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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Kai'Sa

Daughter of the Void

MarksmanMage

League of LegendsPatch 26.16BotRanked Solo/DuoEmerald+NA16,907 gamesSample data

Role snapshot (Bot)

CTier
49.0%
Win Rate
3.3%
Pick Rate
4.0%
Ban Rate

16,907

Games

Moderate

Confidence

Matchup map (Bot) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

7,777 games

49.4%Win Rate

FlashIgnite

Reliable build

5,579 games

48.1%Win Rate

FlashTeleport

High observed win rate

2,029 games

51.5%Win Rate

FlashExhaust

Runes

Primary: Inspiration

  • Glacial Augment
  • Magical Footwear
  • Time Warp Tonic
  • Approach Velocity

Secondary: Precision

  • Triumph
  • Legend: Bloodline

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Second Skin

    Kai'Sa's basic attacks stack Plasma, dealing increasing bonus magic damage. Allies' immobilizing effects help stack Plasma. Additionally, Kai'Sa's item purchases upgrade her basic spells to have more powerful properties.

    Passive — never cast

  • Icathian Rain

    Kai'Sa shoots a swarm of missiles that seek out nearby targets.Living Weapon: Icathian Rain is upgraded to shoot more missiles.

    Cost 55 ManaCooldown 10/9/8/7/6sRange 600

  • Void Seeker

    Kai'Sa shoots a long range missile, marking enemies with her passive.Living Weapon: Void Seeker is upgraded to apply more passive marks and reduce cooldown on champion hit.

    Cost 55/60/65/70/75 ManaCooldown 20/18.5/17/15.5/14sRange 3000

  • Supercharge

    Kai'Sa briefly increases her Move Speed, then increases her Attack Speed.Living Weapon: Supercharge is upgraded to briefly grant Invisibility.

    Cost 30 ManaCooldown 16/14.5/13/11.5/10sRange 1

  • Killer Instinct

    Kai'Sa dashes near an enemy champion.

    Cost 100 ManaCooldown 130/100/70sRange 2000/2500/3000

Scaling — level 1–18

Kai'SaBot average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Kai'Sa

  • Close the gap earlyit wins at range and at three items — neither before ten minutes

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Punish the cooldownKai'Sa is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 6/10, so a practised player gets more out of it than the average

ARAM performance

S
52.2%
Win Rate
0.5%
7.0%
Pick Rate
2.4%
7.9%
Ban Rate
2.1%
Damage dealt
99.6%
Damage taken
106.8%
Healing
91.6%
Shielding
102.0%
Ability Haste
+23

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now+1.0
  2. 26.14Sample win rate across this patch+0.2
  3. 26.11Sample win rate across this patch-0.5
  4. 26.08Sample win rate across this patch+0.6
  5. 26.05Sample win rate across this patch+0.5

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.