The information below will help you get familiar with the game on the Shadow Assassin 🔵 Jungle Line KAYN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword
+12 Attack Damage
500
Youmuu's Ghostblade
Increases Movement Speed
+55 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed and 3-6 at 100 stacks. () Attacks removes all Momentum, but Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.
3200
Youmuu's Ghostblade TIPS: Youmuu's is good on assassins and on champions who need to get in and out of fights quickly.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Berserker's Greaves
Attack Speed
+20 Attack Damage
+35% Attack Speed
+45 Move Speed.
1400
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage.
500
Protobelt Enchant TIPS: Buy this when you need to close the gap to get on to the enemy.
Youmuu's Ghostblade
Increases Movement Speed
+55 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed and 3-6 at 100 stacks. () Attacks removes all Momentum, but Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds.
3200
Youmuu's Ghostblade TIPS: Youmuu's is good on assassins and on champions who need to get in and out of fights quickly.
Gluttonous Greaves
Attack Damage, Omnivamp
+35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Duskblade of Draktharr
Attacks deal bonus damage
+55 Attack Damage
+10 Ability Haste
Razor: +18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown duration.
3000
Duskblade of Draktharr TIPS: This item is best purchased on AD assassins who can attack quickly and decisively after being spotted. The large lethality boost this item provides means it is best against squishy targets. If the enemy is built more around tanks or brawlers, you may want to get a different core item.
Serylda's Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration .
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
3100
Serylda's Grudge TIPS: There is a need to slow down enemy champions and improve their kiting potential. A good item to build if you want to control the pace of the fight and peel for your team.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Serylda's Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration .
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
3100
Serylda's Grudge TIPS: There is a need to slow down enemy champions and improve their kiting potential. A good item to build if you want to control the pace of the fight and peel for your team.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Duskblade of Draktharr
Attacks deal bonus damage
+55 Attack Damage
+10 Ability Haste
Razor: +18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown duration.
3000
Duskblade of Draktharr TIPS: This item is best purchased on AD assassins who can attack quickly and decisively after being spotted. The large lethality boost this item provides means it is best against squishy targets. If the enemy is built more around tanks or brawlers, you may want to get a different core item.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab: +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: If you're an assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.
3000
Death's Dance TIPS: Effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, Talon. The item's passive damage reduction and healing can help mitigate their burst and sustain through extended fights.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
First Strike
Bonus Gold, Bonus Damage
0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 8% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100% /ranged: 85%) during the effect.
Cooldown: 20s
Sudden Impact
Bonus Damage
For 4 seconds after exiting stealth or using a dash, leap, blink, or teleport, damaging an enemy champion additionally deals 10-80 true damage.
Cooldown: 10s
Mark of the Weak
Increase damage taken
Using abilities to deal damage to enemy champions will mark them as weak, increasing damage taken by them by 4-7% (). The mark disappears after they take ability damage 3 times, or after 7s have passed.
Cooldown: 15s
Eyeball Collector
Adaptive Force
Gains 1 or 2 after each unique enemy champion takedown, stacking up to 10 times.
At 10 stacks, gain bonus 10 or 20.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
(Q) REAPING SLASH
6.5/6/5.5/5s 50
Shadow Assassin: Dashes and deals 70 physical damage (70/100/130/160 + 60/65/70/75% bonus ), then spins his scythe deal the same damage.
Darkin Slayer: Deals 42 (60/65/70/75% ) plus 7% (+7% + 0.06% bonus ) of the target's maximum health as physical damage instead.
Deals an additional 35 physical damage (Max 235/310/385/460) to minions and monsters.
(W) BLADE'S REACH
12/11/10/9s 50/60/70/80
Swipes the scythe upward, dealing 90 physical damage (90/150/210/270 + 110% bonus ) and slowing enemies hit by 90% decaying over 1.5 seconds.
Shadows Assassin: Kayn can move while using this ability and increases its range.
Darkin Slayer: Additionally clocks up enemies hit for 1 seconds.
(E) SHADOW STEP
18s 50
Gains 35% movement speed and can move through terrain for 5/5.5/6/6.5 seconds. Kayn restores 100 health (100/120/140/160 + 50% bonus ) upon entering terrain for the fist time.
Being immobilized or spending more than 1.2 consecutive seconds outside of terrain or in combat with enemy champions ends this ability early.
Shadow Assassin: Gain 75% movement speed instead and become immune to slows. The cooldown is reduced to 7 seconds.
(R) UMBRAL TRESPASS
80/70/60s 100
Infests an enemy champion for 2.5 seconds, becoming untargetable. When the infestation ends, the target is dealt 200 physical damage (200/300/400 + 165% bonus ).
Re-cast: Ends the infestation early.
Shadows Assassin: Increase this ability's range, the distance Kayn exits, and refreshes The Darkin Scythe's cooldown on exit.
Darkin Slayer: Deals 15% of the target's maximum health as physical damage instead (15% + 0.13% bonus ) and Kayn heals for 12% (12% + 0.1% bonus ) of the target's maximum health.
We have prepared lists of champions that can really annoy you during a match with the game on the Shadow Assassin 🔵 Jungle KAYN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Shadow Assassin 🔵 Jungle KAYN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes
+400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere).
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-390 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
500
Locket Enchant TIPS: Is great on tanks who are good in team fights.
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end.
500
Trinket: Sweepieng Lens
Scans around you, warning against hidden enemies, revealing invisible traps and revealing/disabling nearby enemy wards for 10 seconds.
Cooldown: 75s
Trinket: Control Ward
Places a visible ward that grants vision and reveals nearby wards, traps and camouflaged champions.
Tap castinbg prioritizes placing wards in brush you are within range of walking towards.
Cooldown: 100s
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
The Pro Kayn Jungle Path has a full clear that starts on the Raptors. Unlock (Q) REAPING SLASH and clear Raptors since it doesn't require a leash from the bot lane due to the huge amount of AoE damage this skill provides. After killing the Raptors and reaching level two, high elo Kayn players tend to level up the (E) SHADOW STEP skill which allows Kayn to travel through walls. By using (E) SHADOW STEP, you can travel through the Red Buff wall all the way to the Krugs to clear them quickly. After Krugs, next up is the Red Buff camp that grants you level three which allows you to upgrade (Q) REAPING SLASH. At this point move towards the Blue Buff side of the jungle and clear the Wolves, Blue Buff and Gromp. These give you level four and unlock (W) BLADE'S REACH. Scuttler is the last camp in this jungle path and after that you can gank a lane with the best kill potential so that you get a lot of transformation point.
This Kayn Jungle Clear prioritizes full clearing for most optimal scaling and allows you to also gank a lane first before going for the Scuttler, if a high kill opportunity arrises.
The information below will help you get familiar with the game on the Rhaast 🔴 Jungle Line KAYN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword
+12 Attack Damage
500
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values.
3000
Black Cleaver TIPS: It's effective against tanky opponents and can help shred their armor. Good for champions who rely on physical damage and have the ability to quickly apply multiple stacks of the item's passive.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage.
500
Protobelt Enchant TIPS: Buy this when you need to close the gap to get on to the enemy.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values.
3000
Black Cleaver TIPS: It's effective against tanky opponents and can help shred their armor. Good for champions who rely on physical damage and have the ability to quickly apply multiple stacks of the item's passive.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Serylda's Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration .
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
3100
Serylda's Grudge TIPS: There is a need to slow down enemy champions and improve their kiting potential. A good item to build if you want to control the pace of the fight and peel for your team.
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.
3000
Death's Dance TIPS: Effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, Talon. The item's passive damage reduction and healing can help mitigate their burst and sustain through extended fights.
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.
3000
Death's Dance TIPS: Effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, Talon. The item's passive damage reduction and healing can help mitigate their burst and sustain through extended fights.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Serylda's Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration .
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
3100
Serylda's Grudge TIPS: There is a need to slow down enemy champions and improve their kiting potential. A good item to build if you want to control the pace of the fight and peel for your team.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Serylda's Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration .
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
3100
Serylda's Grudge TIPS: There is a need to slow down enemy champions and improve their kiting potential. A good item to build if you want to control the pace of the fight and peel for your team.
Serpent's Fang
Anti-Shielding
+50 Attack Damage
+10 Ability Haste
Stab: +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: If you're an assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Gathering storm
Increasing AD/AP
Every 3 minutes, gain increasing Adaptive or . Totaling: 2/5/9/14 or 4/10/18/28 based on game time.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Legend: Tenacity
Tenacity, Slow Resist
Gains 3% Tenacity and 3% Slow Resist. Takedown monsters, enemy champions, or minions to gain up to an additional 15% Tenacity and 20% Slow Resist.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
(Q) REAPING SLASH
6.5/6/5.5/5s 50
Shadow Assassin: Dashes and deals 70 physical damage (70/100/130/160 + 60/65/70/75% bonus ), then spins his scythe deal the same damage.
Darkin Slayer: Deals 42 (60/65/70/75% ) plus 7% (+7% + 0.06% bonus ) of the target's maximum health as physical damage instead.
Deals an additional 35 physical damage (Max 235/310/385/460) to minions and monsters.
(W) BLADE'S REACH
12/11/10/9s 50/60/70/80
Swipes the scythe upward, dealing 90 physical damage (90/150/210/270 + 110% bonus ) and slowing enemies hit by 90% decaying over 1.5 seconds.
Shadows Assassin: Kayn can move while using this ability and increases its range.
Darkin Slayer: Additionally clocks up enemies hit for 1 seconds.
(E) SHADOW STEP
18s 50
Gains 35% movement speed and can move through terrain for 5/5.5/6/6.5 seconds. Kayn restores 100 health (100/120/140/160 + 50% bonus ) upon entering terrain for the fist time.
Being immobilized or spending more than 1.2 consecutive seconds outside of terrain or in combat with enemy champions ends this ability early.
Shadow Assassin: Gain 75% movement speed instead and become immune to slows. The cooldown is reduced to 7 seconds.
(R) UMBRAL TRESPASS
80/70/60s 100
Infests an enemy champion for 2.5 seconds, becoming untargetable. When the infestation ends, the target is dealt 200 physical damage (200/300/400 + 165% bonus ).
Re-cast: Ends the infestation early.
Shadows Assassin: Increase this ability's range, the distance Kayn exits, and refreshes The Darkin Scythe's cooldown on exit.
Darkin Slayer: Deals 15% of the target's maximum health as physical damage instead (15% + 0.13% bonus ) and Kayn heals for 12% (12% + 0.1% bonus ) of the target's maximum health.
We have prepared lists of champions that can really annoy you during a match with the game on the Rhaast 🔴 Jungle KAYN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Rhaast 🔴 Jungle KAYN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes
+400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low
+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere).
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-390 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
500
Locket Enchant TIPS: Is great on tanks who are good in team fights.
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end.
500
Trinket: Sweepieng Lens
Scans around you, warning against hidden enemies, revealing invisible traps and revealing/disabling nearby enemy wards for 10 seconds.
Cooldown: 75s
Trinket: Control Ward
Places a visible ward that grants vision and reveals nearby wards, traps and camouflaged champions.
Tap castinbg prioritizes placing wards in brush you are within range of walking towards.
Cooldown: 100s
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
The Pro Kayn Jungle Path has a full clear that starts on the Raptors. Unlock (Q) REAPING SLASH and clear Raptors since it doesn't require a leash from the bot lane due to the huge amount of AoE damage this skill provides. After killing the Raptors and reaching level two, high elo Kayn players tend to level up the (E) SHADOW STEP skill which allows Kayn to travel through walls. By using (E) SHADOW STEP, you can travel through the Red Buff wall all the way to the Krugs to clear them quickly. After Krugs, next up is the Red Buff camp that grants you level three which allows you to upgrade (Q) REAPING SLASH. At this point move towards the Blue Buff side of the jungle and clear the Wolves, Blue Buff and Gromp. These give you level four and unlock (W) BLADE'S REACH. Scuttler is the last camp in this jungle path and after that you can gank a lane with the best kill potential so that you get a lot of transformation point.
This Kayn Jungle Clear prioritizes full clearing for most optimal scaling and allows you to also gank a lane first before going for the Scuttler, if a high kill opportunity arrises.
Kayn the Shadow Assassin fighters Rhast the Darkin Slayer for control.
Damaging ranged champions charge the Shadow Assassin, and damaging, melee champions charge the Darkin Slayer. At full charge, Kayn can permanently transform at his base.
Shadow Assassin: After Kayn has not taken damage from champions for 5 seconds, his attacks and abilities deal an additional 44 - 56%% magic damage () to enemy champions for 3 seconds.
Darkin Slayer: Kayn heals for 20% () of physical damage dealt to champions.
6.5/6/5.5/5s 50
Shadow Assassin: Dashes and deals 70 physical damage (70/100/130/160 + 60/65/70/75% bonus ), then spins his scythe deal the same damage.
Darkin Slayer: Deals 42 (60/65/70/75% ) plus 7% (+7% + 0.06% bonus ) of the target's maximum health as physical damage instead.
Deals an additional 35 physical damage (Max 235/310/385/460) to minions and monsters.
12/11/10/9s 50/60/70/80
Swipes the scythe upward, dealing 90 physical damage (90/150/210/270 + 110% bonus ) and slowing enemies hit by 90% decaying over 1.5 seconds.
Shadows Assassin: Kayn can move while using this ability and increases its range.
Darkin Slayer: Additionally clocks up enemies hit for 1 seconds.
18s 50
Gains 35% movement speed and can move through terrain for 5/5.5/6/6.5 seconds. Kayn restores 100 health (100/120/140/160 + 50% bonus ) upon entering terrain for the fist time.
Being immobilized or spending more than 1.2 consecutive seconds outside of terrain or in combat with enemy champions ends this ability early.
Shadow Assassin: Gain 75% movement speed instead and become immune to slows. The cooldown is reduced to 7 seconds.
80/70/60s 100
Infests an enemy champion for 2.5 seconds, becoming untargetable. When the infestation ends, the target is dealt 200 physical damage (200/300/400 + 165% bonus ).
Re-cast: Ends the infestation early.
Shadows Assassin: Increase this ability's range, the distance Kayn exits, and refreshes The Darkin Scythe's cooldown on exit.
Darkin Slayer: Deals 15% of the target's maximum health as physical damage instead (15% + 0.13% bonus ) and Kayn heals for 12% (12% + 0.1% bonus ) of the target's maximum health.
Use this combo to All-In an enemy from a distance.
Approach the target using (E) SHADOW STEP through the terrain. Use (Q) REAPING SLASH and FLASH to instantly burst the enemy and further close the distance. Upon landing, AA, (W) BLADE'S REACH, and AA (skip this one if you have enough damage) to deal more damage. Use (R) UMBRAL TRESPASS to wait for your ability's cooldown while being untargetable. Upon exit, quickly AA, (Q), and AA to finish off the enemy.
A peerless practitioner of lethal shadow magic, Shieda Kayn battles to achieve his true destiny—to one day lead the Order of Shadow into a new era of Ionian supremacy. He wields the sentient darkin weapon Rhaast, undeterred by its creeping corruption of his body and mind. There are only two possible outcomes: either Kayn bends the weapon to his will... or the malevolent blade consumes him completely, paving the way for the destruction of all Runeterra.