An item path for K'Sante with live gold costs, chosen from what the champion's damage actually scales on.
Riot rates K'Sante at 8 for attack and 7 for magic. That single comparison decides most of the build before any matchup does.
K'Sante wants to start the fight on your terms and be the most costly thing to ignore, and items are how you buy more of that rather than a little of everything.

K'Sante buys survivability first — the job is to be in the fight, and damage items do not help with that.
Tons of Damage
Health, Damage
Deals area of effect damage based on owner's health
Armor, Damage, AbilityHaste
Health, Damage, AttackSpeed, Slow
Gold costs are live from the current patch. Order depends on the game — buy resistances when you are being punished, damage when you are not.
Take All Out at levels 6, 11 and 16 — the ultimate is always worth the point it costs.
For the basic abilities, Path Maker (W) gains the most from being ranked: its cooldown falls by 4 seconds between rank 1 and max, which is the largest improvement in the kit. That is the usual argument for maxing it first.
This is reasoning from the cooldown data, not a win-rate ranking — a matchup that punishes you can invert it.
| Stat | Level 1 | Level 18 |
|---|---|---|
| Health | 625 | 2665 |
| Attack damage | 64 | 64 |
| Armour | 36 | 124.4 |
| Magic resist | 30 | 65.7 |
Movement speed 330 and attack range 150 do not grow with levels — they are the two numbers that stay true all game.
The list above is what the champion scales on. The order you buy it in is decided by the game — resistances when you are being punished, damage when you are not.
These are the designers' words, not ours — the tips shipped in the client for K'Sante.