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Patch 16.2.1
Survive the early game and reach two items. In teamfights, peel for your ADC using and . Once the enemy carry mispositions, use to isolate them and turn the fight into a 4v4 where you've already killed their main damage source.
A high-skill tank-assassin hybrid that excels at peel-to-kill transitions. You play the early game as a defensive warden, waiting for the opponent to misstep near your tower or a wall to isolate them with your ultimate.
Landing abilities marks enemies. Your next auto-attack consumes the mark for extra damage. In , this damage is significantly higher. Always weave autos between every cast to maximize DPS.
Your main tool. Short range poke that slows. At 2 stacks, the third cast sends a shockwave that pulls enemies toward you. In , the cooldown is reduced, allowing for constant sticking power.
Charge up to reduce incoming damage. On release, you dash and stun (non-ult form). This is your primary survival tool against burst. In , the damage increases but it no longer stuns.
A dash that gives a shield. Dashing to an ally significantly increases the range and shields them too. Use this to reposition for a 3 or to escape over small walls in .
The 'Kidnap' button. Knocks an enemy back. If they hit a wall, they go through it and you follow. You lose health and resistances but gain massive AD and healing. Use it to pull carries away from their team.
Start the fight as a traditional tank. Use 3 to peel divers off your backline. When the enemy's key threat is near a wall or overextended, use to take them out of the fight entirely.
If your own backline is extremely fed, never use . Stay in tank form and use and 3 to keep them alive at all costs.
The most iconic K'Sante play. You drag someone from the middle of the lane all the way under your tower or into the jungle.
Simple trading pattern to proc . Use the shield from to mitigate any return damage as you walk away.
Used when you've already committed. The 3 guarantees the landing. In All Out, deals heavy damage and resets faster for the follow-up.
Extends the range of your knockup shockwave. Essential for catching out ADCs who think they are at a safe distance.
| Spike | Why |
|---|---|
| Level 6 | Unlocks , giving you kill pressure in lane. You can now punish any opponent who stands too close to a wall. |
| Level 9 | is now maxed, giving it the lowest possible base cooldown for maximum disruption. |
| Level 11 | Rank 2 increases the stat conversion and healing, making your 'All Out' form much more threatening. |
| Level 16 | Final rank in . Combined with high resistances from items, you become a monster that can 1v1 almost anyone. |