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Kayn Build Guide by DarkAuraLOL

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Dark Aura Rank 1 Kayn. S11 Challenger guide.

By DarkAuraLOL | Updated on March 4, 2021
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Runes: Blue Kayn into squishies

1 2
Domination
Electrocute
Sudden Impact
Eyeball Collection
Ingenious Hunter

Sorcery
Nimbus Cloak
Absolute Focus
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Jungle classical.
LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Jungle Role
Ranked #19 in
Jungle Role
Win 51%
Get More Stats

Threats & Synergies

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

Champion Build Guide

Dark Aura Rank 1 Kayn. S11 Challenger guide.

By DarkAuraLOL
Introduction Back to Top
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!



Pros/Cons Back to Top
PROS
+ 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.
CONS
- 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.
Abilities Back to Top

The darkin scythe (Passive) Kayn wields an ancient, sentient weapon that battles with him for control. Dealing damage against champions causes them to drops orbs that are automatically collected upon leaving combat, filling a bar above Kayn's portrait.

Once the bar is full, he can choose to either be overwhelmed by Rhaast or expel him to become the Shadow Assassin, based on whether he has damaged more melee or ranged champions, respectively. Once primed, the other option becomes available after 4 minutes. Kayn can continue collecting orbs for his other form to reduce the wait time.

The transformation can only be performed by interacting with Kayn's portrait while on the summoning platform, permanently changing his abilities.

Reaping slash (Q)
COST: 50 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Kayn dashes forward, dealing 75 / 95 / 115 / 135 / 155 (+0.65 per bonus attack damage) physical damage to all enemies he passes through before flourishing his scythe, dealing the same damage again to surrounding enemies.

Both instances of Reaping Slash deal 40 bonus damage against minions and monsters.

Blade's reach (W)
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9
After a short delay in which he can't perform any other actions, Kayn performs an upwards sweep with his scythe, dealing 90 / 135 / 180 / 225 / 270 (+ 1.3 per bonus attack damage) physical damage to all enemies in a line and slowing them by 90%, decaying over 1.5 seconds.

Shadow step (E)
COST: 90 mana
COOLDOWN: 21 / 19 / 17 / 15 / 13
Kayn gains 40% bonus movement speed, is ghosted and can ignore terrain collision for 1.5 seconds. Immobilizing effects will interrupt Shadow Step.

Kayn heals himself by 100 / 115 / 130 / 145 / 160 (+ 0.4 per bonus attack damage) upon moving through terrain for the first time and, if he's not in combat with enemy champions, Shadow Step's duration is increased to 7 / 7.5 / 8 / 8.5 / 9 seconds.

Entering combat with a champion after the effect is enhanced reduces the remaining duration to 1.5 seconds.

Umbral trespass (R)
RANGE: 550
COST: 100 mana
COOLDOWN: 120 / 100 / 80
Passive: Kayn's basic attacks and abilities mark enemy champions for a few seconds.

Active: Kayn can activate Umbral Trespass to infest a marked enemy champion for up to 2.5 seconds, revealing them and becoming untargetable for the duration. Reactivating Umbral Trespass ends the effect early.

Upon reactivation or at the end of the duration, Kayn wrenches free from their body in the cursor's direction, dealing 150 / 250 / 350 (+ 1.75 per bonus attack damage) physical damage to the target.
  • 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.
Blue Kayn abilities Back to Top

The darkin scythe: shadow assassin (Passive) Kayn's basic attacks and abilities deal 12% - 44% (based on level) of post-mitigation damage as bonus magic damage, lasting for 3 seconds upon entering in combat with an enemy champion, refreshing after 8 seconds out of combat with them or by using Umbral Trespass.

Reaping slash shadow assassin (Q)
RANGE: 450
COST: 50 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Kayn dashes forward, dealing 75 / 95 / 115 / 135 / 155 (+0.65 per bonus attack damage) physical damage to all enemies he passes through before flourishing his scythe, dealing the same damage again to surrounding enemies.

Both instances of Reaping Slash deal 40 bonus damage against monsters.

Blade's reach: shadow assassin (W)
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9
After a short delay, Kayn conjures a living shadow at his casting position that performs an upwards sweep with its scythe, dealing 90 / 135 / 180 / 225 / 270 (+ 1.3 per bonus attack damage) physical damage to all enemies in a line and slowing them by 60%, decaying over 2 seconds.

Shadow Assassin grants Blade's Reach 200 bonus range.

Shadow Step: Shadow Assassin (E)
COST: 90 mana
COOLDOWN: 8
Kayn removes slows on himself, gains 40% bonus movement speed, is ghosted and can ignore terrain collision for 1.5 seconds. Immobilizing effects will interrupt Shadow Step.

Kayn heals himself by 100 / 115 / 130 / 145 / 160 (+ 0.4 per bonus attack damage) upon moving through terrain for the first time and, if he's not in combat with enemy champions, Shadow Step's duration is increased to 7 / 7.5 / 8 / 8.5 / 9 seconds.

If Kayn enters terrain at least once, Shadow Step will be improved for the remainder of its duration to grant 80% bonus movement speed and make Kayn immune to slows.

Entering combat with a champion after the effect is enhanced reduces the remaining duration to 1.5 seconds.

Umbral trespass: Shadow assassin (R)
RANGE: 750
COST: 100 mana
COOLDOWN: 120 / 100 / 80
Passive: Kayn's basic attacks and abilities mark enemy champions for a few seconds.

Active: Kayn can activate Umbral Trespass to infest a marked enemy champion for up to 2.5 seconds, revealing them and becoming untargetable for the duration. Reactivating Umbral Trespass ends the effect early.

Upon reactivation or at the end of the duration, Kayn wrenches free from their body in the cursor's direction, dealing 150 / 250 / 350 (+ 1.75 per bonus attack damage) physical damage to the target.

Shadow Assassin form grants Umbral Trespass 200 bonus range and emerging from the target resets The Darkin Scythe's cooldown. Kayn can also exit between 300 and 500 units away from his host based on cursor position.
Skill order Back to Top
#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.
Summoner spells Back to Top

SUMMONER SPELLS
-
FLASH: Flash is essential, and irreplaceable, for that whenever you have Flash up as Blue Kayn, you can permanently force team fight engages and Flash into 5 man with a fast AOE damage combo, which will legit solo win you the game. Also, it helps you at all points in the game more than any other summoner.
SMITE: As any other jungler would run, Smite is the choice, you want to make sure you run Hailblade which is the Blue Smite though, for that it's the best on Blue Kayn, it is practical, where you can use it as a last resort to ult with Umbral Trespass (R), and you can use it to activate runes like, Electrocute.
Runes Back to Top

DOMINATION
Many people question why Electrocute over Dark Harvest. I might be the only Electrocute Blue Kayn player out there, and I'll convince you now why is it better. People are usually running Dark Harvest into inspiration for scaling, making Kayn's early really weak, while he already struggles into a lot of matchups, so I made this playstyle, where you run full early game invades and aggressive playstyle, to be able to win even the hardest matchups, and get an early form. I usually run a combination of early damage in runes with Electrocute and invade enemy jungle level 1/2 and 90% of the time it's a success, only because of electrocute. So running Dark Harvest will only hold you back, and limit your early game, and will make tough matchups even tougher, hence why I choose electrocute over Dark Harvest.
Sudden impact makes most sense for Kayn especially in the jungle with my playstyle. Going for early maximum damage, rather than useless healing from Taste of Blood or a bit of true damage from Cheap Shot, you get lethality after using your Reaping Slash (Q), which scales well with my build and palystyle.
Eyeball Collection is simply for the additional damage, again to synergize with my playstyle and runes. Other runes aren't bad too, but this just suits the playstyle best.
Double damage into arrmor is the basic, double damage is never changeable for it's maximum damage that works along the playstyle, but you want to make sure to change from armor to magic resist depending on which jungler you are facing. Yes it is worth to go magic resist into an Elise for example. In the last case, if you are against a team where you feel like you will have to rush Chempunk Chainsword and Serylda's Grudge "this case happens when you want excessive heal reduction, and enemy are bunch of fighters that are building arrmor", but at the same time enemy team has no CC, and they have squishy backline, and you feel like you want to go for Prowler's Claw build instead of Eclipse build, you can then go for Prowler's Claw into Chempunk Chainsword into Serylda's Grudge with Cooldown rune instead of double adaptive damage.

SORCERY
Nullifying Orb is really good into fighters and attack damage champions in general, and it's never bad, you run it every game unless you are facing a magic damage opponent, then you will want to go nullifying orb, especially if it's a heavy magic damage matchup, and against an AP mid laner.
Absolute Focus is the rune that is used 90% of the games, to continue the combination of early damage for an aggressive playstyle, but there is one case where you want to run Transcendence and that's in a game where you feel like you need to rush Chempunk Chainsword for excessive enemy healing, also you feel like you need to get Serylda's Grudge third cause they are buying a lot of armor, but you still don't need to run the conqueror and eclipse playstyle, going for Prowler's Claw into Chempunk Chainsword into Serylda's Grudge will give you the ability to one shot squishes and at the same time with Transcendence and cooldown on runes, you will get around 73% haste, which will give you nice cooldowns for longer fights if you are playing against a team with mixed squishies/fighters/tanks. That's the only case you don't want to run Absolute Focus in.
Build Back to Top
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.
Blue Form Back to Top
Usually when you are going for Blue Kayn, it would be ideal to play against ranged champions, but that does not mean you can't go Blue form into melee champions. Usually it would be better to play around ranged enemies to get Blue form as early as possible, but never force yourself to play around certain lanes just to get Blue form, play to get the best lead and advantage to yourself, even if it means you will get Red form first, meaning, prioritize objectives, gank lanes with better options, like secured kills, rather than forcing on a losing lane just to get Blue form. Go for your power farming lead and invading, gank the lanes around you, never ignore enemy melee laners just to get Blue orbs. Worst case scenario, you will get Blue form as late as minute 14 to 16.
Early game Back to Top
Your early game with this playstyle, would be invading every single game as Kayn. So, the plan is, once the game starts, you will want to buy Oracle Lens and head to either bot or top river bush and camp it to see if they have vision or not. You will have 2 main invades pathing, starting enemy raptors , or starting enemy murk wolves . For the raptors invade, you will camp in the bush, until minute 1:20, then you will walk to raptors while sweeping the way with Oracle Lens, if you find a Stealth Ward, just take it and back off, if you don't just go for his raptors . Sometimes, they warded, but they are showing far away on map, it is possible for you then to steal his raptors even though it's warded. Now the next step it, if they have no wards, you will want to take the raptors instantly, into maxing your Shadow Step into instantly using it to his red buff , at this point, get your Smite ready, cause you're either gonna find it 300 hp or not taken. If he's doing it makes sure to check it's HP before smiting, if he's not doing it, just steal it and get out to your red side to make sure you protect your side from a counter invade. "NEVER SHOW YOUR PATHING ON MAP, ALWAYS TAKE ROUTES IN THE JUNGLE, BE SNEAKY." You will want to choose based on the situation. So if you are playing against a Lucian mid, it is kind of risky to get spotted on raptors invade, for that he can literally kill you and chase you down on level 1, sometimes if you are against a Thresh or Nautilus it is also risky to do the raptors invade, so the other option is, murk Wolves invade.

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.
Mid game Back to Top
In mid game, you will want to focus on power farming, and secured ganks and objective calls, don't play around a hard losing lane, who can like 1v2 you, also, look for picks and forced calls before drake spawns, so you can secure it. Like make sure you go base after a clear before drake spawns, and you buy so you can be at your strongest, then you will want to look for a pick so that drake / rift herald is free. Before doing objectives, or going for 2nd scuttle try to pressure surrounding lanes so that you can have backup in the jungle. You can sneak dragon or rift herald by using Oracle Lens sometimes. Make sure you have good rotations, whereas if you want to do drake , make sure your top side is cleared first, cause if you sneak drake early/mid, and your topside is open, enemy jungler might invade your whole topside and you will lose a lot, likewise for doing rift herald , make sure you clear your botside camps ideally. Mid game, once you get your mythical item and core 2nd item, you will have a lot of damage, make sure you abuse your lead, go for invades, dives, and pressuring to make full use of your damage. Use pings. Using pings is literally one of the most underrated things when it's a game changer. When you know where enemy jungler is based on reading his rotations make sure to ping you teammates, it's a game changer. To sum it up, mid game goes around using your early game lead, where you have to do calls to make the game on your side, also you have to maintain your lead, by maintaining high farm, and invading enemy camps with your lead, also with your high damage from lead, go for dives especially on Blue Kayn, where you can use Umbral Trespass to become untargettable at a dive. Then you will want to play it around objectives whenever they spawn, by assassinating one enemy off guard before the objective spawns, and then it's free. Fighting before drake spawn in like a minute, is not that good if you use everything you have, like Flash and Umbral Trespass. Try to use them before drake spawns in like 20 second, or on drake fight, cause if you use everything, then the one you killed respawns, you will be at a disadvantage in the drake fight. You will also want to go for early heralds before minute 14 for plates, and tax lanes whenever you do a gank.
Late game Back to Top
Late game is the point where you have core and situational items. Where game is becoming intense and going around important calls, where one mistake can cost you the whole game. What I advise you to do on Blue Kayn late game, is to look for picks in the enemy jungle or on side lanes, then doing forced objective calls with team. Another thing, try to have flash up before every important fight, Blue Kayn with flash can legit 1v5, and it's a huge advantage to have Flash during the fight, so they can't react. Always flank and go for enemy's most important threat.
The end Back to Top
I want to thank you for reaching this point and reading through all my guide, I hope it has proved worthy of a Kayn guide and that it helped you guys a lot. Make sure to vote if you liked the guide, and if you think I should add, fix, or remove anything make sure to comment it for me. If you want to get to see more of my Kayn or if you have many questions, I stream on Twitch from time to time, you can find me there and enjoy my chilling educational stream. Here is the link. Twitch

League of Legends Champions:

Teamfight Tactics Guide