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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Second Skin (PASSIVE)
Kai'Sa Passive Ability
Threats & Synergies
Sivir
If you can bait out her shield, she has no defensive abilities to stop you from harassing. Dodge her boomerang both ways, and avoid standing with your minions to avoid her bounce damage. Stay aware of when she has her ultimate, and make use of her poor range. Sivir players love to push, so if she overextends, call for a gank.
Lux
I would say Lux is currently the best support for Kai'Sa. Her binds set you up for burst, her poke is nice, and her shield is stupidly strong. She also gives you plasma.
Lux
I would say Lux is currently the best support for Kai'Sa. Her binds set you up for burst, her poke is nice, and her shield is stupidly strong. She also gives you plasma.
Champion Build Guide






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Hybrid damage means that it's hard for enemies to build against you. |
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Absurdly high damage potential with items. |
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Multiple strong builds, making her viable in many different situations and comps. |
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High burst damage with ![]() ![]() ![]() |
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Snipe potential with ![]() |
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Excellent wave-clear with ![]() |
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Massive attack speed and kill pressure with ![]() |
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As with every ADC, she has exceptionally high objective pressure, and will melt towers throughout the game. |
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Arguably the most play-making potential out of any ADC. |
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She looks badass. |
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As an ADC, she's pretty squishy, and very vulnerable to CC. |
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To upgrade all 3 of her abilities, you will need to build enough AD, AP, and Attack Speed to meet the breakpoints. This makes you incredibly item-dependent. |
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No innate CC in her kit. |
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Decently high learning curve before you learn to properly manage her abilities and movement. Very high learning curve for some of her combos. |
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Fairly weak in the early game before getting items. |
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Other strong secondary runes would be







Take attack speed, adaptive force, and armor as your minor traits.

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Caustic Wounds: Kai'Sa's basic attacks mark enemies with Plasma increasing bonus magic damage. After a few successive attacks, the Plasma ruptures for a burst of damage based on the target's missing health. Nearby allies' immobilizing effects add stacks of Plasma.
Living Weapon: Kai'Sa's symbiote-suit adapts her to her chosen attack style, evolving her abilities based on permanent stats gained from shop items and experience level.
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Your passive is the reason an on-hit build is viable for Kai'Sa. As with



Kai'Sa releases a swarm of missiles evenly distributed among nearby enemies, with additional hits on the same target dealing slightly reduced damage.
Living Weapon: With enough bonus Attack Damage, Icathian Rain fires significantly more missiles.
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The first ability to level up, and by far the most fun to use. This spams a volley of rockets at nearby enemies, which scale with both your AD and AP. The missiles can hit a target more than once for reduced damage after the first rocket hit. This is a huge source of burst damage while trading or going all-in on a target, and additionally serves as an exceptional wave-clear tool. Upgrading requires you to reach an AD threshold, which shouldn't be difficult, and causes the ability to fire 10 projectiles instead of 6, which deal double damage to minions under 35% health.
Kai'Sa fires off a beam of Void energy, revealing the first enemy hit, dealing magic damage, and applying stacks of Plasma.
Living Weapon: With enough bonus Ability Power, Void Seeker does more damage and partially refunds the cooldown on champion hit.
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This is your last priority while leveling. Your bonus AP will allow you to upgrade it, causing it to apply 1 more stack of Plasma and refunding half of the cooldown upon champion hits. This ability is a very strong poke tool, and can be used to snipe enemies for a quick kill from range, poke them down in lane or a siege, steal objectives, or set up an engage with your ultimate.
Kai'Sa charges up, briefly increasing her movement speed but losing the ability to attack. After charging up, Kai'Sa whips out the big guns to increase her attack speed for a few seconds. Basic attacks reduce Supercharger's cooldown.
Living Weapon: With enough bonus Attack Speed, Supercharger briefly grans true invisibility while charging up.
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This is going to be the ability you prioritize second while leveling, as your on-hit damage is buffed by it, and the Attack Speed you will be building will allow you to upgrade it. A brief sprint, followed by a massive spike in Attack Speed means you can close a gap and quickly poke or burn down a target, while applying stacks of Plasma to burst for massive damage. Keep in mind that you cannot attack while it is charging, so be sure to time it well before you engage. Use this frequently and aggressively.
Kai'Sa dashes at extremely high speed with long range to a location near an enemy champion marked with Plasma and briefly gains a damage-absorbing shield.
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This ability is very unique, and is very, very powerful if used correctly. If a champion is marked by your Plasma, you can use this to dash to them instantly, gaining a shield that gets stronger with time, and putting you in a position to assassinate them. This can be used as a gap-closer to secure a kill on a low-health target, to juke abilities, or to re-position and gain a shield during a teamfight to keep you alive. If the enemy is close enough to a wall, you can dash to the outer rim of the circle to wall-hop and get distance on someone, which makes chases from them much harder (and looks clean as f***). Keep in mind that CC from your allies applies Plasma for you to detonate and use this ability. (Hard CC only).

This combo uses the animation of your


This functions nearly identically to the W → R combo, however this one requires you to be up close, as

This combo will deal your


This just saves you a small amount of time and helps you burst just that tiny bit faster. You may cast an ability during the start of


One of the more popular combos for experienced Kai'sa players, this combo allows you to instantly reposition while firing your


Easily the most complicated combo, but arguably the most deadly. You start by auto-attacking the enemy in order to get plasma on them. You then use your





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Your plasma ruptures at 5 stacks, but these stacks can be applied by teammate CC as well as your own abilities. Something like a ![]() |
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Once upgraded, your ![]() ![]() ![]() |
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Be mindful of your item breakpoints. Once you get enough in a stat (AD/AP/AS), you can upgrade your abilities. Ideally by late game, you'll have all of them upgraded. If you're just a few AP off of upgrading your ![]() ![]() |
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People rarely anticipate just how much burst you have in your kit. At full build it's not uncommon to burst someone for upwards of 1800 damage. An easy way to get in some of this surprise damage is to wait until 3 stacks of your passive (or 2 if your W is upgraded) and then hit them with your ![]() |

The most common starting item. Provides you with AD, a little bit of lifesteal for sustain, and a bit of HP to survive poke. Buy with 1 potion at the start. |
The defensive alternative to ![]() |
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As you can see, different areas in the lane represent different levels of threat, and you should position around this. When pushing a lane, you will more often be in the "Dangerous" or enemy's "Somewhat Safe" zones, so you should ensure that you keep in mind where the enemy jungler is, and if the enemy mid or top will rotate down. Ward the tribrush and river brush areas whenever possible, as this gives you a lot more safety when pushing. When farming under tower, keep in mind that the previous situation applies to enemies, meaning that they are far more vulnerable to ganks.
You should look to get an early level advantage in lane in order to get kill pressure on the enemy, or simply to force them off so that the lanes is yours to farm uncontested. To do this, you'll want to push the first wave as hard as you can without taking poke damage. This is done by clearing 1 full wave of minions, and then the melee minions from the 2nd wave. This will get you to exactly level 2, at which point you should look to be aggressive and use your additional power and ability to force a fight with the enemy.
After this, I generally slow push or freeze the wave, so that I get more CS more easily, and also to force the enemy laner to move farther from safety in order to CS or harrass. This makes it much more difficult for the enemy ADC to do anything, as you can punish them for overextending, and they have to push a little bit into danger in order to get any CS.
Once you've established a lead in lane, you should be doing one of 3 things:
1: Pushing down the enemy tower to get plating gold and eventually to win the lane.
2: Pushing lane and then assisting your jungler in taking Scuttle/Drake.
3: Pushing lane and then roaming to mid to gank and get that lane ahead.
Always try to last-hit every minion that you can, and farm as often as possible, as the gold from CS is one of the most impactful things in League. Going 2/1/1 with 160 CS at 20 minutes is VASTLY preferable to going 4/0/1 with 60 CS at 20 minutes.

1: Objective control and securing.
2: Teamfighting.
As an ADC, you naturally melt objectives faster than pretty much anyone else once you get some items. Make sure to be there for your team whenever they're taking towers/inhibitors, or going for a kill on







Be sure to make use of your





One of the most critical things to do correctly in a match is teamfighting. If you manage to kill several enemies and lose few allies, you can take objectives pretty much for free, as well as get yourself a nice chunk of gold. If you get beaten, however, you will need to play more defensively, and it will be much harder to stop the enemy from securing objectives of their own.
When a teamfight breaks out (and right before), you should first analyze the situation. Who has cooldowns? Who doesn't? What's everyone's health and mana looking like? Where do we have vision? Who has built what items? These are all things you should mentally check off and prepare for prior to a big fight, as knowing all of the variables will help you greatly.
Generally, you'll want to focus the target closest to you in a fight, while kiting away to ensure your own safety. If nobody is on you, or a squishy target is vulnerable, you should capitalize on that and look to burst them down with your combos or whittle them down with auto-attacks while your team locks swaps. For example, if the enemy



These fights are all about momentum, and just like



Have a nice day!
-Mr. Nyahr
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