See Kaisa's counters
Patch 26.18bot

Kai'Sa ADC Build & Guide — Patch 26.18

Kaisa

Tactical Dashboard

Difficulty
Damage
MIXED
Class
Marksman / Hybrid
Patch
26.18

Core Abilities

Second Skin
Basic attacks stack Plasma on the target; allies' immobilizing CC adds extra stacks. Item purchases also evolve Q/W/E once Kai'Sa hits hidden AD/AP/Attack Speed thresholds.
Icathian Rain
Icathian Rain
Fires 6 missiles that split among nearby enemies (max 600 range). Repeat hits on the same target deal reduced damage. Evolves at ~100 bonus AD: 12 missiles instead of 6.
Void Seeker
Void Seeker
Long-range linear missile (3000 units). Marks first enemy hit with 2 Plasma stacks and reveals them for 4s. Evolves at 100 AP: 3 stacks + 75% cooldown refund on champion hit.
Supercharge
Supercharge
Channels briefly, gaining Move Speed and Ghosted (passes through units), then bursts Attack Speed for 4s. Auto-attacks reduce its cooldown. Evolves at 100% bonus Attack Speed, which grants brief invisibility.
Killer Instinct
Killer Instinct
Dash next to any enemy champion currently affected by Plasma. Grants a shield on arrival. Used to finish chip-killed targets, not to engage.

Skill Order

1
Q
2
E
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

WAAQEAA

Core Items

Kraken Slayer
Berserker's Greaves
Runaan's Hurricane
Guinsoo's Rageblade
Infinity Edge

Situational Items

Lord Dominik's Regards
Lord Dominik's Regards
vs HP/armor stackers (Cho'Gath, Sion, Malphite, Ornn): percent armor pen ignores a fixed share of enemy armor
Mortal Reminder
Mortal Reminder
vs healing-stacking comps (Soraka, Vladimir, Aatrox): applies Grievous Wounds (cuts enemy healing by 40%)
Maw of Malmortius
Maw of Malmortius
vs heavy AP burst (Syndra, Veigar, Brand support): magic resist + a damage shield when you dip below 30% HP
Bloodthirster
Bloodthirster
vs heavy long-range chip damage (Ezreal, Caitlyn, Xerath): lifesteal heals mid-fight, overheal stores HP as shield
Phantom Dancer
Phantom Dancer
vs assassins or divers (Zed, Kha'Zix, Talon): Ghost passive lets you walk through units while kiting

Runes

Primary · Domination
Hail of Blades
KeystoneHail of Blades
Taste of Blood
Taste of Blood
Sixth Sense
Sixth Sense
Ultimate Hunter
Ultimate Hunter
Secondary · Precision
Triumph
Triumph
Coup de Grace
Coup de Grace
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Domination + Hail of Blades: 3 super-fast auto-attacks right after the R dash front-load Plasma stacks and Kraken Slayer's third-hit proc. Taste of Blood adds lane sustain, Sixth Sense flags wards, Ultimate Hunter adds ability haste to R.

Why secondary

Precision secondary: Triumph restores 5% of your missing health plus 2.5% of your max health on takedown (kill or assist), turning your R-into-fight executes into safe escapes. Coup de Grace adds 8% damage on enemies under 40% HP.

When to switch secondary

Into a heavy poke lane (Caitlyn + Lux, Ezreal + Karma) swap Precision to Resolve with Second Wind (regen on damage from champions) and Overgrowth (bonus HP per minion absorbed) for sustain.

Win Condition

Stack Plasma on the back-line target with W and auto-attacks, R-dash on top as soon as Plasma is on them, finish with Q + empowered AAs while E gives the attack speed window.

Weakness

R requires Plasma stacks on a target — without W landing or ally CC you have no engage. Squishy with no dash before R; if you mis-time E you eat full burst before invisibility.

Overview

Kai'Sa is a hybrid marksman — a champion who scales with both AD (auto-attack damage) and AP (ability damage) at once, instead of stacking only one. She is the only ADC (attack damage carry: a ranged auto-attacker that becomes the team's main damage source late) whose abilities literally upgrade themselves when you cross hidden item thresholds: 100 bonus AD evolves Q, 100 AP evolves W, 100% bonus Attack Speed evolves E. Her build path matters more than for any other marksman — wrong order means an evolve never triggers, and a Kai'Sa without evolved E (no invisibility on the dash) is half a champion.

Her game plan is a stacking puzzle: every basic attack puts Plasma stacks on the target, and the moment a target is carrying Plasma her R unlocks as a long-range dash on top of them. Support CC (Crowd Control: stuns, slows, roots that lock the enemy in place) accelerates the count for free. In lane she pokes (deals long-range chip damage to drain HP without committing to a fight) with W at 3000 units; in teamfights (5v5 fights that decide objectives like Drake or Baron — neutral monsters that grant team buffs when killed) she sits at maximum AA range until a back-line target is chip-killed, then dashes in with R + evolved E invisibility to clean up. The skill ceiling sits in R target selection.

Recommended Build

Starting items: Doran's Blade Doran's Blade (small AD + lifesteal — heal a portion of damage dealt) + 1 Health Potion Health Potion.

Core items (in order):

  1. Kraken Slayer Kraken Slayer — first-item power spike (the moment a champion gets noticeably stronger after completing an item). Gives AD + Attack Speed; the Bring It Down passive deals bonus physical damage on every third hit, scaled up by how much health the target is missing, which front-loads damage during the short R-into-fight burst window.
  2. Berserker's Greaves Berserker's Greaves — attack speed boots, raised to 30% bonus Attack Speed in patch 26.16 (from 25%). On top of Kraken Slayer's 40% that is 70% from items, still short of the 100% bonus Attack Speed that evolves E: 70% only clears the bar at level 18, once stat growth has quietly supplied the last 30%. Buy them for the DPS and the head start on the threshold, not because they finish it.
  3. Runaan's Hurricane Runaan's Hurricane — adds two side-arrows to every basic attack and another 40% Attack Speed. The side arrows apply Plasma to nearby enemies, so in a teamfight Kai'Sa stacks Plasma on the entire enemy team while AA-ing only one target. This is the item that evolves E: 40% plus 30% plus 40% is 110% bonus Attack Speed, clear of the 100% threshold at any level.
  4. Guinsoo's Rageblade Guinsoo's Rageblade — gives AD, AP, and Attack Speed in a single slot. Its 30 AP is the first step toward the 100 AP that evolves W (75% cooldown refund on champion hit + 3 Plasma stacks per cast), but on its own it does not clear the bar. Seething Strike makes every third AA apply on-hit effects twice once it is fully stacked.
  5. Infinity Edge Infinity Edge — late-game crit multiplier (a critical strike deals 200% damage by default; Infinity Edge's +30% critical strike damage takes every crit to 230%). Combined with Runaan's two extra projectiles, every basic attack rolls 3 crit chances at once.

Situational items:

  • Lord Dominik's Regards Lord Dominik's Regards — vs HP/armor stackers (Cho'Gath, Sion, Malphite, Ornn). Replace Infinity Edge Infinity Edge as 5th item if the enemy team has 2+ tanks.
  • Mortal Reminder Mortal Reminder — vs healing-stacking comps (Soraka, Vladimir, Aatrox). Applies Grievous Wounds (a debuff that cuts the target's healing and health regeneration by 40% for 3 seconds).
  • Maw of Malmortius Maw of Malmortius — vs heavy AP burst (Syndra, Veigar, Brand support — burst mage = a champion that deletes you in 1-2 seconds with one combo). Magic resist + a damage shield below 30% HP buys the second R needed to escape.
  • Bloodthirster Bloodthirster — vs heavy poke. Lifesteal heals you mid-fight; when overhealed it stores HP as a temporary shield.
  • Phantom Dancer Phantom Dancer — vs assassins or divers (Zed, Kha'Zix, Talon — champions designed to dive onto the back line). Its Ghost passive lets you walk through enemy minions and champions while kiting (moving back while attacking).

Boots: Berserker's Greaves Berserker's Greaves is the only correct choice. Attack speed feeds the E evolve and the Q multi-missile DPS during R combos.

Skill order: Max Q first (main DPS, biggest evolve payoff). Max E second (more cooldown reduction and longer Attack Speed window). Max W last (utility only — long range + Plasma stacking, but worst base damage per skill point): since patch 26.13 its rank-1 cooldown is 20 seconds and every extra rank shaves only 1.5s, so the points do more work in Q and E. Take R at levels 6, 11, 16.

Runes: Primary tree Domination (the burst-AA tree) with Hail of Blades (3 super-fast attacks the moment you start AA-ing a champion), Taste of Blood (heal 16-40 HP on damaging an enemy champion every 20s), Sixth Sense (automatically tracks a nearby hidden ward every 250s), Ultimate Hunter (6 ability haste on R, plus 5 more for each enemy champion you take down for the first time). Secondary tree Precision with Triumph (heals on takedown — kill or assist) and Coup de Grace (extra damage on enemies below 40% HP).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Kaisa beats

  • Immobile long-range marksman with traps

    Piltover Peacemaker (Q) is a linear skillshot Void Seeker (W) outranges from 3000 units away, and 90 Caliber Net (E) burns her only repositioning dash. Once Plasma ruptures, Killer Instinct (R) closes Caitlyn's 650 attack range before Ace in the Hole (R) can lock on.

    Caitlyn
  • Immobile marksman with no escape

    Ranger's Focus (Q) needs Ashe stationary — Void Seeker (W) tags her from 3000 units on a clean line and stacks the Plasma that unlocks the dash. Enchanted Crystal Arrow (R) is dodged with Supercharge (E), and Killer Instinct (R) finishes her because Frost Shot (P) is no escape.

    Ashe
  • Mid-range marksman reliant on auto-positioning

    Boomerang Blade (Q) and Ricochet (W) want short range — Void Seeker (W) pokes from 3000 units, but throw it while Spell Shield (E) is down or she absorbs the whole blast. Icathian Rain (Q) bursts her after, and Killer Instinct (R) finishes through On The Hunt (R).

    Sivir
  • Late-game scaling carry with no escape

    Senna's Absolution (P) stacks slowly and Piercing Darkness (Q) heals through allies — Void Seeker (W) pokes from 3000 units while she stacks, then Killer Instinct (R) dashes once Plasma ruptures.

    Senna
  • Immobile late-game scaler with no dash

    Bio-Arcane Barrage (W) is a static window with no mobility, and Caustic Spittle (Q) is point-blank — Void Seeker (W) outranges Kog'Maw's threat range from 3000 units. Killer Instinct (R) closes the gap during Living Artillery (R) channel.

    Kog Maw

Champions that beat Kaisa

  • Lane bully with stronger early auto damage

    Spinning Axe (Q) stacks turn every Draven auto into double damage at levels 1-3, before Kai'Sa hits Q evolve threshold. Blood Rush (W) speed dodges Icathian Rain (Q) burst, and Stand Aside (E) knock-aside interrupts Supercharge (E) channel windup.

    Draven
  • Lane bully with double-shot passive

    Lightslinger (P) double-shot bursts Kai'Sa during her vulnerable level 1-3 window, and Relentless Pursuit (E) dash closes the Void Seeker (W) range gap. Piercing Light (Q) point-blank chunks her every wave, and The Culling (R) finishes through evolved E invisibility.

    Lucian
  • Hard engage support with chain CC

    Zenith Blade (E) dash + Shield of Daybreak (Q) stun lands point-and-click on Kai'Sa before R lets her dash out — she has no escape pre-Plasma. Solar Flare (R) AOE stun zones Supercharge (E) channel and Eclipse (W) damage reduction tanks Icathian Rain (Q) burst.

    Leona
  • Hard engage support with hook

    Dredge Line (Q) hook through minions catches Kai'Sa during Void Seeker (W) cast windup, and Staggering Blow (P) auto-attack root chains Depth Charge (R) targeted knockup. Riptide (E) AOE slow cancels Supercharge (E) repositioning before evolved E invisibility procs.

    Nautilus
  • Hard engage support with execute hook

    Bone Skewer (Q) hook catches Kai'Sa during Void Seeker (W) cast, and Phantom Undertow (E) dash chains a stun before Plasma fully stacks. Death From Below (R) execute deletes Kai'Sa at low HP and resets cooldown — evolved E invisibility cannot save her from point-and-click

    Pyke

Key matchups

  • Caitlyn: Out-ranges Kai'Sa hard at level 1 (650 AA vs 525). Stay behind your minion line and only step up when she places a trap (she is animation-locked while placing). Power-farm safely (focus only on collecting minion gold without risks) until Kraken Slayer Kraken Slayer completes; then look for cross-map W picks once you can dash in with R.
  • Draven: Loses an AA war straight up — his Q axes deal way more per AA than your basic. Avoid 1-for-1 trades; only commit when his axes hit the ground and he has to walk over to catch them. Save W as a poke-only tool until Kraken Slayer Kraken Slayer is online.
  • Lucian: Loses to Kai'Sa post-6 but bullies her at levels 2-5 with passive double-shot. Dodge his Q through minions, save E as a panic disengage (an ability that breaks an enemy's full-commit trade). Hold lane priority by farming under tower until you are level 6, then look to all-in on his next mistake.
  • Vayne: Kai'Sa wins the early lane (Vayne is melee until she hits 3 items). Push the wave (send your minions forward into her tower) every chance you get, harass (deal small chip damage to drain her HP) with W every cooldown. After minute 25 she scales harder, so close the game in mid-game or it tilts toward her.
  • Jhin: Long-range poke matchup. His W is a 3000-unit line shot that roots you only if one of his allies damaged you in the last few seconds. Stay behind your front minion line and never trade during his reload window — he is at his strongest with a fresh mag, weakest during the 2.5s after his 4th shot.

Power spikes & win conditions

  • Level 6: First R unlocks pick attempts (eliminating a lone enemy outside a teamfight) on chip-killed lane targets. Land W + 2 AAs on the enemy ADC, then dash in with R the moment they walk up to last-hit (auto-attack the killing blow on a minion).
  • Kraken Slayer Kraken Slayer completion (~ minute 12-14): Lane priority flips. You can shove (push the wave fast) with Q, then roam (leave lane to help allies) for cross-map plays on Drake or mid skirmishes (small fights between 2-3 players in the river or jungle).
  • E evolve (Kraken Slayer Kraken Slayer + Berserker's Greaves Berserker's Greaves + Runaan's Hurricane Runaan's Hurricane complete): three attack-speed items stack to 110% bonus Attack Speed and clear the 100% threshold. Two items in you are sitting on 70%, which evolves E only at level 18 when stat growth covers the gap, so the third item is the real moment and the boots are not. Evolved E turns Kai'Sa Invisible for 0.5 seconds the moment you cast it, and that half second is the difference between dashing in with R and dying instantly and dashing in and getting the kill: nobody can click you, so single-target CC has nothing to land on. It is invisibility, not untargetability — an area spell dropped where you stood still hits you.
  • Q evolve (~ minute 22-24, after Kraken Slayer Kraken Slayer + Guinsoo's Rageblade Guinsoo's Rageblade): Q now fires 12 missiles instead of 6 — single-target burst on champions roughly doubles. Force teamfights at every objective.

Common mistakes

  • Throwing R at a target with no Plasma on it. R can only be cast on an enemy champion currently affected by Plasma, so with a clean target the button simply will not fire. Always W-then-AAs first, watch the Plasma indicator above the target's HP bar, then commit R.
  • R-ing at 100% HP into the enemy team. R is a finisher, not an engage. The shield from R is small (~200 base at rank 3, plus AD/AP scaling) and lasts 2s — you will die instantly if the enemy front line is still up. Wait until at least one of: target below 40% HP, enemy CC on cooldown, or your team already on top of them.
  • Over-pushing the wave without vision. Kai'Sa has no built-in escape until E evolves. If you push past mid-river without your support warding tribush (small terrain spots that block vision) and river, the enemy jungler kills you for free.
  • Skipping Berserker's Greaves Berserker's Greaves for tankier boots. Plated Steelcaps Plated Steelcaps look tempting against an AD-heavy enemy team, but they delay the 100% Attack Speed threshold that evolves E. No evolve = no invisibility = your R is a death sentence.
  • Saving E for offensive engage. E's main value is the brief Ghost (passes through units) + Attack Speed window during a fight. Press E after you R, not before — the 0.5 seconds of Invisibility start the moment you cast it, so spending them from a safe spot wastes them.

Advanced tip

The flash R finisher works the opposite way Kai'Sa is normally played. When an enemy ADC is escaping at low HP into fog of war (the parts of the map you cannot currently see) and your R would dash you out of position, Flash (summoner spell that teleports 400 units in a chosen direction) toward them first to get into R range, then immediately R. Burns Flash but turns a near-escape into a guaranteed kill at high ranks. The trick: queue the R cast 0.1s after Flash by holding the R button — League's input buffer fires R the instant Flash lands, so the enemy never sees the dash coming.

Past patches

No previous versions available.

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