Welcome fellow Ruh Kaan Mains and Battlerite players!
To give you some brief information about me, my name is SaPure and I’ve currently logged around 1000 hours in Battlerite. Since the day of his release Ruh Kaan has been my favourite champion by far and he’s still the most fun for me of all with almost 2000 matches and counting. I’ve reached Grand Champion multiple times and am currently (while I’m writing this) top 10 EU as a one trick pony.
The following guide is trying to explain my knowledge about Ruh Kaan and my personal way to play with him. By no means this is the only way (might not even be the best way) to play the hero and outplay opponents. It just represents what works out the best for me and is written in my perspective!
Passive – Curse
Acts as kind of a debuff if applied on opponents
M1 does 2 damage more and heals for 6 hp per hit
Can be applied via a charged M1, R or the rites Nether Chains and Cold Embrace
Allows to stay more or less even if trading M1s
M1 – Defiled Blade (chargeable)
Basic attack deals 8 damage, which is super weak and makes it impossible to outtrade any opponents without curse applied
Charges every 8 seconds
Charged hit does 18 damage, heals for 12 hp, silences for 0.3 seconds and applies curse
Canceling charged hit is super strong vs opponents who manage to counter instantly, since they have to decide: either counter or eat 30 damage from silence
M2 – Shadowbolt
Projectile which deals 30 damage with 5 seconds cooldown
Strongest ability in the kit
Allows for decent orb control vs most champions
Best and most important tool to bait out escapes
Charging and canceling should be done as much as possible to force enemies to waste attention and provide constant pressure
Aiming at one target and flicking to another one at last second baits escapes and has a high chance of still landing
Can oneshot things like Pestilus queen or blossom tree (without the shield/more hp rites)
Space – Sinister Strike
Dash which makes you untargetable during its duration and deals 16 damage
Length can be varied but still rather short even on max range
Most important tool to manipulate positioning via jumping in front of enemies and blocking them, instantly jumping on people after escapes or just dodging skills
Avoid spacing in but if you do try to be as unpredictable as possible to not proc counters
Ex Space – Reaping Scythe (cost: 25%)
Spinning attack dealing 30 damage and healing for 30 hp
Super effective vs counters and shields like Oldur Q, Bakko Q or Ruh Kaan Q
Downside of wasting an i-frame (-> see battlerites)
Try to hit as many targets as possible (2 enemies + orb = 50 heal per second)
Q – Consume
Protective barrier which eats projectiles for 1.5 seconds
Resets charged M1 and M2
Slows if hit by melee characters
Best used to protect vs bursts or cc like shifu incap, lucie fear, etc.. (-> see matchups)
E – Claw of the Wicked
Grab that deals 10 damage, heals the amount of damage dealt and grabs
Most important tool to engage after enemy escapes are used
Can be used to force escapes but hard to follow up on for example ranged (jade will just space instantly and you can’t reach her anymore)
Good to reposition enemies away from teammates
Can be snuck in straight up duels between M1s to self heal
Key to keep the pressure up, together with M2
Ex E – Claw of the Undying (cost: 25%)
Grab that pulls allies and heals for 24
Super good to save teammates in disadvantageous situations
Saving people from ultimates (pearl ult, oldur ult, etc) but also leaving them with one more escape
Providing decent heal in low hp situations but also during the round (especially with no healer comps)
Downside of having to wait for another grab to engage
R – Nethervoid (cost: 25%)
Teleport that applies Curse
Used as last line of defense most of the time
Try to keep it up until you really have to use it to avoid damage
Can eventually be used as engage if you’re sure you can kill someone or inflict major damage
Try to teleport out of line of sight (behind walls, out of range, behind orb) to avoid getting hit directly after appearing
F – Shadow Beast (cost: 100%)
Ultimate ability that transforms you into a shadow sucking, darkness leaping demon abomination that swings everything out of its way, but only if the opponents used everything
Deals 20 damage and heals for 16 hp per target hit
Can cast M1 for aoe melee attack; M2 for ranged grab like e; normal Space
Good to burst opponents after they used their escapes
Aoe is good to hit people behind things like trees or orb
Can keep you alive if not used too late
Downside of you losing R and the CC-ability afterwards (really make sure stuff is used before)
Can burst orb in 3 hits and heal you for 48 hp in that time plus the orb heal (worth in 1v1)
Try to get the charged M1 value before you pull ult
Can be pulled to fight from far range and bait counters (both attacks can be flicked quite well to make the unpredictable)
3. Battlerite Overview
M1 – Grim Edge – +5 Damage
Looks not alot but i think this is one of the most important rites to keep up with the damage output
23 damage helps killing orb or other objects and allows for better burst
Curse doesn’t do much as even with this rite you still lose most of the trades and just increase the risk of hitting counters.
I tried it quite a lot after the last buff but i feel like the damage on M1 helps with the pressure and is mandatory to output enough damage
Might work in team queue where your team actually does something but in soloq +5 damage helps more
M1 – Reaper – Charge time -30%
Possible vs 2-3 melees together with leech blade
Helps keeping up trades
I still prefer the +5 damage over it
M1 – Wicked Strike – Silence +0.5 seconds
I take this rite 100% of the time since default silence time was nerfed to 0.3 seconds
Helps a huge amount in controlling the enemies by interrupting them in their current plan
Allows for another free M1 after the charged hit, which is better than healing for 6 more hp by taking leech blade
Allows to set up combos better
Provides allies with more room and time to recover
M2 – Affliction – 20% Amplify for 4 seconds
Quite good in 3s especially after the buff
Still prefer the 6 damage most of the because the enemy can just stay defensive after the hit and it’s hard to follow up with damage. 6 damage just hits every time without having to actually do damage afterwards
M2 – Agony – Damage +6
As already said really good against almost anything
Allows to output huge burst together with M1 damage and higher dps in general
Even better orb control
Allows to use one space aggressively, to dodge stuff or ex space without getting punished or having to use R
Hard for enemy to keep track or charges
Try to always keep one charge up, especially after you already used R
Also 16 damage extra burst if needed
Space – Nether Chains – Space applies Curse
Usable vs multiple melees together with Leech Blade (heal M1) because you can dodge attacks and at the same time apply curse
Otherwise hard to follow up with auto attacks after spacing in especially vs ranged characters
Q – Gorge – Reduced Q CD
Good vs ranged characters like Ezmo, Jade, Iva, Zander etc. with multiple projectiles or multiple ranged dps in one team
Decent vs a lot of poke and all in melee comps
Still usually not needed if you manage your q usage properly (most of the time people won’t hit it 3 times and it just reduces the cd by not even 1 second)
Q – Shadow Fury – Consume grants 2 Charges of M2
Not really applicable in actual games because it takes a long time to charge and shoot where you just stand still but way better in 3s than in 2s
Useless if you don’t get a hit on your Q
Might work in specific matchups
Combined with a M2 before the Q you can shoot 3 M2s in 5 seconds resulting in 90 damage without any other rites, theoretically
E – Cold Embrace – Root and Curse on E
You apply curse with charged M1 anyways and people can instantaneously use an escape after getting grabbed
Either you hit silence or not because of instant escape, root doesn’t do anything
E – Death Grip – Reduced CD by 1-2 seconds, depending on hitting an enemy
Useless if missed and therefore unreliable
Even if you hit every single one every 6 seconds and keep the pressure up you might gain a short advantage over the opponents CDs
Actually now that I think about it it doesn’t sound too bad but I think it’s still not worth cutting anything else for it
E – Tenacious Demon – E range and +3 damage/hp
Range helps A LOT against all enemies; 3 damage isn’t that important
I take it pretty much every game
Allows for unexpected engages and better zoning
Bigger windows to grab people back after they disengage from you like Oldur or Pearl after space
F – Hunger – Ult Pull around you
Can cancel all kinds of casting or counters
Provides another way to engage after escapes are used
Mainly used against Pearl bubble
Allows instant heal with a M1 after and big comeback or clutch potential
Try to pull Orb aswell for another extra heal
F – Shadow Prowl – 35% movespeed bonus on Ult
Not worth; fun but not worth
Grab on Ult is superior 95% of the time
Passive – Night Stalker – 8% movespeed, 16 movespeed with charged M1
Not worth but fun
Would be better if additional movespeed would be with uncharged M1
This is the most common build I use 90% of the time in SoloQ:
Change out Agony for Gorge vs ranged comps as mentioned in the Gorge section
Change out Agony for Hunger vs Pearl or multiple melee counter comps
Change out Grim Edge and Agony for Gorge and Nether chains vs multiple melees
Change out Agony for Affliction in 3s
Change out Demonic Hunt for Affliction in 3s (needs further testing)
For matchup dependent changes look at the matchup section further below
Pearl in enemy team/2-3 Counters?
→ swap Agony for Hunger
No melee/multiple range in enemy team?
→ swap Agony for Gorge
Mongo comp/triple melee?
→ swap Agony and Tenacious Demon to Gorge and Nether Chains (maybe even Grim Edge to Leech Blade, but results in way less dps)
Playing 3s with decent teammates?
→ swap Agony for Affliction
5. How to Play (in general)
My playstyle of Ruh Kaan mostly consists of reacting to opponents moves and punishing them after. Hit kit works best by punishing wrong moves and gaining advantage of used abilities. Two of the most basic examples for that are using grab (E) after an escape like for example Oldur jump (Space) or using Barrier (Q) to eat stuff like Rook Smash (M2). Even for the most important skill, the charged M1, you have to wait until you can land it for sure. Without landing the Charged M1 because you hit counters or you simply miss you won’t be able to output a lot of damage with this build and playstyle. Use your advantage you gain from interrupting the enemy and forcing them do decide for move to gain time to react. Create additional pressure by constantly casting and canceling your Shadowbolt (M2). Make sure to just let it go off if you can hit somebody for sure or at worst force an escape. The M2 can even be used as straight up follow up to the Grab (E) if you can’t get the charged M1 off because the enemy used an escape instantly. Keep baiting counters and escapes with that technique during the whole game. Use Space if you’re sure that you can get the damage off and not proc any counter, but make sure to always leave at least one i-frame up (R/Space) to dodge ultimates or damage bursts. It’s pretty nice to cut off enemy walking paths of jump onto a green orb last second before they reach it. Use Ex Space to react neglect counters or other barriers while still receiving heal and outputting damage.
You Grab is best used to engage onto champions who used their escape. It’s always possible for the grabbed person to use their escape before they get silenced so versus better opponents you should wait out possible escapes and keep your charged M1 instead of just missing it. While your weapon isn’t charged you basically have to stay defensive and wait. Even if you manage to grab somebody you won’t win any trades without a charged weapon. Your orb control is mainly provided by M2 which allows more 36 dmg burst with the rite. Also just grabbing it into your teams general direction puts pressure onto opponents and forces them to do moves. Your best way to burst it if no one is nearby is grab (E) into Shadowbolt (M2) into either charged M1 or Space (M1 better if you don’t have a leftover space). Try to consume key abilities like Shifu incap (R) Jade charged shot (M2). Consume can also be used to quickly reset your charged M1 after landing the first one if the enemy is brave enough to use an attack on you after getting silenced. Same goes for the reset on M2. You can cast an M2, quickly eat a projectile, cancel the Q and instantly M2 again. In general you want to bait as many escapes as possible and punish opponents at the right time which either happens with M2 hits or Grabs into charged M1. Help out your teammates by grabbing away opponents or even using Ex E. Use R to jump out of unwinnable situations, if possible behind walls or out of range where you can get punished because of the cast time.
6. Strengths and Weaknesses
Relies heavily on hitting skillshots
Gets out ranged pretty easily
Needs additional pressure to be effective
Huge outplay potential
The difficulty is rated from 0 (easiest matchup) to 10 (hardest matchup) and based around my experience of playing against those characters at a high level.
Alysia (Difficulty 4 out of 10)
Hard to reach if she stays at max range and spams M2.
Try to keep grab until after she jumped away.
Use space to avoid getting frozen but try to keep r for ult.
Space can also be used to dodge her ex e if used while she’s freezing you.
Don’t hit her R with Shadowbolt or Grab.
Avoid the chill from her Q by spacing onto her at the exact moment.
Just charge M2 if she uses her Ice block.
Ashka (Difficulty 7 out of 10)
Hard matchup because he has two escapes and even then he got M2 to zone.
Try waiting for space with grab.
After hitting grab the best thing is to block his e with q or spacing instantly so that he jumps behind you.
Blocking e is the best way to punish Ashka.
Take care to not space into his M2 or use your Q before his M2 runs out, otherwise you will eat a lot of damage.
If you space through his R try to avoid M2 fireballs if he has got the rite.
Dodge Q with space obviously (hard to dodge ex q).
Bakko (Difficulty 7 out of 10)
Avoid hitting his Q with charged M1 at all costs.
Use space to dodge jump and deal damage at the same time.
Use ex space if he has his q up.
Use Q to shield either his dash or the weaken after his shield if he has got the battlerite.
Avoid getting stunned by his E.
Avoid as much of his M2 axes as possible (after every third hit), using Q for stacked ones is good.
Hard to control orb if he just stands in front of it and kills it in 2 secs with triple M1 into M2.
Blossom (Difficulty 5 out of 10)
Kill tree instantly with M2.
If wanting to jump her with space try to hit the tree as well and if she stands close to it and heals it.
Generally use space on as many targets if possible if she uses her pink tree.
Avoid shooting her deflect with your M2.
You can shoot the deflect and space right afterwards to get close to her if she used space without her being able to miss the grab.
Use Q to eat ex space (which is quite hard) or to eat her charged M1 (which should be priority) or e if you’re on her and don’t want to get stunned.
But you can also dodge her E with space and do damage at the same time and instead keep the Q for her weaken.
If try to silence her ult with charged M1 after eating one or two charged take care so you don’t space into her next charge, get knocked back and miss the silence.
Croak (Difficulty 3 out of 10)
Stay out of jump reach which means either closer to him or further away.
Instantly hit M1 after he lands one of the jumps close to you.
If you do it on the first jump he will jump away and you can grab him back instantly with E since he can’t dodge it if he doesn’t jump behind something.
If he’s going to hit with a jump use Q to negate the damage.
If he stealths try not to use anything and just walk out of range. If he’s going to stun you you can Q. If he doesn’t hit the Q you can space instantly as it runs out and he will either miss his hit or become visible again. Same for Ex Q.
His E can be skipped if he gets silenced during the dash. If you land that one he has big problems.
Croak is one of the few champions you can fight with M1s except if he has his R active. Then you should try to avoid fights or even use Q to negate the damage.
If you always keep one i-frame available there won’t be any problems against his ult.
Could use space to dodge his M2 if you got two up and he can heal with it.
Destiny (Difficulty 4 out of 10)
Use Q if she rolls into you, otherwise Q her M2.
Ex space if she’s close and has counter up but no space (space cancels your ex space).
Wait for her wall before you engage.
You can space across the walls of her E and Ex E.
Try to stand between her and the R. Don’t use Q if it is going to explode because it will get canceled. Same goes for your Ex Space.
Ezmo (Difficulty 9 out of 10)
Super hard matchup because Ezmo has a really short time window where he can get grabbed.
You have to bait space, wait the second space, bait the barrier and afterwards you can grab him.
Avoid hitting barrier with charged M1 at all costs or otherwise you won’t be able to get damage out.
You also have to dodge his M2 in between with either Q or space.
Don’t try to R onto him because you will just eat instant E or M2.
Dodge the E if needed with Space because with weaken he can even get close range.
Try to gain advantage if he fucked up Q or Ex Qs a teammate. You can also Ex Space through his Q (but will just get silenced if he has it up).
Avoid damage from his R by either using Q or R out of range.
If the Ezmo is good enough he will sometimes pull shield from baiting E which is pretty much the only chance you can get an advantage over him.
If you manage to get close after he used his spaces (which just happens if he doesn’t stay far away) try to punish him as much as possible.
His jumps set up for M2 or grabs if predicted a bit.
His Ex M1 can go through your barrier but can be canceled with your E. If he uses Ex M1 try to hit E and if you miss or its on CD just R away. You can try to space in and silence but if he Qs or Spaces after you gain nothing at all from it.
Might use Gorge Battlerite to deny more damage onto you
Freya (Difficulty 5 out of 10)
Use Q to avoid getting incapt (most of the time after her E/Ex E -> M2 or double hammer).
Use space after she uses E to avoid damage and still hit her.
Use Ex Space after she used E, you can’t get incapt and she has counter up.
Use Q after she jumps you with space to avoid her burst (especially if she has the attack speed rite on space or uses Ex Space).
You can space the ult and do damage right as she lands.
Use R away from if you don’t have Q anymore or miss the space into her E to avoid damage. If she doesn’t have space anymore she won’t be able to follow up.
Iva (Difficulty 6 out of 10)
Her utility makes it hard to reach her. You do main damage with m2.
Her space sets up for your M2 or E to hit. Try to look out for double jump and don’t space onto her before she used both jumps.
If she has knockback on Q try waiting with grab. If you go for the grab try not to miss your charged M1 because she knocked you back.
Might take Gorge as battlerite instead of the M2 damage. You get the whole CD reduce from a single M1 of Iva.
Try not to waste charged M1 onto her R. You can space behind it and silence instantly(gotta do it fast).
Don’t forget about her E/Ex E. She’ll most likely try to E you after you come out of your space or when going for a charged M1.
Jade (Difficulty 8 out of 10)
One of the hardest matchups because you get punished quite easily.
She can just press space after getting grabbed, you get stunned and eat a lot of damage without being able to reach her again.
Even if you grab her after jump she can just Ex Q and take no damage.
Even if you stay close to her after that you still gotta take care of silence and R to do damage.
Try to bait E with channeling M2s and cancelling. After that is used you might try to jump onto her with space. If you jumps just grab her after. If she stealths instantly after jump you gotta wait it out and hope she casts m2.
She’s easy to hit with M2s and Es if she casts M2 herself.
After you grab her try to stay out of range of the stun or even space into the direction she’s going to jump right as she jumps to avoid stun and stay close.
Try to grab orb out of her M2 last second if she goes for it.
Jamila (Difficulty 2 out of 10)
Didn’t see a super good Jamila yet.
Easy to predict and easy to react.
Avoid her incap from space with either Space, R or best Q.
Ex Space her counter if you’re close.
Q her stun on R.
After she used Q you can just punish her if you avoid her Space and R.
Jumong (Difficulty 7 out of 10)
Hard to deal with if multiple opponents are alive. Easier in a 1v1.
If he spaces your grab you basically can’t reach him anymore.
Avoid riding into the first Q he puts out in the beginning.
Possible to just jump him if he doesn’t land more than 1 M1 in the beginning.
If he uses space without double jump or space without having R just stay on him the whole time and punish. Grab him back after his space is gone.
Use Q to block his Ex M2 (can even be eaten at the 3rd bounce, denying stun if he has the rite).
Use Q to block his M1s when he wants to proc his Seekers Mark.
If you can’t reach him try to flank and get a grab off so you can start pressuring him nonstop .
Lucie (Difficulty 2 out of 10)
Probably the easiest matchup because she has nothing except R to dodge E and M2s.
If you can get close enough to grab her once you can just stay on her.
Use Q to eat panic/petrify or space if you don’t have it up.
Wait for barrier to run out before grabbing her or even use Charged M1.
Space her potion if you are sitting on her.
If she doesn’t have panic or ult you can even just R onto her
Oldur (Difficulty 5 out of 10)
After he used Q space onto him.
Use E after he spaced, if he doesn’t have R.
Keep at least one Space or R for his petrify if you go close.
Avoid his E with Space.
You can still hit M2 through his Ex Q bubble if he’s standing inside of it.
Always keep one i-frame for his ultimate
If you go for him with ult you can try to stay out of petrify range by knocking him back and forth with M1/M2s
Pearl (Difficulty 7 out of 10)
Annoying because of bubbles but punishable after space.
Keeps you from using Es and M2s while you have to bait out her space and Q.
Use ex Space if she has nothing but Q and you can get close.
Try to avoid getting shot through bubbles and eat silences with Q or dodge with space.
Use the hunger battlerite to pull her back through bubbles after she used space.
You can grab her after the space if you time it perfectly without her being able to pull counter or place a bubble.
Keep spaces to space through bubbles but take care to not space onto a counter and eat silence afterwards.
With ult you can burst her pretty well.
Pestilus (Difficulty 4 out of 10)
Queen ensures you always land M2 and get free ult charge and kill the queen (if he got the shield rite you gotta delay the M2 a bit)
Q the M2 or Ex E
Grab him or hit M2 after he comes out of his space if possible
Try to hit him and his queen with space
Avoid the fear with R or Space
If you can grab him after space and ult instantly you can kill him and his queen pretty fast
Poloma (Difficulty 4 out of 10)
Can’t do much if she doesn’t stay completely out of range or hits every panic
Just grab her and punish after Otherside
Q either wolf or her space
If you avoid the panics by baiting M2 in close range and canceling or spacing onto her without doing anything she will just have to run from you.
You got free time to punish between your M2 and her otherside comes back up.
Take care of her Q reset on Space
Raigon (Difficulty 3 out of 10)
Use Q to dodge his jump damage, Q parry hits (with the rite), his healing M1, E or R.
Space and Q can also be dodged with your space while also applying damage.
Ex Space through his Q but back off before he can stun you with the rite.
Dodge his Ex E. Not too bad if he hits you with the E and jumps onto you because you can just silence or bait the Q with M2 and silence afterwards.
Avoid hitting parry with charged M1 at all costs.
Avoid getting knocked into a wall with R or getting hit with his stacked M2s.
Rook (Difficulty 6 out of 10)
Pretty straight forward but annoying because of the space baiting
Avoid hitting counter with charged M1 at all costs
Ex Space his counter
Keep Q for his M2, otherwise dodge M2 with Space
Try to stay away from walls because of incaps. If you can eat it with Q
Eat his space with Q and use your space for his M2 afterwards. If he counters before M2 it’s rather bad to Ex Space because he can cancel it with R or M2.
You can interrupt the charge during the charge with E.
Ruh Kaan (Difficulty 10 out of 10)
Hardest matchup by far
Keep your focus on the enemy Kaan because you will get punished super hard if he applies curse on you and you don’t
Instantly R out of his grab range if this happens
Use Ex Space into his Q to win the trades and not charge his M1 (super important)
Try to dodge his M1s with Spaces, Q, R, everything you got
Try to avoid grab after using Q
If you get grabbed and M1 instantly, yours goes off before enemy ruh kaan. If you don’t have the Charge just Q and eat his charge.
Shifu (Difficulty 7 out of 10)
Use Q to eat R, Ex Space hits and M2s.
After he used Space you can trade him pretty well. Just avoid hitting counter and getting hit by stacked M2s.
Use Ex Space for counter which might even bait incap which you counter with Q.
R away from ult instantly if you don’t have silence.
Try to land M2s right after his Es, Qs and Spaces
Sirius (Difficulty 5 out of 10)
Try to dodge his charged M1 with Q or Space
Ex Space the counter
Grab him after space
Space the petrify
Q the R
Pretty straight forward
Taya (Difficulty 6 out of 10)
Best thing to do is eating he Q with your Q. She will get slowed and has to use R. After that you can just grab her again. Be aware of her Ex Q.
Try to wait the haste if possible while staying out of range for easier grabs.
If you grab her she might Q instantly so you gotta Q instantly as well without hitting the charged M1 first.
Eat her M2 with Q if you’re going to get hit. You can try to stay in between the boomerangs but it mostly depends if the Taya does it right.
Mostly depends on you hitting as many E and M2s as possible and most importantly not getting knocked by Q.
Thorn (Difficulty 3 out of 10)
Try to grab him right after his space if he doesn’t go for you. If he does just space.
Eat his Q or M2 with your Q.
Avoid hitting his R with charged M1 at all costs. You can use space to heal through his R without procing thorns.
You can let yourself get grabbed while casting M2 and it will still go off. You can also just M1 after he grabs you.
While Ulting you can just stand in his ult and outtrade him easily.
Go on him after he used R right after space. But remember to always keep one space for avoiding his space, which is pretty much his only real source of damage.
Varesh (Difficulty 4 out of 10)
Grab him back after he used Q or R.
Q his M2/Ex M2
Avoid his E (especially if you’re going to get silenced) by using space.
Could wait for shield to run out but most of the time it’s just fine to hit the charged M1 instantly and just damage through the shield
Zander (Difficulty 5 out of 10)
Avoid sheep using Space
Try keeping the pressure up after he used space or portal
Predict Ex Space and jump onto the correct one
Portal and Space set up for your M2
Rather not worth to shoot the illusions
R onto him after he used Portal and Space
8. Team Compositions
Ruh Kaan works fine with almost any kind of team composition. His self sustain and ability to win short trades without receiving much or even no damage at all allows for staying alive and comebacks even without a healer in the team. That being said the weakest allies for him are “mongo-comps” with heroes like Freya, Shifu or Jamila, who rely on going in and staying on top of enemies to have a decent amount of impact. This mostly applies if you’re playing versus a healer yourself because the enemy can just outsustain you team. The reason for that is that Ruh Kaan isn’t able to keep up with the all in style of those kind of heroes (you will get punished hard most of the time if you use R or Space too aggressive). Champions like Thorn, Rook, Croak or Bakko work better as a melee champion because they provide pressure, can stay defensive and gain advantage in short trades.
They got awesome follow up to Kaans punishes with their CC (for example Thorn Space, Rook M2, etc…). Regarding ranged characters they all work fine because of constantly putting up pressure and forcing escapes. Iva, Varesh and maybe Taya work best in my opinion but everything they do can be done by the other ones as well (spamming M2s, doing huge damage for punish, etc…). For the supports it’s kinda the same as for the ranged heroes, some work better than others but in the end it doesn’t matter too much. Pearl, Oldur and Sirius provide huge punish potential and pressure whereas more defensive supports like Poloma or Zander can’t force escapes that well which makes punishing people kinda hard, especially versus full ranged setups. Supports like Lucie, Blossom, Pestilus or Poloma depend a lot on their play because if the get too close to the enemy they might get yolo’d down without you being able to provide enough protection or pressure in that short amount of time. If they just stay back and survive without taking too much damage long term trades will almost always go in your favor thanks to their high healing output.
Take the ratings with a grain of salt since I already mentioned there isn’t really anything bad to match with Ruh Kaan. But it will be super hard if not impossible to win for example Kaan+Shifu vs Ezmo Poloma (in high elo).
9. Final Words
I hope that I managed to provide some insight on my way of playing the game and grew some interest in trying Ruh Kaan. His potential relies a lot in hitting his skillshots but if you do it will be well worth it every time. If there are any questions, discussions to bring up or ideas to add to the guide please let me know! Just add me Ingame: “SaPure”.