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Traits
Current



Best-in-Slot



Alt Build 1



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Alt Build 3



Alt Build 4



Alt Build 5



Knock the target into the air for 2 seconds. Over the duration, heal 220/301/427/553 (
) Health and deal 240/360/540/720 (
) physical damage to the target.
Current



Deal 410/615/1972 (
) physical damage to enemies within 2 hexes and Burn, and Wound them for 5 seconds. Gain 300/400/3000 max Health.
First Cast: Enter frenzy mode where attacks strike twice, dealing 123/184/1575 (
) total physical damage and can dash to new targets.
Second Cast: Frenzy mode now strikes thrice, dealing 189/283/3150 (
) total physical damage. Cannot cast again.
Burn: Deal 1% of the target’s max Health as true damage every second
Wound: Reduce healing received by 33%
First Cast: Enter frenzy mode where attacks strike twice, dealing 123/184/1575 (
Second Cast: Frenzy mode now strikes thrice, dealing 189/283/3150 (
Burn: Deal 1% of the target’s max Health as true damage every second
Wound: Reduce healing received by 33%
Current



Passive: Attacks deal 34/51/77 (
) physical damage to enemies adjacent to the target.
Active: Fire a beam two hexes beyond the current target, dealing 258/387/619 (
) physical damage to enemies hit.
Active: Fire a beam two hexes beyond the current target, dealing 258/387/619 (
When to Play
Hero Augment
Strategy
Tips & Tricks
- There are two main options: Divinicorp or 6 Vanguard. Divinicorp is higher cap because Kayn wants to 1-shot as often as possible to get resets and Divinicorp provides offensive power in addition to defensive power.
- Core Kayn build is Hand of Justice + Infinity Edge. Third item can be either an Omnivamp item (HoJ = best) or damage item. Previously double omnivamp was considered core, but now it is understood that this comp is entirely centered on Kayn getting resets so damage is good too.
- Any combat augments that make Kayn stronger are good. Remember the goal: The more resets Kayn can get, the better the comp is. Any conditions that help him one-shot with his ability will make the comp much stronger.
Openers
Vanguard Slayer





Strong Conditions
Items



Augments



Item Priority

Sparring Gloves

Hand Of Justice

Infinity Edge
Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6. Roll until stable. “Stable” changes depending on rank, items, augments, composition, and patch, but generally speaking it involves 2-starring your desired 2-cost carry and a tank with items. Major divergence between elos: The lower your elo, the less upgrades you need to be “stable” and thus lower elo players should generally roll less than high elo players on 3-2.
- After your 3-2 rolldown, you should attempt to rebuild your economy to 50g.
- Once you reach 50g (it might be later than 3-5), start slow rolling down to ~52g each turn. Try to avoid rolling to exactly 50g as any unit you want to buy in shop will put you below 50g.
- If you are high HP relative to the lobby, continue slow rolling to 52g each turn. If you are lower HP, you should roll to hit your first 2-cost 3 star on 4-1 or 4-2. If you have to roll below 30g, your placement is usually capped at 3rd or 4th.
- If you are still high HP (70+), you can continue to slow roll. Otherwise, in the majority of cases, you should roll deep for your 3-stars here. If your HP is low, you can even go to 0 gold looking for your 3-stars. If you have your 3-stars and can afford to level to 7 with 10g+, do so.
- Level to 7 if you haven’t already.
- Level to 8 as soon as possible. This may not happen until 5-5 or in some games, stage 6.
- Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.