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Recommended Items
Runes: every game runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order Maxing
The Darkin Scythe (PASSIVE)
Kayn Passive Ability
Threats & Synergies
Lee Sin
The toughest matchup, literally, he has a fight clear, fine sustain, he has such huge burst and dps on you early game, so avoid him in jg at all costs, dodge q's cause if you get hit, you're doomed early, also try to play oppositely on his map, or just try to steal his camps or smite and run , you will out clear him as kayn, but if you die to him or your team feeds him you're gonna have a hard time, basically until you get tiamat and jg item, you can't do anything, you can try to depend on your team or call them if he invades you, also when you hit blue form if you're not behind and he's not fed, you're gonna be fine .
Ahri
Any aggressive midlane with wave clear + cc and follow up is good with kayn early. since kayn invades alot
Ahri
Any aggressive midlane with wave clear + cc and follow up is good with kayn early. since kayn invades alot
Champion Build Guide
Kayn, The Shadow Reaper Welcome! I am Dark Aura, known as the best Blue Kayn world. Reached Challenger 1140 LP last season with only Blue Kayn. Many people also know me as DarkAuraLOL from my Tiwtch stream. Make sure to check it out to get the most on how to play Blue Kayn. Feel free to ask me questions on my stream, and I'll answer everything I can. Make sure to drop a follow if you like the stream. I am doing this guide to prove to people you can easily play and climb with only Blue Kayn, and that you don't need to be playing against ranged champions to play it, you can even play it against 4 tanks and carry. Hope my guide teaches you all that needs to be known. Enjoy! |
+ Blue is a better form for carrying in solo Q than Red. + Perfect to abuse lead and get ahead. + Good against squishy teams with no cc. + Great in team fights for AOE damage. + Can easily flank and go for picks. + Blue Kayn has high mobility. Blue Kayn is really good in solo Q cause you play with randoms, where if you get a lead on Blue Kayn can make you literally 1v9 compared to Red Kayn, where in Red Kayn's case, you kind of depend on team, for that you are mostly front lining for them and surviving with the healing, while Blue Kayn can literally one shot 3 people in a team fight, and go for picks off guard. Blue Kayn has high mobility and more damage which allow him to power farm harder than Red Kayn, as well as having more impact around the map. |
- Blue Kayn is not very great into melee fighters/assassins that can outclass him early game, also make his form late. - Can be very weak into tanky matchups if he doesn't get ahead, for that he will lack damage. - Late game when everyone reaches full build, Blue Kayn can be completely useless when the backline build defenses like zhonyas/Guardian Angel. - Is bad into stuns/knockups, where you can get cc'd on sight and instantly die cause you are squishy. - Requires more skill, if you miss one ability you can be completely useless. Blue Kayn can suffer into matchups that having high damage and a lot of damage per second early game, where they can easily fight him in the jungle or counter gank his ganks. Playing into melee champions also can delay your form, which is of course going to hold you back a bit. In certain matchups, if you fall behind early, and they stack armor, you're pretty much gonna deal zero damage. There is a huge struggle against champions with lock down cc like Malzahar for example, where you might try to engage with e ( Shadow Step, and the moment you show he will lock you down with Nether Grasp and you'll instantly die. Additionally, Blue Kayn struggles into late game defensive items like Zhonya's Hourglass and Guardian Angel, where you will not be able to one shot the carries and you'll be denied. Lastly, Blue Kayn requires a lot of mechanics and skills to be played, so if you missplay one time, it could make your champion completely useless, you have to be clean. |
- The Darkin Scythe is the (passive), that gives you Blue orbs upon hitting ranged enemy champions till you fill the bar, then you get your Blue form, or you just get it 4 minutes after getting Red form if you couldn't get Blue at first.
- Try using an auto attack before using your Reaping Slash (Q) to cancel next auto attack time.
- Always keep your Blade's Reach (W) until you can read enemy's movements, never use it at the beginning of a gank, they might be a free kill that you might miss, so just walk up to them, if they Flash, then you can react with Reaping Slash (Q), or just Flash to them, or even use Blade's Reach (W) to them on full range after they Flash, but if you instantly use Blade's Reach(W) they might Flash it and the delay on Blade's Reach (W)'s activation will make them escape you easily. Additionally, you can always use an auto attack before Blade's Reach (W) to make you cancel the next auto attack time.
- Always use your Shadow Step (E) while farming jungle to heal up, also make sure you use it to reach camps faster, for faster clear. Another way of using Shadow Step (E) is by keep it up when invading enemy's camps or even fighting in the jungle to escape. Your Shadow Step (E) gets cut off if you get hit by an enemy champion auto attacks or spells, it gives you 1.5 seconds to force you out of the nearest position in the wall you are in, make sure you dodge enemy stuff and avoid it while inside a wall. Another thing, you can use your abilities in walls, and use Reaping Slash (Q) from wall to wall to make your mobility even longer. You can even hit camps with Reaping Slash (Q) and Blade's Reach (W) while in wall without getting your Shadow Step (E) stopped. Lastly, if you get hit in combat before using Shadow Step (E), you will need to wait 3 seconds before you can use it fully, else if you use it, it will only last 1.5 seconds.
- Finally, your ultimate Umbral Trespass (R) is used in many ways, you can use it to deal more damage at any phase of the game, you can also use it to chase someone after a flash you predicted from him. Another usage for Umbral Trespass (R) is escaping, you can always use it to stay 3 seconds untargettable till your team reaches, or by waiting 3 seconds for your cooldown on Reaping Slash (Q) and Shadow Step (E) so you can escape to the nearest terrain or (Q) Reaping Slash to the other wall.
- The Darkin Scythe: Shadow Assassin (passive) is where you collected the Blue orbs which made you transform to the The Darkin Scythe: Shadow Assassin (passive) form, or if you waited it after getting Red form. Now, The Darkin Scythe: Shadow Assassin (passive) gives you some extra things on your abilities, firstly Kayn's basic attacks and abilities deal 12% - 44% on the first 3 seconds on combat, refreshing after 8 seconds out of combat with them or by using Umbral Trespass. Secondly your Blade's Reach: Shadow Assassin (W), gains 200 longer range. Thirdly your Shadow Step: Shadow Assassin (E), gives more movement speed, and has a lower fixated cooldown, being stable at 8. Lastly, your ultimate Umbral Trespass: Shadow Assassin (R) gains 200 additional range on casting, and re-casting Umbral Trespass: Shadow Assassin (R), also it resets the The Darkin Scythe: Shadow Assassin (passive), where you will deal a percentage of magical damage.
- Reaping Slash: Shadow Assassin (Q) stays the same on getting form, but, it's usage works different on the combo, make sure you use the fast Blade's Reach: Shadow Assassin (W) before using it for a faster AOE damage combo, since Blade's Reach: Shadow Assassin (W) no longer has a delay on cast upon getting Blue form.
- Your Blade's Reach: Shadow Assassin (W) Gains additional 200 range from the The Darkin Scythe: Shadow Assassin (passive) Blue form. Which helps you a lot for fast combos, whereas it also removes the delay upon casting, which make your combo's too fast and smooth, making it easy for you to have AOE damage in team fights.
- Shadow Step: Shadow Assassin (E) gives you more mobility than the basic Shadow Step, also it has a fixated cooldown on 8, which decreases upon buying cooldown, making you really fast, and giving you the ability to engage and re-engage at any point you want. Also the mobility gives you faster clear, more impact around the map, and faster engage combo, which will make the enemies not even able to react upon engaging.
- Finally, Umbral Trespass: Shadow Assassin (R), gains extra 200 range on usage to get into someone, and to get out of him as well. Also getting out of someone with Umbral Trespass: Shadow Assassin resets your The Darkin Scythe: Shadow Assassin (passive), which makes you deal a percentage of magic damage.
#1.
Umbral Trespass 6 / 11 / 16 #2. Reaping Slash 1 / 4 / 5 / 7 / 9 #3. Blade's Reach 3 / 8 / 10 / 12 / 13 #4. Shadow Step 2 / 14 / 15 / 17 / 18 |
Maxing Umbral Trespass (R) mostly, as a priority, cause as per usual, ults are the most important. Secondly, I'm maxing Reaping Slash (Q) over Blade's Reach (W) for that early game, you will be looking for more "Damage per second" rather than burst, cause you won't be able to one shot, so maxing Q will lower it's cooldown, which will make you stronger in longer fights early, also maxin Reaping Slash (Q) before Blade's reac (W) is better because you can having faster clear and pathing with it having lower cooldown. Thirdly, we are maxing Blade's Reach (W) for that it is your mid game source of damage, and compared to Shadow Step (E) it is better for that Shadow Step (E) is just for mobility and utility, while Blade's Reach (W) is your second source of damage early game, and your main source of damage mid-game, hence why Shadow Step is lastly maxed. |
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Mobility Boots Mobility boots is always the best choice, for that it works best with Umbral Trespass: Shadow Assassin (E) where it give you speed that synergizes together making you move at an unbelieveable speed around around the map, having fast clear and huge impact. Additionally Mobility Boots, works well with your combo, where with the mobility you can engage and assassinate faster to make them unable to react. |
Plated Steelcaps Plated Steelcaps are only built when you are building the fighter/tanks build into a full ad team comp. Only if you feel it's necessary depending on the sitaution! |
Mercury's Treads Mercury's Treads are only built into tanky/magic damage comps where they have tanks that have a lot of CC and deal magic damage, or against heavy full magic damage. Only if you feel it's necessary depending on the sitaution! |
Prowler's Claw Prowler's Claw is one of the two myhical items you will build, Prowler's Claw is built more than Eclipse, for that it's better against squishies, and it's more practical on assassins. You will want to build Prowler's Claw into squishy teams with no cc like knock ups, stuns, binds, etc. It works really well because of it's gap closing, and it makes it easier for you to hit your combo, and get some nice AOE damage. |
Eclipse Eclipse is usually the 2nd mythical item option, where it is best to build it into tanky/fighter team comps, where you feel you won't one shot them, and you will lack damage per second, then your best choice is to go for Eclipse. |
youmuu's ghostblade Youmuu's Ghostblade is your Core third item including Mobility Boots where it's best with Prowler's Claw for it's maximum damage and lethality. |
The Collector The collector is another core 3rd item including Mobility Boots, but you only go for it when you go for Eclipse on the fighter/tank build. |
Chempunk Chainsword Chempunk Chainsword is an essential item in 90% of the games, cause of the amount of heals that are existing right now. If you are dealing with heavy healing, you can build it after your mythical item, or as 4th item including Mobility Boots, if you are dealing with a bit of healing, you can just buy executioner and continue it later on as last or before the last item. |
Serylda's Grudge Serylda's Grudge is defenitely a core item for mid/late game, depending on the situation, if you feel you are against tanks or a team that is stacking arrmor, try to go it 3rd item after boots, unless you need situational items before it, then you'd go for it as 4th item after boots. If you are dealing with a full squishy team with no arrmor, it's better to go for defensive damage items than Serylda's Grudge . |
Serpent's Fang Serpent's Fang is a situational lethality item. Where you only go for it in cases where you are dealing with a lot of enemy shields. In that case, I would not go for Youmuu's Ghostblade as a second core, and I would go Serpent's Fang second. In some cases you will have to give up some items for others, like if I need Chempunk Chainsword and Serpent's Fang at the same time, I wouldn't go for Youmuu's Ghostblade cause I will have to prioritize situational items, and better core items, like Serylda's Grudge on mid game would be better than Youmuu's Ghostblade, and last item always go for Guardian Angel or some defensive item that's needed. |
Guardian Angel Guardian Angel is the best last item, and also the best defensive item you can buy, for that you usually go full ad, and any other defensive item won't be enough to make you survive as good as Guardian Angel. Some games though, like into full magic damage bursty team, you might want to go other last and defensive items like Maw of Malmortius. |
Mercurial Scimitar Mercuriel scimitar is always nice to buy into a lot of enemy cc chain, or long cc duration champions like Malzahar and Lissandra, where buying [Quicksilver sash]] into mercuriel scimitar is essential, or else you will keep on constantly dying. |
Maw Of Malmortius Maw of Malmortius is only built when you are against almost a full AP team, or if you are dealing with a fed mage or two, where they are the only threat and they can literally one shot you. |
Death's Dance Death's Dance is a situational item, where if you are playing into 5 AD champions, you can go it to be really tanky, but preferably buy it 5th or 6th item, alongside Plated Steelcaps to have tankier stats. This works even better if you are running the fighter/tanks build on kayn. A situational item. |
Edge Of Night Edge of Night is another situational item, built into champions with instant cc lock, or knock up, or knock away. Like for example: Nautilus Dredge Line Q, or Syndra's knock away Scatter the Weak. Where it counter such abilities against such enemy champions. |
Black Cleaver Black Cleaver is really good into tanky teams, or teams that are stacking arrmor, usually it's good 4th or 5th item, it's really situational though, in cases where you need a lot of penetration, or you're playing against like 3 tanks+. |
Randuin's Omen Randuins's omen is built in rare cases, where enemy have like 3 critical strike champions, and you are playing the anti-fighters/tanks build, where you will want to be tanky a bit with sustain. Would be fine as a 5th or 6th item. |
The murk wolves invade is the safest by far, and I personally use it a lot in higher elo, much more than the raptors invade, because in higher elo they always tend to ward raptors , cause they know the invade tactic, also it's riskier, so I'd rather take it safer, but in lower elo, like below Diamond 1, I feel you can abuse the raptors invade better. So, the wolves invade is simple, just walk to river, don't go in the river mid bush, cause you will get spotted, just use Reaping Slash (Q) from your raptors side, to the mid side bush that is near enemy murk wolves , (the 2 mid bushes on the sides, Q to the one that is on the side of the murk wolves you want to invade), after that, wait until 1:15, then walk and sweep mid river bush, into the bomb that is in front of murk wolves , take that bomb to the murk wolves , sneak take them, then max E Shadow Step (E) and try to steal enemy blue buff , if it's not taken, take it, if it's a fast clear champion, take care, he might've already finished it, so let's you are against an Ekko, he has a very slow clear, you will have time to finish murk wolves then Smite his blue buff . If you are against an Olaf on the other hand, you will probably not make it in time, so in case of dealing with an enemy with fast clear, after finishing murk wolves , go for using Reaping Slash (Q) into blue buff bush, then wait for him to make the gromp low HP, take it and get out with Shadow Step, cause he will probably be stronger than you if he is an Olaf.
Make sure you adapt, if you get spotted, adapt and start your nearest easiest camp, which is either raptors or wolves , sometimes you might die, or your team might invade, then that would change the circumstances, if you have a strong early, you can do a late red buff invade with your bot laners and mid lane, and start his botside red buff . If you had to start your raptors or wolves , then try to read his pathing and sneak an invade to the other side without showing on map. Another point is, make sure if your invade gets successful, it'll make reading enemy jungler's movements and pathing on map easy, make sure you track it to avoid him counter jungling you, and make sure you abuse easy matchups with tracking, like contesting two scuttle for lead.
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