Kai'Sa Build Guide by CaptainTido
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Runes: AP Path
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order AP Path
Threats & Synergies
Maokais in URF tend to go tanky, which makes it hard for you to kill them. Try to stay further back and just w from afar.
His one shot potential is very strong. You want to be with team mates in the mid game to avoid getting picked out by him. If you are strong enough, barrier and r can help you win the 1v1.
You want to be with champions that have easy to land cc. This allows you to go in with your r to finish them off if you did not land a w from further away.
Again, easy to land cc which can let you follow up. Her passive also allows you to burst enemies even faster.
Cho is super dominant early game since he can spam his q. It can lead to guaranteed w, which deals tons of damage. It is cc for Kai'sa to jump in later as well.
Champion Build Guide
I see a lot of Kai'sa players going the traditional attack damage route. This build completely blows that build out of the water, since it can deal way more damage in a way shorter amount of time.
I often catch enemies canoning their way to the jungle or to objectives. This guarantees your W lands, and then you can unleash your full combo. They will disappear in a blink of an eye.
Just remember, you are not invincible. You have to play safe since getting caught out by any one will blow you up instantly. You can use your E to distance yourself so that you can use W safely. Eventually, you will land a couple of shots and burst them instantly. No counterplay!
Ward, ward, ward! In the early game, your trinket will be off cd very often. I like to drop wards deep into the lane which can net kills when the enemies are recalling under the turret.
Recall after you push a wave. Recalling in URF is not very punishable since you come shooting right back. Make sure you don't land too close and take free damage from the enemy laners.
Even if your W is on cd, your autos paired with Dark Harvest and potentially Kai'sa's passive can still output a massive amount of damage at level 1.
In the mid lane, you want to clear your waves and take out jungle camps in between. The best case scenario is that you hit level 2 from the first minion wave because of kills or assists from the level 1 skirmish. You aren't really looking to kill the enemy mid laner since you don't have consistent damage output. Just keep soaking minion experience, until you get your first item. I like to clear the first minion wave, get level 2 and do Raptors, go back for the second wave and then do wolves. If the enemy mid laner pushes slow enough, you can recall and make it back to get the canon. This allows you to hit level 6 before the enemy laner, which is the ideal time to go for the kill.
In the side lane, you are looking to spam W and try to get turret plating. In URF, plating is 300g, which is equivalent to a kill. The first and second plating are lower HP, which can put you ahead. Your W is so safe that most laners will be forced to recall. This allows you to push and force them to lose minions to the turret. You can even sneak in a Rift Scuttle if you need the gold or exp. After you get your Cutlass, you can even trade with Q, auto and Cutlass for easy damage.
When the enemy laner is coming back, the canon indicator can allow you to land a free W, which chunks them before they even get a change to respond!
You probably do not have enough damage to one shot enemies from full health. Make sure you poke them down with your W from far away and only go in for the execution.
Look for your allies to cc enemies and you can follow up from really far away. You can also look to roam, since you can appear out of no where and snag some free kills.
Look for picks and keep spamming W whenever it is off cool down. You might have instances where a fight has yet to break out, but everyone is grouped (at dragon for example), so you can freely damage enemies from a mile away. If you can get a big enough of a lead, your W will eventually two shot an squishy target. This is the combined damage of evolved W, which stacks 3 parts of your passive, and Dark Harvest. The enemy will have little counter play to this when you are defending/sieging turrets.
Even if enemies try to engage onto you, your shield from r, your invisibility and movement speed from e and your barrier will help you survive most engages, as long as you don't get chain cced.