Main
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Traits
Tips & Tricks
- Kai’Sa flex typically plays around the package of Kai’Sa, Kog’Maw, and Swain then flexibly fills out based on what you hit. Generally only play if you don’t have a spot for pushing levels with Void
- Make sure to check the dropdown above the board to check out the other variations. The board variations from Azir BFL and lower are all experimental. The variations near the top are more commonly played.
- Kai’Sa can play around both AD and AP based on what items you hit. With AD, build her as an AD caster. With AP, build her as an auto attack unit.
- Ideally play around the Bruisers with Volibear duo carry on Level 8. This means item augments can help you have 3 item Kai’Sa, 3 item Rift Herald, and either multiple items on Volibear or TG on him in Stage 4.
- Only angle toward this line if you have Iron Carapace. Royal Husk is unacceptable. Ideally your 2 or 4 offensive Void module is Spitter Spines. Leeching Nucleus is acceptable. Adrenaline Modules is unplayable so you always want that to be your 3rd Void module (since this never plays 6 Void).
- The Longshot opener with Kog’Maw typically struggles to win rounds compared to some other openers in Stage 2 and Stage 3, it is important that you are strong in Stage 4. Consider taking augments that will make your Stage 4 as strong as possible.
Strong Conditions
+2 Tier Conditions A → S+
+1 Tier Conditions A → S
Openers
Defender Longshot
Level 7
a
Longshot unit with 3 items equipped
Current
Best-in-Slot
Alt Build 1
Alt Build 2
Alt Build 3
Alt Build 4
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 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.




are you sure this build works anymore?
Do you just leave ziggs item on kog up until you unlock him?
what does bfl mean
Bronze for Life – the augments
briar missing on lv8 noxus version
`Noxus Level 8` variation is missing Briar
this is my default composition for loss streaking.
needs herald 2 early to unlock volibear, or 4 bruiser herald with iron and warmogs + 2
ziggs can hold util on 9
I’ve been having a lot of success doing AD Kaisa + Ziggs. I’m winning or contesting for first almost every game in Emerald. https://tftflow.com/team-builder/253de1e0
It’s a lot of backline access for people to deal with and you can stable very easily at 8. Last in at 10 can be Fiddle, Skarner (on the edge on their carry side), LucianSenna, Sett as a backup
I need to try incorporating some of these other flex options
can u actually go first with this comp or is it more of a top 4 comp?
my opinion:
early ornn -> u go 1st
late ornn -> most likely top4
Is Spitter Spines on 2 void required or advised?
Really want to have any mutation for Kai’Sa (not a tank one). As long as it is a damage based one, it’s fine (assuming they are properly balanced, which no one really knows at this point)