Kai'Sa Rogues
Primary
Tier
C
Required

Econ

Econ

Combat
Flex
Formula
Example
Main ▾
Main
Level 8
Lvl8
1
Traits
Traits
1
Redeemer
1
3
Meeple
3 > 5 > 7 > 10
2
Bastion
2 > 4 > 6
2
Dark Star
2 > 4 > 6 > 9
2
Rogue
2 > 3 > 4 > 5
2
Voyager
2 > 3 > 4 > 5 > 6
1
Space Groove
1 > 3 > 5 > 7 > 10
1
Shepherd
3 > 5 > 7
1
3
2
2
2
2
1
1
Comp Variations
Lvl8
Level 8
Lvl
Tips & Tricks
- Prioritize Kai'Sa and Fizz items + Antiheal on Ornn ideally
Strong Conditions
+2 Tier Conditions C → A
+1 Tier Conditions C → B

Economy Strategy
3-Cost Reroll
- Level to 4 if strong.
- Level to 5, unless on 3 loss streak.
- Level to 6, unless it places you below 30g.
- Stay level 6, unless you can stay above 50g on 7 or you are below 40 HP and can stay above 30g on 7.
- Level to 7, roll until board mostly upgraded. Never go below 10g even if missing tank or carry.
- Build up to 50g, slow roll to 50g until 5-1.
- If below ~25 HP, sometimes you must roll until you hit here. Not ideal.
- Roll until you hit 3-star carry and tank. Can go to 0g. Only greed gold if you are above ~60 HP.
- If you hit, you can level to 8. Otherwise stay 7. Holds true for every round for the rest of the game.
P
Kai'SaP
FizzDark Star
Rogue
Kai'Sa
3
N/A HP
Default
▼
Flex +3
Flex +1
Best-in-Slot
▼
Flex +1
Alt Build 1
▼
Flex +1
Flex +5
Alt Build 2
▼
Flex +1
Flex +3
Flex +1
Meeple
Rogue
Fizz
3
N/A HP
Default
▼
Flex +2
Flex +5
Best-in-Slot
▼
Flex +2
Alt Build 1
▼
Flex +4
Flex +1
Redeemer
Rhaast
3
N/A HP
Alt Build 1
Patch Changes
NERF
Base AD40/60/90/12035/53/79/105
default Ability
Previous
Patch 17.3
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 23/35/52/89 (
) physical damage each.
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 21/32/48/81 (
) physical damage each.
hero Ability
Previous
Patch 17.3
Passive: Attacks deal 88/132/198/330 (
) bonus magic damage.
Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (
) magic damage in a three hex radius, reduced by 45% per hex from the epicenter. The closest 3 enemies are knocked up for 1.25/1.5/1.75/2 seconds.
Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (
Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
Passive: Attacks deal 88/132/198/330 (
) bonus magic damage.
Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (
) magic damage in a three hex radius, reduced by 35% per hex from the epicenter. The closest 3 enemies are knocked up for 1.25/1.5/1.75/2 seconds.
Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
Active: Leap to largest group of enemies within 2 hexes and slam the ground, dealing 240/360/560/950 (
Meep Bonus: The passive's bonus damage is increased by 60% per Meep.
default Ability
Previous
Patch 17.3
Dash through the current target, dealing 110/165/265 (
) magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing 335/510/805 (
) magic damage. Adjacent enemies take 50% damage.
Meep Bonus: Add 2 (
) Meep to the bait, increasing Mega Meep damage by 150/230/360 (
).
Meep Bonus: Add 2 (
Dash through the current target, dealing 120/180/290 (
) magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing 335/510/805 (
) magic damage. Adjacent enemies take 50% damage.
Meep Bonus: Add 2 (
) Meep to the bait, increasing Mega Meep damage by 150/230/360 (
).
Meep Bonus: Add 2 (
default Ability
Previous
Patch 17.3
Passive: On takedown, gain 10 mana.
Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 35/53/84 (
) physical damage each.
Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 35/53/84 (
Passive: On takedown, gain 10 mana.
Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 33/50/79 (
) physical damage each.
Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 33/50/79 (
default Ability
Previous
Patch 17.3
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 100/150/500 (
) Shield for 3 seconds, then breath fire in a cone dealing 180/270/430 (
) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
Active: Gain 100/150/500 (
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 125/200/500 (
) Shield for 3 seconds, then breath fire in a cone dealing 180/270/430 (
) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
Active: Gain 125/200/500 (
default Ability
Previous
Patch 17.3
Gather the force of a black hole, dealing 570/855/5000 (
) magic damage split between the target and the 2/2/4 closest enemies to them. The target takes an additional 150/225/1000 (
) magic damage.
Gather the force of a black hole, dealing 570/855/5000 (
) magic damage split between the target and the 2/2/4 closest enemies to them. The target takes an additional 180/270/1000 (
) magic damage.
Cost5
4
BUFF
Armor5070
BUFF
Base AD50/75/11360/90/135
BUFF
Health1000/1800/32401300/2340/4212
BUFF
Starting Mana2030
BUFF
Magic Resist5070
NERF
Attack Speed0.900.65
NERF
Max Mana6090
default Ability
Previous
Patch 17.3
Passive: Heal for 20% of Ability damage.
Active: Transform into Dark Form for 5 seconds, gaining 250/300/4000 (
) Shield for the duration. While in Dark Form, tether the 3 nearest enemies, dealing 50/75/1500 (
) magic damage per second to each one.
At the end of the transfomation, deal 240/360/4000 (
) magic damage to all tethered enemies.
Active: Transform into Dark Form for 5 seconds, gaining 250/300/4000 (
At the end of the transfomation, deal 240/360/4000 (
Transform for 3 seconds, gaining 655/859/4606 (
) Health and tethering to nearby champions. Over the duration, deal 100/150/3000 (
) magic damage to the closest 3 enemies and restore 100/150/3000 (
) health to the closest 2 injured allies.
Previous
Patch 17.3
For each unique ccompleted item on your team, your team gains 15 Health, 1% Attack Damage, and 1% Ability Power.
For each unique completed item on your team, your team gains 10 Health, 1% Attack Damage, and 1% Ability Power.
Previous
Patch 17.3
Allies take 5% less damage from abilities, increased to 10% while Morgana is in Dark Form.
Your team gains 4% Durability, increased to 10% when Morgana is in her Dark Form.
Previous
Patch 17.3
(2) Dark Stars create a black hole that consumes enemies at 8% max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(2) Dark Stars create a black hole that consumes enemies at % max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
default Ability
Patch 17.3
PBE
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 21/32/48/81 (
) physical damage each.
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 23/35/52/89 (
) physical damage each.
BUFF
Health850/1530/2754950/1710/3078
NERF
Range2 Hex1 Hex
default Ability
Patch 17.3
PBE
Transform for 3 seconds, gaining 655/859/4606 (
) Health and tethering to nearby champions. Over the duration, deal 100/150/3000 (
) magic damage to the closest 3 enemies and restore 100/150/3000 (
) health to the closest 2 injured allies.
Transform for 3 seconds, gaining 720/976/4606 (
) Health and tethering to nearby champions. Over the duration, deal 100/150/3000 (
) magic damage to the closest 3 enemies and restore 100/150/3000 (
) health to the closest 2 injured allies.
Patch 17.3
PBE
Attacks grant 4 bonus Mana, increased to 8 if they critically strike.
Attacks grant 4 bonus Mana, increased to 6 if they critically strike.
Patch 17.3
PBE
The holder gains the Rogue trait. At 50% health, gain 40% Omnivamp and immunity to crowd control for 5 seconds.
The holder gains the Rogue trait. At 50% health, gain 25% Omnivamp and immunity to crowd control for 5 seconds.
Patch 17.3
PBE
Gain 2 Lesser Champion Duplicators and 4 gold.
This item allows you to copy a 3-cost or less champion.
This item allows you to copy a 3-cost or less champion.
Gain 2 Lesser Champion Duplicators and 5 gold.
This item allows you to copy a 3-cost or less champion.
This item allows you to copy a 3-cost or less champion.
Patch 17.3
PBE
(2) Dark Stars create a black hole that consumes enemies at % max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(2) Dark Stars create a black hole that consumes enemies at % max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 70% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 70% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
Patch 17.3
PBE
(1) For each non-unique trait you have active, your team gains 2%/2.5%/3% Attack Speed, and 2/2.5/3 Armor and Magic Resist.
Teamwide Attack Speed: %
Teamwide Resists:

Teamwide Attack Speed: %
Teamwide Resists:
(1) For each non-unique trait you have active, your team gains 2% Attack Speed, and 2 Armor and Magic Resist.
Teamwide Attack Speed: %
Teamwide Resists:

Teamwide Attack Speed: %
Teamwide Resists:
Patch 17.3
PBE
(1) Groovians can enter style="color: #F39B9B;">The style="color: #9BF39B;">Groove. While in it, they gain Attack Speed and max Health Regen, increased per Groovian on your team.
(3) All Groovians start combat in style="color: #F39B9B;">The style="color: #9BF39B;">Groove for 3 seconds.
(5) Each second spent in style="color: #F39B9B;">The style="color: #9BF39B;">Groove grants 5% stacking Attack Damage and Ability Power.
(7) Increase these effects by 10%!
(10) style="color: #F39B9B;">Get style="color: #9BF39B;">your style="color: #D59BF3;">Groove style="color: #9BF3D5;">on!
The style="color: #9BF39B;">Groove: %
, % 
(3) All Groovians start combat in style="color: #F39B9B;">The style="color: #9BF39B;">Groove for 3 seconds.
(5) Each second spent in style="color: #F39B9B;">The style="color: #9BF39B;">Groove grants 5% stacking Attack Damage and Ability Power.
(7) Increase these effects by 10%!
(10) style="color: #F39B9B;">Get style="color: #9BF39B;">your style="color: #D59BF3;">Groove style="color: #9BF3D5;">on!
The style="color: #9BF39B;">Groove: %
(1) Groovians can enter style="color: #F39B9B;">The style="color: #9BF39B;">Groove. While in it, they gain Attack Speed and max Health Regen, increased per Groovian on your team.
(3) All Groovians start combat in style="color: #F39B9B;">The style="color: #9BF39B;">Groove for 3 seconds.
(5) Each second spent in style="color: #F39B9B;">The style="color: #9BF39B;">Groove grants 5% stacking Attack Damage and Ability Power.
(7) Increase these effects by 15%!
(10) style="color: #F39B9B;">Get style="color: #9BF39B;">your style="color: #D59BF3;">Groove style="color: #9BF3D5;">on!
The style="color: #9BF39B;">Groove: %
, % 
(3) All Groovians start combat in style="color: #F39B9B;">The style="color: #9BF39B;">Groove for 3 seconds.
(5) Each second spent in style="color: #F39B9B;">The style="color: #9BF39B;">Groove grants 5% stacking Attack Damage and Ability Power.
(7) Increase these effects by 15%!
(10) style="color: #F39B9B;">Get style="color: #9BF39B;">your style="color: #D59BF3;">Groove style="color: #9BF3D5;">on!
The style="color: #9BF39B;">Groove: %
17.3▾
17.3
17.2
17.1b
17.1
16.8
B → C
Flex
Board changed
Before
After
Tip added: Prioritize Kai'Sa and Fizz items + Antiheal on Ornn ideally
Flex +2
Flex +5
Flex +2
Flex +5
Formula
Flex
Example
Formula
Example
There’s an option for a variation with Karma Rammus Meepsie swapped out for Mao’kai Aatrox Cho’gath which is a lot cheaper and gives an extra 3 cost tank to reroll (probably only hitting 2/3 tanks bcuz bench lock). Unit quality seems worse but stats look good
who do you play at 8
Isn’t trifecta also really op in this comp ?
Can you drop dark star with collector to have a better unit ?
Seekers Armguard on fizz also upgrades a tier imo
This comp is very weak on 2 stars, good luck getting Ornn 3 if theres a Samira or Teemo reroll player in your lobby
Why Kaisa from orb adds a tier?
Kaisa is a very strong unit compared to other Stage 1 AD Units, you can snowball into the comp, early Rogues such as Talon/Briar give her stats, early Dark Star gives her execute. This comp is more of momentum and bleed out in the late game, very weak on 2 stars.
If you do miss on 3* Ornn, do you just play Rammus 2 as main tank instead?
Rammus 2 or Rhaast 3