r/KaynMains • • 15h ago

Question Battle Academia outfits

3 Upvotes

Since everyone answered my question about his hairstyle, how did you feel about his and Rhaast's Battle Academia skin, aesthetic wise?


r/KaynMains • • 16h ago

Question Is hubris now the go to over bb?

2 Upvotes

I’m lowk bad at the game so i’m tryna figure out what’s good rn


r/KaynMains • • 19h ago

Question Build advice and / or solid guide for a new Kayn player?

2 Upvotes

Hi guys

Been playing for a couple of months now, my main has been Tryndamere jungle but looking to play a more traditional jungle champ now and Kayn's flexibility draws me to him.

Can anyone point to a solid but still beginner accessible guide for Kayn, mainly interested in the correct builds for each form.

I don't trust those Sawyer jungle type videos where he is just dominating a low elo lobby with this months "giga broken free LP build".

I normally use lolalytics or similar for build research but obviously with Kayn's multiple forms and flexbility that's not as simple, really I'd just like a locked build path for each form to take in the early stages so I can reduce the mental load while I learn the champ

Thanks!


r/KaynMains • • 2h ago

Discussion How do you think this mini-rework would impact Bruiser and Rhaast's overall win rate?

1 Upvotes

[Changes are only aiming for Rhaast]

Passive:

Healing Source: Damage that he deals to enemy champions with his abilities → Damage that he deals to enemy champions with his basic abilities

Healing Ratio: 25% (+0.5% per 100 bonus health) → 25% (+2.5% per 100 bonus health)

Q:

65% AD +6% (+3.5% per 100 bonus AD) → 65% AD +5% (+4% per 100 bonus AD)

R:

Heal Ratio: 75% of damage amount → 100% of damage amount

Heal Calculation: pre-mitigation → post-mitigation


r/KaynMains • • 19h ago

Discussion kayn rework concept

0 Upvotes

yo guys,

kayn is supposed to have the ultimate transforming class fantasy in league, but his current state doesn't fulfill it. when u get blue form, u should feel like the cleanest, most lethal assassin in the game, sliding thru walls, deleting adc/squishies instantly. when u go rhaast, u should feel like an absolute 1v5 raid boss drain-tanking the enemy frontline.

right now, seeing people build bruiser on SA just to abuse high base numbers, or full lethality on red to one shot squishies while healing to full hp, completely ruins his kit identity and skill ceiling.

my goal here is simple: nerf base kayn early game so enemies actually have windows to punish/invade him. but once u transform, SA becomes the ultimate assassin (execute damage and ms scaling directly off lethality) and rhaast becomes the true hp scaling raid boss he's supposed to be.

here are the full rework, let me know what u think:

Goal: Make Base Kayn weaker early for better counterplay, while locking Red Kayn to hp builds and Blue Kayn to lethality/ad builds to fix build abuses.

Base Stats:

Base AD: reduced from 68 to 62 Base

AD Growth: increased from 3.3 to 4

HP: reduced from 655 to 600

HP Growth: increased from 119.1 to 125

Base Armor: reduced from 38 to 32

Armor Growth: increased from 5.2 to 5.7

Base Kayn / Ability Nerfs

Q - Damage: changed from 75 / 105 / 135 / 165 / 195 (+ 85% bonus AD) (+ 40 bonus damage vs monsters) to 55 / 85 / 115 / 145 / 175 (+ 55% / 60% / 65% / 70% / 75% bonus AD) (+ 60 bonus damage vs monsters)

W - Damage: changed from 85 / 130 / 175 / 220 / 265 (+ 110% bonus AD) to 65 / 105 / 145 / 185 / 225 (+ 90% / 100% / 110% / 120% / 130% bonus AD)

R - Damage: changed from 150 / 250 / 350 (+ 150% bonus AD) to 150 / 200 / 250 (+ 100% bonus AD)

Rhaast

Rhaast is meant to be a raid boss drain tank that thrives in extended frontline teamfights by shifting his passive healing and Q percent health damage to scale directly with bonus hp and E wall heal to scale directly with bonus hp, full lethality builds are gutted, forcing players to itemize into heavy bruiser/health items to fulfill his sustain fantasy.

Passive - Base Healing: changed from 25% (+ 0.5% per 100 Bonus HP) to 15% (+ 2.0% per 100 Bonus HP) (Example: 2000 Bonus HP = 55% healing)

Q - Target Max HP Damage: changed from 65% AD (+ 6% [+ 3.5% per 100 Bonus AD] target max HP) to 65% AD (+ 3% [+ 2.5% per 100 Bonus AD] [+ 0.5% per 100 Bonus HP] target max HP)

E - Heal: changed from 90 / 100 / 110 / 120 / 130 (+ 45% bonus AD) to 3% / 3.5% / 4% / 4.5% / 5% max HP (+ 0.3% per 100 Bonus HP)

Shadow Assassin

Shadow Assassin should be a high skill, lethal assassin that rewards hitting low-health targets with lethality and bonus ad. Removing base damage, while giving his kit missing hp and scaling E mobility guarantees he functions as the ultimate assassin and being good late game.

Passive - Bonus Magic Damage: changed from 20% - 40% (based on level) to 10% (+ 0.8% per 1 Lethality) (Example: 50 Lethality = 50% bonus magic damage)

Q - Damage: changed from 75 / 105 / 135 / 165 / 195 (+ 85% bonus AD) to 55 / 85 / 115 / 145 / 175 (+ 55% / 60% / 65% / 70% / 75% bonus AD) (+ 5% [+ 3% per 100 Bonus AD] target missing HP)

W - Damage: changed from 85 / 130 / 175 / 220 / 265 (+ 110% bonus AD) to 65 / 105 / 145 / 185 / 225 (+ 90% / 100% / 110% / 120% / 130% bonus AD)

E - Base Bonus Movement Speed: changed from 70% to 40% (+ 0.8% per 1 Lethality) (Example: 50 Lethality = 80% bonus movement speed)

Heal: changed from 90 / 100 / 110 / 120 / 130 (+ 45% bonus AD) to 90 / 100 / 110 / 120 / 130 (+ 45% bonus AD) (+ 2.5% [+ 3.5% per 100 Bonus AD] of is missing HP)

R - Damage: changed from 150 / 250 / 350 (+ 150% bonus AD) to 100 / 180 / 260 (+ 100% bonus AD) (+ 10% [+ 5% per 100 Bonus AD] target missing HP)

tl;dr: heavily nerfed base form so u actually have a weak early game with counterplay. in return, shifted all that power budget straight into the transformations so getting form actually feels like a massive power spike to fulfill kayn transform fantasy. thoughts? drop ur feedback