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Choose Champion Build:
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AD: The Hunter
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AD: The Skirmisher
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AD: The Warrior
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AP: The Witch
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AP: The Jungler
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Yer a wizard, Kai'Sa
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Swol'
Runes:
Domination
Precision
Spells:
Flash
Ghost
Introduction

#1 thing to remember as

#2 thing to remember as

This Guide is not very indepth and is simply meant to provide special builds. This guide will cover choice of summoner spells and rune builds.
Note: The "Not-so-nice Kai'Sa's" are NOT recommended for PvP play and are simply meant to show what NOT to do. You can still mess around with them on PvE if you want to. I know I do.































































































































































I can hear the meta players cheering for this rune
Fleet Footwork: This rune scales heavily with AP, so using it in an AP build can extend its usefulness into late game.
Fleet Footwork is a great for its healing and bonus temporary MS. Jungle
Kai'Sa loves the extra sustain from it (I've jungled here and there, so I know how tough early game is on HP). The MS it provides is nice for both escape and chasing targets. However,
Fleet Footwork loses its effectiveness late game, as opposed to
Press the Attack, which remains effective the entire game. The easy trick to may full use of this rune is to kite. Attack, then move, then attack, then move, etc. This trick becomes annoying late game, but it's tolerable before then.
Triumph: The other runes in this tree are not options.
Triumph far exceeds the other runes in terms of benefits. The bonus gold alone is enough for me to choose it.
Legend: Alacrity:
Kai'Sa loves the extra AS. The faster she can apply stacks, the faster she can detonate
Second Skin. Reminder: minions DO CONTRIBUTE towards Legend stacks.
Coup de Grace:
Last Stand may be a tempting option, however
Last Stand works better with sturdier champions.
Coup de Grace works for killing a champion before they have time to react. Jungle
Kai'Sa loves this rune for stealing kills from the bushes.
Celerity: The extra MS is fantastic for Jungle
Kai'Sa, due to her roaming nature. I wouldn't recommend using
Transcendence.
Gathering Storm: AP
Kai'Sa doesn't have enough early game fire power to make use of
Scorch, so
Gathering Storm is your best option. Might as well make late game
Kai'Sa even more powerful. If you're really confident, you can try
Waterwalking instead if you want to target their jungler and the drake more than their laners, though that will limit
Kai'Sa's late game potential.
Flash:Although other champions may have more fortune with
Flash offensively, all champions love its escape potential, and
Kai'Sa is no exception.
Smite:
Smite unlocks the jungle items, which give bonus exp against monsters. I prefer to upgrade it to
Challenging Smite for it's damage reduction, but you can go for
Chilling Smite. Both are nice spells.
































These are some rune builds I've had some success with. You obviously don't have to follow one exactly. Everyone of them can be modified (I'm still experimenting with Lifesteal Kai'Sa, with... limited... success). Inspiration can be used as a secondary rune, but I don't recommend it. Stay away from Resolve runes.
Feel free to express your thoughts.
Feel free to express your thoughts.
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