE damage spells Reaping Slash and Blade's Reach.
You are very good as clearing Raptors and Wolfs, while usually avoiding Gromp due to him being a single monster and having high HP.
However, the thing is that there really isn't a set jungle path, you just have to adapt depending on many many things, Which of your lanes have winning matchups? Does your lanes have good cc for ganks? Is your mid gonna get priority?


Below: smite is shown on next the camp's names to show to always smite that camp.

Clear 1


A general full clear, used when you don't plan to do much first clear and just farm for scuttle fight at 3 minutes or gank free lanes while passing by.

1.

Red Buff with leash ->

2.

Krugs Smite ->

3.

Raptors ->

4.

Wolfs ->

5.

Blue Buff ->

6 A.

Scuttle if you are able to fight enemy in skirmish with mid, top, or bot laner or you know they aren't pathing this way.

6 B.


Opposite side Scuttle, use Shadow Step to quickly travel to the other side to do scuttle, do this to avoid the enemy jungler when you cannot fight them in skirmishes or your laners don't have priority.

6 C.


Gank Top/Bot
Use Shadow Step to go through a wall to gank top/bot, do this when your laners do not have priority but you can confident in a 2v2 or 3v3 skirmish. Or when the enemy JUNGLER is on the other side of the map so you can 2v1 or 3v2. It all depends on if you know your own strengths and the strengths or your enemies, which you learn over time from experience and I cannot teach you that.
After that, you can either take scuttle or recall immediately and then speed to the opposite side scuttle by determining which side the enemy JUNGLER is on.

Clear 1 ALT



Full clear but starting from Blue side to Red.
1.Blue Buff with leash ->
2.Gromp ->
3.Wolves ->
4.Raptors ->
5.Red Buff ->
6 A.
Gank top/bot if your laner is being pushed in
6 B.Scuttle when your laners have priority
6 C.Krugs then Opposite Side Scuttle when you cannot gank lane or contest same side scuttle when the enemy is with you

Clear 2



Raptor Start. Main benefit is allowing both lanes to push as you need no leash.
Used against junglers that doesn't kill Krugs first clear, or if your laners are Udyr mains that won't leash you CuZ tHeY wAnT tO cHeEsE or they are just cuks in general.
It also allows both laners to start pushing lvl 1 and gain priority

1.

Raptor ->

2.

Red Buff ->

3.

Wolfs ->

4.

Blue Buff Smite ->

5 A.

Enemy Krugs ->

6 A.

Scuttle since when you pick this route, the enemy should be on the opposite side if the conditions are right.

6 A2.


Gank Top/Bot, this is like ganking top/bot in the first clear path, however, due to you being at the enemy krugs, you come from behind them for an easier gank (unless you have teammates who are literally farming minions as you fight their enemy)
5 B.
Opposite Side Scuttle just in case the enemy is there
6 B.
Krugs


Clear 2 ALT


Wolf start: Similar to raptor start but clears mostly red side, avoids high hp single target camps like BLUE and GROMP.

1.Wolves
2.Raptors
3.Red Buff
4.Krugs
5.Scuttle/Opposite Side Scuttle pick depending on early game skirmishing matchup, generally, pick where the enemy Jungler isn't going unless in easy matchups like Amumu.
6.Gromp
7.
Wolves then reset or the other way around.

Other Routes


Very situational paths looking to surprise the enemy as they usually don't work much. Or for fun in normal games or when limit testing cuz why not.

A. Lvl 2 Cheesing Top:
Only when starting on Top Red side,
Start RED BUFF then GO STRAIGHT GANK TOP.
Use when enemy top laner really looks to bully your top laner lvl 1 and you can do this to either relieve pressure or even get a Flash. You can also repeat gank after going to Krugs or Raptors, then you can start vertical jungling as the enemy is taking your Blue side (or not if they are not taking your blue side).
This can also be done via Raptors-> Red -> Top.


B. Cheese Enemy Jungler Option 1
Used only when the enemy jungler has not very good 1v1 early game (weaker than you) and are starting Red.
Start RED BUFF then KRUGS but don't use Smite then RAPTORS. Afterwards, go invade enemy BLUE via Shadow Step passing the wall from the River to the BLUE BUFF. Ward down if they aren't there and wait, if they are there, go in and fight them, stealing away the Blue with Reaping Slash+ Smite. If they outsmite you, well that sucks, if you outsmite them, you should fight them as you should be stronger as I SAID TO ONLY DO THIS AGAINST WEAK 1V1 JUNGLERS.


C. Cheese Enemy Jungler Option 2
Too situational, don't use this as it works only 10% of the time, Enemy has to start Red and must be given a bad/slow leash and no one on the enemy team will move to see if anyone is in their jungle.

Start Enemy side RAPTORS, clear it at 1:42 seconds and then immediately learn Shadow Step and go to the enemy RED BUFF, using Smite to steal it away. WARNING: DON'T USE THIS, THIS IS PURELY FOR FUN.


AFTER FIRST CLEAR


After the first clear, you'd want to farm repeatedly, for example, in a Red side start, KRUGS spawn again at around 4:30 (or is already there when you use the Raptor Route), clear it, then Raptors, then Wolfs and Gromp, afterwards, look to gank/fight scuttle, help teammates whenever they need it, help them push waves if they need it or help teammates in trouble by ganking the overextended enemy laner. Reset afterwards.
After Resetting again, go to RED BUFF again, which should give you Lvl 6 (NOTE: 2 Clears of gromp, raptor, krugs wolfs + a clear of 3 buff camps should put you 15 exp away from lvl 6, unless the camp lvl is higher than your and you get catchup exp, leech 1 minion of exp from your team and you'll be lvl 6)

And unlocks Umbral Trespass, this gives you the ability to tower dive, usually top lane as Umbral Trespass is really good in tower dives, giving him the ability to dodge abilities and tower shots then become untargettable, nextly, deal 150 (+175% bAD) damage. This is when you should look to gank more as you can clear camps faster, giving you more time, gank often to gain your form. Don't worry if you are not ganking enough, as you get more orbs the later in the game, the orb value is over 2x 6 minutes and 3x when 12:30 in the game.
You shouldn't overcommit as you are still weak this point in the game, you really only look for free/easy ganks and harassing the enemy laner as you pass by during your jungle clear. Your main goal right now is to farm up savely without losing much and getting your form.
You should look for fights, but not thirsting for them, it is a lot more about decision making and reading the map. Contest Scuttle when you have stronger skirmish comp or when one of the enemy Champions are somewhere else on the map. Gank lanes when you are sure the enemy jungler won't countergank, you can determine this quite easily by reading where they started and counting camp timers, when their Krugs, they are quite likely to be there (Unless in low elo against inexperienced jungler who doesn't know wtf is a clear path).

GANK PATHS


I think I'll add videos afterwards when I have more time.

Kayn has many gank paths via Shadow Step which becomes even stronger when you have Control Ward, Oracle Lens, and Stalker's Blade to deny vision to make the gank more surprising and adds more crowd control to your kit.

BOT/TOP LANE GANK PATH


A: Shadow Step in baron/dragon pit go through tribrush, and gank from behind
B: Shadow Step from Gromp and Krugs wall
C: Just walk to lane and use Shadow Step as a speed up moving in the wall.

MID LANE GANK PATH


A: Shadow Step from the midlane bush walls.
B: Shadow Step from the Raptor camp.
C: Shadow Step from the Blue side jungle.

RHAAST VS SHADOW ASSASSIN


Tbh, this section isn't very that useful unless you are a beginner as many knows which pick, long story short, pick RHAAST 90% of the time, pick shadow if they have at least 3 squishies. As Rhaast, you can always be useful while as shadow, you are only useful while snowballing and before the 30 minute mark. Can just skip this.

NOTE: the two forms Shadow Assassin and Rhaast and shown as The Darkin Scythe: Shadow Assassin and The Darkin Scythe: Rhaast respectively.

PART 1


Teamcomps: Picking The Darkin Scythe and choosing between the two forms The Darkin Scythe: Shadow Assassin and The Darkin Scythe: Rhaast.
Pick The Darkin Scythe: Rhaast when your team requires a frontline, for example, you have Jayce, Neeko, Jinx, and Nami on your team, as you don't really have a frontline, you need to be The Darkin Scythe: Rhaast and try to be as much of a frontline as possible for your team.
Pick The Darkin Scythe: Rhaast also when the enemy teamcomp has multiple tanks like a Nasus top and a Sejuani jungle.

Only Pick The Darkin Scythe: Shadow Assassin when the enemy teamcomp has multiple squishy, immobile, and easy to target carries like Jinx, Ziggs, and Twitch.


Part 2


Alright, Rhaast vs Shadow

Rhaast

has
Crowd Control
Sustained Damage
Max HP Damage
Healing
Massive survivability
Teamfighting abilities

Shadow Assassin

Has
Really fast speed
Highest burst in game
Longer Range
Makes Adcs suffer, hardcore
Literally the Grandfather of adcs
Slow immunity


Everything in depth after early game will be shown in Chapters 6 and 7, each talking about their respective form.
5.5-Tips and Tricks Back to Top
This part of the guide isn't really that relevant to the general jungle gameplay, however, it does contain many uses of Kayn and his abilities that you might not have know, as tips and tricks, they are pretty small individually, but they can be Really useful in real games and maybe even win you your next game!

1. During your E Shadow Step, you can use your other abilities.
1.1 Using your Q Reaping Slash while traveling from one side the jungle to the other using Shadow Step to walk through the walls allows you to reach from one of the jungle to the turret and vice versa within the duration of your Shadow Step even without any Boots.
(Same can be done with Flash or any other gapclosers)
2. Reaping Slash's dash part end early and start the slashing animation immediately when you run dash a wall without going into a, increasing the speed of your Q damage.
6.Rhaast, The Darkin Scythe Back to Top

Abilities

The Darkin Scythe: Rhaast
Passive: Kayn heals for 34-43% of the post mitigation (After armor, mr, flat dmg reduction, and %damage reduction) he deals to champions with abilities.
This ability is the signature ability of Rhaast, and this is one of where his strong skirmish potential is, combined with Reaping Slash: Rhaast and Blade's Reach: Rhaast, this makes him one of the strongest bruisers in skirmishes and teamfights.

Reaping Slash: Rhaast

Reaping Slash: Rhaast
Cost: 50 Mana
Damage: 50% AD+ 5%(+4% per 100 bAD) of the enemie's Maximum HP
Cooldown: 7/6.5/6/5.5/5 Seconds
Reaping Slash: Rhaast works just like Reaping Slash, so the tips and tricks in the ability Chapter still applies to him. Additionally, Reaping Slash: Rhaast deals massive damage, especially in the midgame at his 2 item power spike with Enchantment: Warrior and Black Cleaver, compared to Reaping Slash, for example, a lvl 9 Kayn has 90.2 AD, 70.8 bAD from adaptive rune stats and Enchantment: Warrior, his rank 5 Reaping Slash will deal 140+46=186 damage each strike. While Reaping Slash: Rhaast will deal 80.05+7.83% MAX HP damage, equalizing Rank 5 Reaping Slash against an enemy with 1353.7 HP.
Rhaast also heals for 17-21.5% AD+ 1.7-2.15%(+1.36-1.72% per 100 bAD) of the target's MAX HP minus the damage mitigation.
As Rhaast, you'd want to fight as long as possible and use Reaping Slash: Rhaast to hit as many enemies as possible unless you want to target a specific enemy or is running away as you heal for every damage you deal with Reaping Slash: Rhaast.

Blade's Reach: Rhaast

Blade's Reach: Rhaast
Cost: 60/65/70/75/80 Mana
Damage: 90/135/180/225/270 Damage
Cooldown: 13/12/11/10/9 Seconds
Rhaast immobilizes himself and prepares to swing, after around 0.75 seconds, Rhaast deals damage, knocks up every enemy hit for 1 sec, and heals 30.6-38.7/45.9-58.05/61.2-77.4/76.5-96.75/91.8-116.1 +(0.442-0.559 bAD) minus damage mitigation for every enemy champion hit.
Blade's Reach: Rhaast is a massive upgrade from Blade's Reach as it gives Kayn his much needed cc that he lacks in his kit. The knockup can be used for picking, teamfighting, ganking, skirmishing, and many other situations as cc is always useful unless the target is unstoppable Dark Flight btw.
Rhaast can use Blade's Reach: Rhaast to cancel dashes like Grand Entrance
Rhaast can combo Blade's Reach: Rhaast into Reaping Slash: Rhaast while the enemy is still knocked up, rewarding him with 2 free hits on his Q.
Rhaast can also use Blade's Reach: Rhaast while still inside a wall using Shadow Step: Rhaast to send a knockup from inside the wall.
Rhaast can easily cast Umbral Trespass: Rhaast after hitting Blade's Reach: Rhaast as the knockup is enough for Rhaast to get in range even when using the W at max range.

Shadow Step: Rhaast

Shadow Step: Rhaast
Cost: 90 Mana
Heal: 100/115/130/145/160 +(40% bAD)
Cooldown: 21/19/17/15/13 Seconds
Shadow Step: Rhaast is unchanged from Shadow Step, however, due to Rhaast being able to build items such as Spirit Visage, Rhaast can increase the healing to 130/150/170/190/210 +(52% bAD)

Umbral Trespass: Rhaast

Umbral Trespass: Rhaast
Cost: 100 Mana
Damage: 10%(+13% every 100 bAD) of the enemie's MAX HP
120/100/80 Seconds
Rhaast can cast Umbral Trespass: Rhaast to get inside an enemy champion within 550 ranges he has damaged in the last 3.5 seconds. Where Rhaast can then stay inside his target for up to 2.5 seconds, after that, or when he recasts, he damages the enemy, heals for 7%(+9.1% every 100 bAD) of their MAX HP and dashes out up to 300 units away.
Umbral Trespass: Rhaast is heals Rhaast depending on the pre mitigation damage rather than the post one, so picking high armor targets does not decrease the healing.
When Umbral Trespass: Rhaast is used on high hp targets like Dr. Mundo or Cho'Gath, Rhaast can heal almost his entire HP bar.
Rhaast can use Chilling Smite to combo immediately into Umbral Trespass: Rhaast
This ability is also very valuable in teamfights as it secures you to survive at least 2.5 seconds while inside Umbral Trespass: Rhaast, which is very valuable as it can range from just threat or a 2.5 second kind of stun by enemies waiting to react to you ending Umbral Trespass: Rhaast
7.Kayn, The Shadow Assassin Back to Top

Abilities

The Darkin Scythe: Shadow Assassin
Passive: For the first 3 seconds in combat with an enemy champion, Kayn deals 12-44% of post mitigation damage as bonus magic damage.
Cooldown: 8 seconds out of champion combat
Kayn gains massive damage in the first few seconds of combat, making him basically the most bursty champion in the game. Kayn can easily delete squishies and is hard for them to build against as Kayn deals both physical damage and magic damage. The magic damage from The Darkin Scythe: Shadow Assassin allows Kayn to build items like Sorcerer's Shoes to boost his passive damage.

Reaping Slash: Shadow Assassin

Reaping Slash: Shadow Assassin
Cost: 50 mana
Damage: 60/80/100/120/140 (+65% bAD)
Cooldown: 7/6.5/6/5.5/5
Reaping Slash: Shadow Assassin is completely unchanged from Reaping Slash.
Reaping Slash: Shadow Assassin gains an additional 7.2-26.4/9.6-33.2/12-42/14.4-50.8/16.8-59.6 (+7.8-28.6% bAD) minus damage mitigation as magic damage in the first 3 seconds of champion combat due to The Darkin Scythe: Shadow Assassin
Reaping Slash: Shadow Assassin is somewhat different as Kayn gains massive movement speed from Shadow Step: Shadow Assassin, which makes Reaping Slash: Shadow Assassin much faster for Kayn when he is in Shadow Step: Shadow Assassin.

Blade's Reach: Shadow Assassin

Blade's Reach: Shadow Assassin
Cost: 60/65/70/75/80 Mana
Damage: 90/135/180/225/270 (+130% bAD)
Cooldown: 13/12/11/10/9 Seconds
Kayn casts a Living Shadow in his place, who uses Blade's Reach: Shadow Assassin, slashing all enemies a very long range forward, 900 units, or 8 and 1/5 Teemos, dealing damage and slowing all enemies hit by 60%, decaying over 1.5 seconds.
Blade's Reach: Shadow Assassin's range is 200 units, or around 28%, longer than Blade's Reach and it allows Kayn to move while a Living Shadow casts Blade's Reach: Shadow Assassin, elimination a major weakness of Blade's Reach, which forces Kayn to be completely immobilized while casting Blade's Reach.
While The Darkin Scythe: Shadow Assassin is active in the first 3 seconds of champion combat, Blade's Reach: Shadow Assassin gains an additional 10.8-39.6/16.2-59.4/21.6-79.2/27-100/32.4-119.8 (+15.6-57.2% bAD) minus damage mitigation as bonus magic damage.
Blade's Reach: Shadow Assassin can be casted while inside a wall using Shadow Step: Shadow Assassin.
Blade's Reach: Shadow Assassin should only be used if it is guaranteed to hit, use a slow like Chilling Smite or autoing them with Duskblade of Draktharr before aiming to hit them with Blade's Reach: Shadow Assassin.
Without the cast time, Kayn can immediately auto attack and use Reaping Slash: Shadow Assassin while casting Blade's Reach: Shadow Assassin. Making a rather quick assassinate combined with The Darkin Scythe: Shadow Assassin.

Shadow Step: Shadow Assassin

Shadow Step: Shadow Assassin
Cost: 90 Mana
Heal: 100/115/130/145/160 (+40% bAD)
Cooldown: 8 Seconds
For the next 1.5 seconds, Kayn gains 40% bonus movement speed, becomes immune to slows, ignores unit collision, and the ability to walk inside terrain. When Kayn first enters terrain, he is healed, the duration is extended, and the movement speed bonus is increased to 80%.
Compared to Shadow Step, Shadow Step: Shadow Assassin gains the ability to become immune to slows, a base cooldown reduced down to 8 seconds, and 80% bonus movement speed after going inside terrain.
Shadow Step: Shadow Assassin makes Kayn incredibly fast, with Mobility Boots, Kayn can travel from an inhibitor to the river with one cast of Shadow Step: Shadow Assassin. This increases Kayn's map presence to the highest of basically all champions in game as Shadow Step: Shadow Assassin has such a low cooldown.
AS Kayn, you want to roam to any gank possible and maximize your midgame strength as much as possible using Shadow Step: Shadow Assassin.
Whilst immune to slows, Kayn still can be forced out of Shadow Step: Shadow Assassin by either being in champion combat, which lowers the duration of the ability to only 1.5 seconds, or by hard cc. Having an Edge of Night helps Kayn by protecting him from a cc ability, which most enemy can only throw out one before they are reached by the sheer speed of Kayn's Shadow Step: Shadow Assassin.
In Shadow Step: Shadow Assassin, Kayn is immune to all slows and gets rid of all slows on him when casted, use this to your advantage against troublesome slows like Wither and Time Warp.
Shadow Step: Shadow Assassin is Kayn's greatest engage and escape tool, Shadow Step: Shadow Assassin's speed, the ability to go through walls, and slow immunity allows Kayn to escape easily, however, you need to consider before engaging with Shadow Step: Shadow Assassin. Shadow Step: Shadow Assassin has a 8 second cooldown, you can use Umbral Trespass: Shadow Assassin to stay inside an enemy for up to 2.5 seconds, and with how squishy Kayn is, you can only fight alive for 4 second tops. Try not to use Shadow Step: Shadow Assassin to engage unless one: you are sure it is worth to trade your life for the enemie's, two: the squishy enemy is alone or with someone that cannot kill you before your Shadow Step: Shadow Assassin, three: you have teammates already fighting and you know if you join, you will win the fight. Otherwise, save the cooldown of Shadow Step: Shadow Assassin or get close with Shadow Step: Shadow Assassin, then go in.

Umbral Trespass: Shadow Assassin

Umbral Trespass: Shadow Assassin
Cost: 100 Mana
Damage: 150/250/350 +(175% bAD)
Cooldown: 120/100/80 Seconds

Kayn enters an enemy champion within 750 range that he has damaged in the past 3.5 seconds, where he becomes untargetable, after 2.5 seconds or after the ability is reactivated, Kayn leaves his vessel, dealing massive damage, dashes 300-500 units away from the enemy, and refreshes the 3 second duration of The Darkin Scythe: Shadow Assassin.
Umbral Trespass: Shadow Assassin is just like Umbral Trespass in the general uses, longer dash range and entrance range allows for both better engage and better escape. You can use Umbral Trespass: Shadow Assassin to dash to a nearby wall and then use Shadow Step: Shadow Assassin to escape quickly.
Umbral Trespass: Shadow Assassin counts towards your passive The Darkin Scythe: Shadow Assassin damage in the first 3 seconds of combat, dealing 18-66/30-110/42-154 (+19.8-72.6 bAD) bonus magic damage minus the damage reduction.
Umbral Trespass: Shadow Assassin resets The Darkin Scythe: Shadow Assassin's passive damage timer, dealing more damage as you can use your spells to deal damage again.
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