Kayn is a champion in League of Legends played in the Jungle, classified as a Skirmisher (legacy: Fighter, Assassin). The Shadow Reaper uses Mana (410–1393.25 at max level) and deals Physical adaptive damage. Released July 12, 2017, last changed V26.03, patch V26.03. Kayn is the only champion in League of Legends who fundamentally changes his entire identity mid-game. The Darkin Scythe passive forces a strategic choice: do you become Rhaast – a drain-tank bruiser who thrives in extended fights against tanky teams – or Shadow Assassin – a burst assassin who deletes squishies and vanishes through walls? The answer depends on enemy comp, your team’s needs, and which orbs you farm. This dual identity makes Kayn one of the most adaptable junglers in the game, capable of filling either a frontline bruiser or backline assassin role depending on how each match develops. His wall-walking E also gives him the most unique pathing of any jungler – ganks come from angles that wards simply can’t cover.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 655 | 2680.5 |
| Mana (MP) | 410 | 1393.25 |
| Attack Damage (AD) | 68 | 132.89 |
| Armor (AR) | 38 | 126.49 |
| Magic Resist (MR) | 32 | 72.31 |
| Movement Speed (MS) | 340 | 340 (fixed) |
| Attack Range | 175 (Melee) | 175 (fixed) |
| Base Attack Speed | 0.669 | 0.669 + 0–53.1% bonus |
💡 Unique Mechanic: Kayn is effectively three champions in one. Base Kayn is deliberately weak – a pre-evolution form with no passive bonuses. The entire early game revolves around farming Darkin Scythe orbs from champion combat to unlock your transformation. Every instance of damage (excluding DoT) against enemy champions drops orbs. Damage to melee champions fills the Darkin Slayer (Rhaast) bar. Damage to ranged champions fills the Shadow Assassin bar. Whichever fills first becomes available at fountain – the other form unlocks 4 minutes later (reduced by farming opposite orbs). The transformation takes 6 seconds, during which you’re invulnerable and untargetable, restores full HP and mana, and grants Homeguard speed. The strategic depth is enormous: if the enemy team is 4 melee + 1 ranged, going Rhaast is natural (melee orbs come fast, %HP damage shreds tanks). If they’re squishy ranged carries, Shadow Assassin deletes them. But sometimes you need to go against the orb flow – forcing SA vs melee-heavy comps when your team already has tanks, or going Rhaast when you need frontline despite fighting ranged champions. Planning gank targets around which transformation you want is critical.
🔥 Passive: The Darkin Scythe
INNATE: Secondary XP bar tracking Darkin Slayer and Shadow Assassin forms. Gathers orbs from champion takedowns and each damage instance (excluding DoT) against champions. Melee champion damage → Darkin Slayer orbs. Ranged champion damage → Shadow Assassin orbs. Transform at summoning platform over 6 seconds (invulnerable, untargetable, full HP/mana restore, Homeguard).
| Shadow Assassin Bonus | Darkin Slayer (Rhaast) Bonus |
| Upon entering combat: 20–42.35% (by level) of post-mitigation physical AND magic damage dealt as BONUS magic damage for 3s. Resets after 8s out of combat or R recast. | Rhaast heals for 25% (+0.5% per 100 bonus HP) of post-mitigation physical damage dealt to champions with abilities. |
➡️ Key Mechanic: Shadow Assassin’s passive is front-loaded burst – 20–42% bonus damage as magic on top of ALL your physical and magic damage for 3 seconds after engaging. At level 18, that’s effectively a 42% damage amplifier for your opening combo. The 8-second reset means every re-engage from stealth or walls reactivates it. Rhaast’s passive is sustained healing – 25% of all ability damage returns as HP. Q hits twice (each heals), W heals, R heals both from base and %HP. In extended teamfights, Rhaast heals thousands of HP through combat. With Spirit Visage (+25% healing), Rhaast becomes nearly impossible to kill while dealing damage.
⚔️ Q: Reaping Slash
Cost: 40 Mana | CD: 7/6.5/6/5.5/5s | Cast: None | Range: 350
ACTIVE: Dashes in target direction dealing physical damage to enemies passed through, then swings scythe dealing the same damage to nearby enemies. Both instances deal 40 bonus vs minions/monsters. Dash speed scales with total movement speed.
| Parameter | Value |
| Physical Damage (per hit) | 75/105/135/165/195 (+85% bAD) |
| Non-Champion Damage | 115/145/175/205/235 (+85% bAD) |
| Darkin Slayer Q | 65% AD (+6%)(+3.5% per 100 bAD) max HP per hit. Total: 130% AD (+12%)(+7% per 100 bAD) max HP. |
| Monster Cap per Hit | 200/250/300/350/400 |
💡 Pro Tip: Reaping Slash deals damage twice – once during the dash, once on the scythe swing. Both trigger Rhaast’s 25% healing independently. At max rank with 200 bAD, base Kayn deals ~365 per hit, 730 total. As Rhaast against a 4000 HP tank: each hit adds ~284 from %HP alone, 568 total %HP damage. The dash passes through thin walls for extra escape/engage options. Dash speed scaling with MS means E’s 40–70% boost makes Q dashes noticeably faster.
🌊 W: Blade’s Reach
Cost: 40/45/50/55/60 Mana | CD: 13/12/11/10/9s | Cast: 0.55s / None | Range: 700 / 900
ACTIVE: Swings scythe dealing physical damage and slowing 90% decaying over 1.5 seconds.
| Parameter | Value |
| Physical Damage | 85/130/175/220/265 (+110% bAD) |
| Slow | 90% decaying over 1.5 seconds |
| Shadow Assassin W | Range +200 (900). Shadow casts at position, NO cast time. Kayn moves freely during. |
| Darkin Slayer W | Knocks up enemies for 1 second. |
➡️ Key Mechanic: W transforms completely between forms. Base Kayn has 0.55s cast time and 700 range – slow and telegraphed. Shadow Assassin removes cast time entirely: shadow casts W while you keep moving. W + Q simultaneously for instant burst, or W while running for guaranteed disengage. Rhaast gains 1-second AoE knock-up – the only hard CC in Kayn’s kit. 700-range AoE knock-up on a 9s CD that deals 265 (+110% bAD) and heals 25% of damage through passive. The 90% slow also guarantees follow-up.
👻 E: Shadow Step
Cost: 90 Mana | CD: 21/19/17/15/13s | Cast: None
ACTIVE: Gains 40% bonus total MS, ghosting, and ability to walk through terrain for a duration. Heals upon first entering terrain. Gains unobstructed vision inside walls. Combat with champions in last 3s reduces duration to 1.5s.
| Parameter | Value |
| Duration | 7/7.5/8/8.5/9 seconds |
| Heal (terrain entry) | 90/100/110/120/130 (+45% bAD) |
| Shadow Assassin E | CD 10s all ranks. 100% slow resist. Terrain entry = 70% total MS. |
💡 Pro Tip: Shadow Step is what makes Kayn’s ganking unique. 9 seconds of wall-walking means you traverse the entire jungle through walls, emerging at angles no ward covers. The heal on terrain entry (~230 with 200 bAD at max rank) provides significant sustain between clears. Critical: combat reduces duration to 1.5s. Don’t E after fighting – you’ll pop out immediately. Use E BEFORE combat for ganking, or AFTER disengaging (wait 3s). Shadow Assassin upgrade: 70% MS inside walls + 100% slow resist + 10s CD. Blue Kayn moves at absurd speed through terrain, making ganks virtually unpredictable.
🌟 R: Umbral Trespass (Ultimate)
Cost: 100 Mana | CD: 120/100/80s | Cast: None | Range: 550/750 | Radius: 300/500
PASSIVE: Marks enemy champions damaged in last 3.15 seconds.
ACTIVE: Vanishes and dashes to a marked enemy, attaching inside them for up to 2 seconds (untargetable, target revealed). Recast: deals physical damage and dashes out.
| Parameter | Value |
| Physical Damage | 150/250/350 (+150% bAD) |
| Shadow Assassin R | +200 bonus cast/emerge range. Emerging resets Darkin Scythe passive CD. |
| Darkin Slayer R | 15% (+10% per 100 bAD) target max HP damage. Heals 11.25% (+7.5% per 100 bAD) target max HP. |
➡️ Key Mechanic: Umbral Trespass = untargetable for up to 2 seconds inside an enemy. Dodge every skillshot, every ability. You can Smite while inside – making Kayn a top objective stealer. As Shadow Assassin, emerging resets passive: burst target 1 (42% bonus), R in, emerge → passive resets → 42% bonus on target 2. Chain assassination. As Rhaast vs 4000 HP tank with 200 bAD: R deals ~35% max HP = 1400 damage, heals ~26% = 1050 HP. A 2450 HP swing from one ability. Use Rhaast R when LOW HP for maximum healing value – 2 seconds untargetable lets cooldowns reset, then emerge at high HP with Q and W ready again.
🔵 Shadow Assassin (Blue Kayn) – Full Breakdown
Shadow Assassin is a burst assassin designed to instantly delete squishy carries. The playstyle: emerge from wall at 70% MS → W (instant cast, 900 range) → Q through target → auto-attack → R to finish + become untargetable → emerge with passive reset → E back into wall. Entire combo takes under 2 seconds with 42% bonus damage passive amplifying everything. Against a 2000 HP ADC at level 18 with full lethality build, this combo deals 2500+ damage. SA excels when the enemy team has 3+ squishy ranged champions (ADC, mage, enchanter). Your job: flank through walls, one-shot a carry, R out or onto the next target, E to safety. You’re not a teamfighter – you’re a pick champion who removes high-value targets and disappears.
🔴 Darkin Slayer (Rhaast / Red Kayn) – Full Breakdown
Rhaast is a drain-tank bruiser who heals 25% of all ability damage and shreds tanks with %max HP. Playstyle: E through flank wall → W knock-up (1s AoE CC) → Q through cluster (double-hit %HP damage) → auto-attack → R the tankiest target when low HP (15–35% max HP + massive heal) → emerge at near-full HP while Q and W come off CD. Rhaast doesn’t die in teamfights – he heals more than he takes as long as abilities land. Against a 4000 HP tank: Q ~568 %HP total, W deals 265 + 110% bAD, R deals ~1400 %HP and heals 1050. Total healing from one rotation: 600+ from Q/W + 1050 from R = 1650+ HP recovered. With Spirit Visage that’s over 2000 per rotation. Rhaast excels against 3+ melee bruisers/tanks. %HP shreds them, sustained healing means they can’t kill you either.
🎯 Strategies and Gameplay Tips
Early Game (Pre-Transformation) – Orb Farming
- Path Toward Target Orbs: Before the game starts, decide which form you want based on enemy comp. Going Rhaast? Path toward lanes with melee champions. Going SA? Gank bot lane (ADC + ranged support = double orbs). Every gank should target the champion type matching your desired form.
- Clear Speed is King: Kayn has one of the fastest jungle clears. Q hits all monsters twice, W finishes with AoE. Full clear ~3:15. Use E between camps to heal and traverse walls. Faster clears = more gank time = more orbs = faster transformation.
- E Ganking Angles: Standard junglers gank through river. Kayn goes through lane walls. Top: E through long wall behind enemy tower. Mid: side walls. Bot: tribush wall. These angles bypass all wards – enemies see nothing until you’re on them. Activate E BEFORE combat range (combat reduces duration to 1.5s).
Shadow Assassin – Post-Transformation
- One-Shot Combo: E through wall (70% MS) → W (instant, 900 range, 90% slow) → Q through target (double damage) → auto → R (untargetable + damage + passive reset). If target dies from W+Q+auto, save R for next target or escape.
- Passive Management: 42% bonus damage lasts 3s from entering combat. E’s 70% MS closes distance instantly for full combo within window. If fight extends past 3s, disengage into wall with E, wait 8s, re-engage for fresh 42% amplifier.
- Never Teamfight Head-On: SA lacks Rhaast’s healing or knock-up. Diving into 5 enemies as Blue Kayn = instant death. Wait in wall near fight, watch for isolated carry, emerge → one-shot → E back into wall. Your role is assassination, not brawling.
Rhaast – Post-Transformation
- Teamfight Initiation: E through flank wall → W knock-up (1s AoE CC) → Q through cluster (%HP double-hit) → auto while Q comes back → R tankiest target when low HP (heal to near-full). Team follows the 1s knock-up while you sustain through the fight.
- R as Healing Tool: Against 4000 HP tanks, R heals potentially 1050 HP. Use R when LOW HP – not at fight start. The 2s untargetable lets CDs reset. Pattern: dive in, Q + W, take damage to 20% HP, R high-HP enemy, heal to 70%+, emerge and Q + W again.
- Anti-Tank Specialist: Q deals %max HP per hit. Against 4000+ HP tanks, each Q rotation deals 500–700 bonus from %HP alone. Black Cleaver stacks from double-hit, shredding armor rapidly. Q + W + R rotation deals 35–50% of their max HP while healing 25% of all damage dealt.
❌ Common Mistakes and How to Avoid Them
- Wrong Form Choice: SA into 4 melee tanks = useless (can’t one-shot Ornn). Rhaast into 4 squishies = overkill sustain when burst would end fights faster. Rule: 3+ tanks/bruisers = Rhaast, 3+ squishies = SA. If 50/50, Rhaast is the safer default.
- Forcing Early Fights as Base Kayn: Base Kayn is one of the weakest duelists. No passive bonus, mediocre stats. Don’t contest scuttler vs Lee Sin, Elise, or any strong early jungler. Farm, collect orbs through quick ganks, transform ASAP.
- Using E in Combat: E duration drops to 1.5s if in champion combat within 3s. Pressing E mid-fight gives almost no wall time. E is for BEFORE fights (ganking) or AFTER fights (escaping after 3+ seconds out of combat).
- Wasting R for Damage Only: R’s primary value is untargetability + healing/passive reset. Using R immediately wastes 2s of safety. Rhaast: R when LOW HP for max healing. SA: R to finish kills and reset passive, or dodge critical abilities.
⚙️ Shadow Assassin Build (50.3–50.5% WR)
Core Items
- Hubris: First item. AD + lethality + stacking AD from kills. SA’s purpose is assassination, so Hubris snowballs perfectly – each kill makes the next easier.
- Ionian Boots of Lucidity: Ability haste for more W+Q combos and lower R CD. SA lives by ability rotations, not autos.
- Voltaic Cyclosword: Lethality + Energize proc on first hit after emerging from walls. Amplifies opening damage on top of 42% passive.
Late Game Items
- Eclipse: Omnivamp + %HP proc for survivability and tank-busting when needed. Shield keeps you alive through tough encounters.
- Black Cleaver: Armor shred stacking from Q double-hit. Useful when carries build defensive armor (Zhonya’s, GA).
- Edge of Night / Serylda’s Grudge: Spell shield prevents CC from interrupting combo (Edge). %Armor pen + slow for armored targets (Serylda’s).
⚙️ Darkin Slayer (Rhaast) Build (52.9% WR)
Core Items
- Voltaic Cyclosword: Strong first item for both forms. AD + lethality for early damage, Energize amplifies ganks. CDR helps Rhaast cycle Q and W faster.
- Mercury’s Treads / Plated Steelcaps: Rhaast needs survivability boots. Merc Treads for AP/CC, Steelcaps for AD. Tenacity from Mercs is critical – Rhaast must land abilities to heal.
- Black Cleaver: THE Rhaast item. HP scales passive healing (+0.5% per 100 bonus HP). Armor shred stacks from Q double-hit. AD + ability haste = more rotations = more %HP damage = more healing. Every stat aligns perfectly.
Survivability Items
- Death’s Dance: Bleed passive + heal on takedown. Combined with Rhaast’s 25% healing, makes him practically unkillable in extended fights. Bleed converts burst to DoT, giving time to heal through it.
- Spirit Visage: Amplifies ALL healing by 25%. Rhaast’s healing goes from 25% to 31.25%. R healing becomes even more massive. Core against AP-heavy teams.
- Endless Hunger: Lifeline shield + omnivamp. Additional survivability layer. Omnivamp stacks with ability healing for absurd sustain. Strong final item vs burst threats.
🔶 Runes
Rhaast – Precision + Inspiration:
- Conqueror: Optimal keystone. Q hits twice (2 stacks), W (1 stack), autos (1 stack). Full stacks in one rotation for bonus AD + healing. Bonus AD also scales %HP ratio – feedback loop.
- Triumph + Legend: Haste + Last Stand: Heal on takedown + CDR stacking + bonus damage at low HP. Every rune feeds Rhaast’s drain-tank loop: fight at low HP (Last Stand active), heal through abilities, Triumph heals on kills, Haste reduces CDs for more rotations.
- Cosmic Insight + Magical Footwear: Item/summoner haste + free boots. More Smite for objectives, lower Flash CD, saved gold from footwear.
Shadow Assassin – Domination + Inspiration:
- Dark Harvest: SA’s keystone. Stacking damage from takedowns, resets on kills. Burst drops enemies below 50% HP easily, triggering Harvest. Snowballs with assassin playstyle.
- Sudden Impact + Grisly Mementos + Treasure Hunter: Lethality after Q dash/E emerge (always active during burst) + stacking AD from takedowns + gold from unique kills to accelerate item spikes. Secondary: Cosmic Insight + Magical Footwear.
⚔️ Counter Picks & Matchups
✅ Kayn Counters (Strong Against)
Why: Both are squishy melee junglers that Kayn outclears and outscales. Faster full clear means earlier transformation. Rhaast’s W knock-up disrupts their combos. SA matches their burst with better escape tools (E through walls). Neither can follow Kayn’s wall-pathing.
2. Karthus
Why: Immobile, no escape. Wall-ganks reach him easily. R dodges Karthus R damage entirely. SA one-shots before he can cast. Rhaast heals through his DPS and locks him down with knock-up.
3. Ambessa
Why: Melee = feeds Rhaast orbs naturally. Lacks sustained DPS to outduel Rhaast’s drain-tanking. Kayn’s wall-movement outpaces her pathing for superior map control.
❌ Kayn Countered By
1. Ivern
Why: Avoids fighting Kayn entirely early. Daisy provides consistent peel. Shield + healing negates SA burst. Utility gameplay doesn’t care about wall-ganking. Kayn can’t snowball when Ivern prevents kills through team protection.
2. Fiddlesticks
Why: Fear shuts down both forms. Feared Rhaast deals zero damage = zero healing = death. Fiddle’s passive fear procs from fog, exactly where SA operates. Fiddle R creates zones where Kayn can’t operate. Drain healing matches Rhaast’s sustain while dealing more AoE.
3. Rek’Sai
Why: Tremor sense detects Kayn inside walls. She sees him coming through terrain. Early game far stronger than base Kayn – invades and kills before transformation. Her R untargetability can dodge Kayn’s R. Forces fights when Kayn is weakest.
FAQ
Q: Rhaast or Shadow Assassin – which is better?
A: Depends on enemy comp. 3+ tanks/bruisers = Rhaast (%HP damage + sustain). 3+ squishies = SA (one-shot potential). 50/50 comp = Rhaast is safer. Current meta: Rhaast ~52.9% WR vs SA ~50.3%, suggesting Rhaast is slightly stronger overall.
Q: How do I get orbs faster?
A: Every damage instance (no DoT) drops orbs. Q hits twice = 2 orbs per cast. Focus ganks on the right champion type: melee = Rhaast, ranged = SA. One successful gank with abilities + kill fills ~40–50% of the bar.
Q: Can I Smite while inside an enemy with R?
A: Yes. This makes Kayn one of the best objective stealers. E through pit wall, Q onto enemy jungler to mark, R inside them, Smite from untargetable safety, exit.
Q: What if I get the wrong form first?
A: The other form unlocks 4 minutes later (reduced by farming opposite orbs). If you know which form you want, target the right champion types from the start. Planning > waiting.