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K'Sante Build Guide by Oxtimexo

Top The Power of K’sante (PRE-SEASON 12.22)

Top The Power of K’sante (PRE-SEASON 12.22)

Updated on May 20, 2023
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League of Legends Build Guide Author Oxtimexo Build Guide By Oxtimexo 9 2 54,590 Views 2 Comments
9 2 54,590 Views 2 Comments League of Legends Build Guide Author Oxtimexo K'Sante Build Guide By Oxtimexo Updated on May 20, 2023
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Runes: My go to runes.

1 2 3 4 5 6
Resolve
Grasp of the Undying
Shield Bash
Conditioning
Overgrowth

Precision
Presence of Mind
Last Stand
Bonus:

+10% Attack Speed
+6 Armor
+65 Base Health

Spells:

1 2 3
Flash tp
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

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

Champion Build Guide

The Power of K’sante (PRE-SEASON 12.22)

By Oxtimexo
Who am I?
Hello, my name is Time and I am a silver player with 28k mastery 6 on K'sante as of (11/19/2022), I am level 259, and I have a mastery score of 325. Why should you use my guide? I have played a lot of K'sante and have watched a lot of other better players play him and I think I've got the basics down. I also build a bit differently than everyone else and I've found some fun stuff, enjoy.
His abilities TLDR. +EXTRA INFO!
For those who aren't interested in reading all of those details about his abilities here is a TLDR for them.

His Passive - Dauntless Instinct:

K’Sante’s damaging abilities mark enemies hit for a short duration. Attacking a marked enemy consumes the mark to deal damage plus max health physical damage.

All Out: Attacking a marked enemy instead deals physical damage and additional max health true damage.

FOR THE BEST USE OF HIS PASSIVE MAKE SURE YOU ARE CONSUMING HIS MARKS AS MUCH AS YOU CAN. HITTING A CHAMPION WITH HIS Q CREATES A MARK AND his W ALSO CREATES A MARK.


His Q - Ntofo Strikes:

K’Sante slams his weapon, dealing physical damage in a small area around him and briefly Slowing targets hit. If an enemy is hit, K’Sante gains a stack for a short duration. At 2 stacks, K’Sante instead fires a shockwave that Pulls enemies

All Out: This ability’s cooldown is reduced and no longer slows targets hit.


HIS Q3 CAN PULL PEOPLE OVER THIN WALLS IF THE ENEMY/JG CAMP IS CLOSE ENOUGH TO THE WALL.


His W - Path Maker:

Begin Charging: K’Sante raises his weapons defensively for a short duration, becoming Unstoppable, and reducing incoming damage.

Release: K’Sante rams forward, dealing a percentage of max health physical damage, Knocking Back, and Stunning enemies he passes through for a short duration based on charge time.

All Out: This ability’s cooldown is refreshed, the damage reduction is increased, it deals an additional amount of physical damage based on charge time, and the charge and dash speed are doubled.


HIS W CAN PUSH ENEMIES AROUND LIKE NO TOMORROW. YOU CAN PUSH ENEMIES OFF BACKLINE/CARRIES, PUSH ENEMIES OFF/AWAY FROM AN OBJECTIVE, PUSH ENEMIES UNDER YOUR TURRET, AND PUSH PEOPLE NEAR WALLS TO USE YOUR R. THIS ABILITY IS VERY VERSATILE. THIS CAN ALSO CANCEL A LOT OF CC, FOR EXAMPLE SETTS R WONT TAKE YOU WITH HIM IF YOU W AT THE RIGHT TIME! TRY AND ALWAYS USE YOUR W RIGHT BEFORE YOU GET CC'D.


His E - Footwork:

K’Sante dashes, gaining a shield for a short duration. If dashing to an ally, the distance is significantly increased and they are also Shielded. Other spells can be cast during this ability.

All Out: This ability’s dash speed is increased. Dashing to a targeted location has increased range and can go over walls.


HONESTLY I USE THIS ABILITY MOSTLY FOR ESCAPING. YOU CAN WALK UP Q, CONSUME MARK THEN E W OUT OF COMBAT. YOU CAN ALSO USE THIS OFFENSIVELY: E, W INTO COMBAT THEN Q CONSUME MARK OR Q3 AND R. THERE IS A LOT OF DIFFERENT WAYS YOU CAN COMEBINE YOUR ABILITIES AND YOU SHOULD EXPERIMENT AS YOU'RE LEARNING.


His R - All Out:

K’Sante shatters his ntofos, dealing physical damage and Knocking Back an enemy champion. Enemies that hit a wall will take a greater amount of physical damage, are Knocked Back over the wall, and are briefly Stunned. K’Sante then dashes after the enemy and goes All Out for an extended duration.

All Out K’sante loses a percentage of max health, bonus armor, and bonus magic resistance. K’Sante gains attack damage, omnivamp, and transforms his abilities.


TRY AND USE THIS AFTER YOUR AT HALF HP. USE IT BY A WALL FOR BEST EFFECT OR KIDNAP SOMEONE UNDER TURRET. YOU CAN ALSO R INTO EMPTY BARON/DRAGON PIT FOR A MAKESHIFT 1V1 ARENA/BRAZIL.
His abilities. (FULL DETAIL)

His passive "Dauntless Instinct":

INNATE: K'Sante's abilities mark enemies hit for 4 seconds. His basic attacks against marked enemies will gain 25 bonus range and consume the mark on-hit, dealing 10 − 25 (based on level) (+ 1 / 1.33 / 1.66 / 2% (based on level) of target's maximum health) bonus physical damage.

All Out ALL OUT BONUS: Both the attack's damage and the mark damage are increased by 35% (+ 20% per 100 bonus armor) (+ 20% per 100 bonus magic resistance). The bonus damage dealt by consuming a mark is converted to true damage.


His Q "Ntofo Strikes":

ACTIVE: K'Sante slams his tonfa down in the target direction that deals physical damage to enemies hit and slows them by 80% for 0.5 seconds.

PHYSICAL DAMAGE:
50 / 75 / 100 / 125 / 150 (+ 40% AD) (+ 30% bonus armor) (+ 30% bonus magic
resistance)

If this hits at least one enemy, K'Sante generates a stack for 6 seconds, stacking up to 2 times and refreshing on subsequent hits. At 2 stacks, the next Ntofo Strikes consumes them all to become empowered with a new effect.


EMPOWERED ACTIVE: K'Sante fires a shockwave in the target direction that applies the same effects to enemies hit, but also pulls them towards him over 1 second and stuns them for the same duration.

All Out ALL OUT BONUS: Ntofo Strikes's cooldown is reduced by 1 second, up to a minimum of 1.33 seconds, but it will no longer slow all targets hit.

Ntofo Strikes partially resets K'Sante's basic attack timer. While All Out All Out, it fully resets the timer.

INFO:
COST: 15 MANA
CAST TIME: 0.45 − 0.25 (BASED ON BONUS HEALTH)
STATIC COOLDOWN: 3.5 − 1.75 (BASED ON BONUS RESISTANCES)
RANGE: Range 465
WIDTH: Range 150 / 140


His W "Path Maker":

ACTIVE: K'Sante charges for up to 1 second, during which he increases Path Maker's range, damage, and stun duration over the first 0.85 seconds of the channel. During this time, he gains displacement immunity and 25% (+ 10% per 100 bonus armor) (+ 10% per 100 bonus magic resistance) (+ 1% per 100 bonus health) damage reduction.

Path Maker can be recast within the duration and does so automatically afterward. Path Maker's charge cannot be interrupted by crowd control.

RECAST: K'Sante dashes in the target direction, though not through terrain, dealing physical damage to enemies he passes through, carrying them alongside him, and stunning them for a duration. This damage is capped at 50 − 475 (based on level) against Monster.

MINIMUM PHYSICAL DAMAGE:»
4.25 / 4.5 / 4.75 / 5 / 5.25% of target's maximum health

MINIMUM STUN DURATION:»
0.35 / 0.45 / 0.55 / 0.65 / 0.75
All Out ALL OUT BONUS: Path Maker no longer applies its knock back and stun, but it deals bonus physical damage and its damage reduction is increased to 30% (+ 12% per 100 bonus armor) (+ 12% per 100 bonus magic resistance) (+ 1.2% per 100 bonus health), and has twice the charge speed and dash speed. Upon entering All Out, Path Maker's cooldown is refreshed.

MINIMUM BONUS PHYSICAL DAMAGE:»
25 / 35 / 45 / 55 / 65 (+ 50% AD)

MINIMUM TOTAL PHYSICAL DAMAGE:»
25 / 35 / 45 / 55 / 65 (+ 50% AD) (+ 4.25 / 4.5 / 4.75 / 5 / 5.25% of target's maximum health)

Ntofo Strikes Ntofo Strikes and All Out All Out can be cast during the dash. Path Maker's recast can be used while affected by cast-inhibiting crowd control.

INFO:
COST: 75 / 80 / 85 / 90 / 95 MANA
•COOLDOWN: 24 / 22 / 20 / 18 / 16
CAST TIME: NONE
RANGE: 100 / 450
SPEED: 800 / 1000 / 1800


His E "Footwork":

ACTIVE: K'Sante dashes to the target location, though not through terrain, and grants himself a Hybrid shield for 2 seconds. Footwork can be cast on allies to dash to them at an increased range. If the ally is a champion upon arrival, they receive the Hybrid shield as well.

SHIELD STRENGTH:
45 / 65 / 85 / 105 / 125 (+ 15% bonus health)
All Out ALL OUT BONUS: Footwork's dash speed and location range are increased, and it can dash through terrain.

K'Sante can cast any of his abilities during the dash. Footwork will cast at max range if cast beyond that.

INFO:
COST: 45 / 50 / 55 / 60 / 65 MANA
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
CAST TIME: NONE
RANGE: 250 / 400 / 550
SPEED: 1500 / 2100


His R "ALl Out":

ACTIVE: K'Sante roots the target enemy champion for 0.5 seconds and gains displacement immunity over the cast time, then shatters his tonfas to knock them back, during which they are revealed, and blink to the end location. The target is dealt physical damage near the end of the displacement and is stunned for 0.25 seconds afterwards.

PHYSICAL DAMAGE:
35 / 70 / 105 (+ 20% AD)
If the target hits terrain during the displacement, they are knocked back through and dealt the physical damage once they emerge. At the end of the displacement, they remain airborne for 0.5 seconds and K'Sante strikes them to deal additional physical damage, after which they are stunned for 0.25 seconds.

ADDITIONAL DAMAGE:
150 / 250 / 350 (+ 20% AD)
TOTAL PHYSICAL DAMAGE:
185 / 320 / 455 (+ 40% AD)
After K'Sante blinks, he enters All Out for 20 seconds, and the ability can be recast after 1.5 seconds within the duration.

ALL OUT: K'Sante gains a health threshold equal to 55% maximum health which cannot be reduced nor exceeded by any means but is increased by 100% bonus health gained within the duration. Upon entering All Out, his current health is reduced to this threshold. Additionally, his base armor and Magic base magic resistance are reduced by 65% bonus armor and 65% bonus magic resistance, respectively. In return, he gains 5 (+ 32.5% bonus armor) (+ 32.5% bonus magic resistance) bonus attack damage and 10% (+ 0.75% per 100 bonus health) omnivamp and empowers his basic abilities, which can be cast at no cost. His base armor and base magic resistance can be reduced below 0 by his bonus armor and bonus magic resistance.

RECAST: K'Sante ends All Out early.

K'Sante retains his maximum health and bonus resistances during All Out. Health lost from gaining the health threshold is not restored after the effect ends. Upon entering All Out, K'Sante is restored to 100% maximum mana which rapidly decays over the duration. His mana percentage prior to All Out is preserved and is gained back after the effect ends. If the target is knocked over terrain that is longer than 2000 units, K'Sante will vanish during their displacement and reappear near the end of it.

INFO:
COST: 100 MANA
•COOLDOWN: 120 / 100 / 80
CAST TIME: 0.4
TARGET RANGE: Range
EFFECT RADIUS: 5000 / GLOBAL
SPEED: 2000

Now that is a lot of information! If you read all this then that means you proabably really want to get good at K'sante just like me!
Pros/Cons of K'sante.

PROS:
•Tank/damage sponge late game.
•Intimidating frontline.
•Rewarding to learn.
•High skill ceiling.
•Fun to play.
•Get to kidnap people.
•1v1 GOD.
•good at protecting teammates.



CONS:
•Weak early in most matchups.
•Harder to split push with him.
•High skill ceiling. (Yes this is a pro but also a con lol)
•Easier to be punished for mistakes.
•Tough to learn ranges.
•Most don't like people playing him.
•Lacks damage early. (In most matchups)
Matchups.
Depending on your matchup your playstyle should diverse. I play differently depending on if I'm going up against a ranged, tank, bruiser, and or dueler champion! (Sometimes squishy lol)

Ranged:

K'santes ranged matchups suck because you can get poked out early. You want to try and save as much health as possible while getting CS.

How do you do that? I like to farm with my Q (when I can) and dash away with my E when I start taking damage. It's much easier to farm under your tower once the wave is pushed in.

If you can, poke the enemy with your Q and Q3 to widdle their health down and wait for the perfect opportunity to all out them into your turret or over a wall!

If you are having a really hard time in lane try and shove your wave under the tower and look for roams to MID or JG to get early priority in other places on the map.

Tank:

I think going up against another tank is the easiest matchup. You want to poke them a lot with your Q and get your passive marks off on them! Once you get them down low enough you can go all in! if the 1v1 brings you to half HP it's time to ALL OUT!

Bruiser:

I play against bruisers the same way I play against tanks usually (unless it's Garen or Darius). Win trades in your favor and ALL OUT when they are low and you're at half HP! (you always want to try and R on a wall or to kidnap someone under your turret.)

Duelists:

Matchups like Fiora or other duelists are challenging because you're not a duelist! Play slow early, poke when you can, and CS when you can. Later on, you will be stronger and able to 1v1 anyone. (usually lol.)

I hope you found some of this helpful! I have shared the basics of what I've learned so far in my journey playing K'sante. If you have any questions I might be able to awnser, leave a comment and let me know how this guide worked for you!
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The Power of K’sante (PRE-SEASON 12.22)

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