Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Shadow Reaper
Kayn be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Look at th' line-up o' both yer crew and th' foe's crew when picking yer form.
Remember that nigh th' ship enemies can see which wall ye're in.
Umbral Trespass requires Kayn to damage a target first aboard. Try to dodge Blade's Reach to deny him a long range cast o' Umbral Trespass.
When Kayn be in terrain nigh ye, ye will get a visual warning on th' edge o' th' terrain he's in.
Arrr, damage Kayn while he's in Shadow Step to shorten its duration, or apply hard crowd control (stun, charm, knockup, etc) to end Shadow Step immediately.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
This champion be nay cleanly answered by th' passive on either defensive pair.
Use Plated Steelcaps fer meaningful basic attacks, Mercury's Treads fer magic damage or reducible control, or keep th' loadout's normal Boots.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Kayn be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kayn has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Kayn be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kayn be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Kayn be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishKayn wields an ancient weapon and fights Rhaast, the darkin within it, for control. Either the Darkin will triumph, or Kayn will master Rhaast and become the Shadow Assassin. Darkin: Heal for a percentage of spell damage dealt to champions. Shadow Assassin: For the first few seconds in combat with enemy champions, deal bonus damage.
Arrr, practical readThe Darkin Scythe be an automatic part o' th' kit involving protection or sustain and damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishKayn dashes, then slashes. Both deal damage.
Arrr, practical readReaping Slash contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishKayn damages and slows targets in a line.
Arrr, practical readBlade's Reach contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishKayn can walk through terrain.
Arrr, practical readShadow Step be part o' Kayn's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

Arrr, what it doesEnglishKayn hides in an enemy's body, dealing massive damage when he bursts out.
Arrr, practical readUmbral Trespass contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 655 | 410 Mana, arr | Pick th' first aboard basic trick |
| 2 | 729 | 446 Mana, arr | Stow another basic trick or rank |
| 3 | 807 | 484 Mana, arr | Stow another basic trick or rank |
| 4 | 888 | 523 Mana, arr | Spend one trick point |
| 5 | 973 | 565 Mana, arr | Spend one trick point |
| 6 | 1,062 | 608 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,154 | 652 Mana, arr | Spend one trick point |
| 8 | 1,250 | 699 Mana, arr | Spend one trick point |
| 9 | 1,349 | 747 Mana, arr | Spend one trick point |
| 10 | 1,452 | 797 Mana, arr | Spend one trick point |
| 11 | 1,559 | 849 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,669 | 902 Mana, arr | Spend one trick point |
| 13 | 1,783 | 958 Mana, arr | Spend one trick point |
| 14 | 1,900 | 1,015 Mana, arr | Spend one trick point |
| 15 | 2,021 | 1,073 Mana, arr | Spend one trick point |
| 16 | 2,146 | 1,134 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,274 | 1,196 Mana, arr | Spend one trick point |
| 18 | 2,406 | 1,260 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.