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KAYLE BUILD GUIDE: No-holds-barred AP (mid/top) by PhoenixVal

by PhoenixVal (last updated over a year ago)

52,305 Views 2 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Ability Power( +5.31 ability power)
9
Greater Glyph of Ability Power( +10.71 ability power)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
30
0
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
30 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
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mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
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mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
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mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Holy Fervor
QReckoning
WDivine Blessing
ERighteous Fury
RIntervention
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
30 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Holy Fervor
QReckoning
WDivine Blessing
ERighteous Fury
RIntervention

Champion Matchups

Introduction

About this guide
This is my favorite way to play Kayle (there's little that's more fun than evaporating an adc with 1 Q and 1 attack). I can vouch for its effectiveness in solo queue - it got me to platinum. It is _not_ the safest way to play Kayle, and the strategy _is_ snowbally, so be advised that some games are likely to be awful (these are balanced by ones where you feel like you can blow anything up on command).

The main idea is to assert heavy lane dominance in the early game. You start the game with 56 AP, which gives you just over 100 damage per attack. At level 2, you get a slowing nuke that starts things off with another >100 damage spike and lets you land several attacks. Very few people will expect your damage at early levels, and fewer will be able to handle it.

About Kayle
Pros:
  • Lane bully
  • Strong nuking powers
  • High utility from her ult and W
  • Can be played from multiple lanes
Cons:
  • Squishy
  • Gankable while bullying
  • No hard cc

She has heavy weaknesses that are mitigated by experience with her. She has strong advantages that are greatly amplified by experience in particular matchups. Her ult requires experience in teamfights as Kayle against different team compositions. A player can choose to play Kayle almost exclusively (she is strong mid/top and a situational support).

All of this combines to make her especially well-suited to a champion specialist - I don't recommend dabbling with her.

Have fun and show no mercy.

Runes, Masteries and Summoner Spells

This is pretty straightforward. We are building to bully.

Runes are all magic damage: mpen reds, ap everywhere else.
Masteries are 30-0-0: we take all the damage we can and choose ap over ad when we must choose.
For summoners, we get ignite and flash. The former give us a chance to turn our bullying into a kill and the latter is essential on any squishy.

Skills

Passive: Holy Fervor
Often unnoticed, this is effectively a free damage amp for you and your teammates. It probably won't matter vs squishies, but it's quite nice vs tanks.


Q: Reckoning
Kayle's source of burst. This is your bread and butter nuke. In fights, use it as often as possible (unless you think you can get to a squishy in the next couple of seconds). In lane, you should lead off with this before hitting them with a few Righteous Fury attacks. Max this first 99% of the time.


W: Divine Blessing
A great roaming tool, a decent saving tool and a strong re-positioning tool during teamfights. Use it to help an initiator get in or to help a carry kite.


E: Righteous Fury
Kayle's source of sustained dps. In fights, it won't often be safe to autoattack a lot, but you will often be able to get a little bit of attacking done between Qs. It also gives you a way to get your lich bane proc, if you're that far in your build. In lane, this is what makes you such a bully. Your attacks do roughly double the damage of a normal attack, or you can think of each as a smallish nuke.

The extra damage per level is generally not worth skilling until you have to. The only exception is if you are laning vs a heavy pusher. In that case, prioritize E first, but realize that this _will_ hurt your ability to fight.


R: Intervention
In an ideal game, you will be a huge source of damage and so will your adc. Don't stand next to each other and be ready to ult whoever has the dive go onto them.

Item Builds

There are really 2 main paths.

Early Nash
In a normal game you will build Nashor's>Hat>Lich Bane. Nashor's is amazingly gold-effective on Kayle. It lets her farm/push better while also improving her fighting abilities. After that we go into our damage spike combo to become a huge assassination threat.

If in doubt, take this path. Later on, the two paths converge giving you huge spike potential with significant sustain damage and cdr.

Early Sheen
In games where you get an early lead, you can build an early Sheen to make your bullying even more terrifying. The other aspect of this is that you can build for your damage spike combo earlier. With this build you should be looking for fights each time you complete an item. After Sheen, you want 1v1 fights in lane. After Hat, you can keep up 1v1 or teamfight. At Lich Bane, get your team to group - you can likely 1-hit carries.

Sheen is used to brutally punish when you get ahead. If you buy it and can't hard-zone or get kills, it will really slow you down, so it's a bit of a gambit.

Be aware that it's not just about your lane. If other lanes are losing, you'll have to help them and Nash brings more power to you in team fights.

When in doubt - take the Nash first path.

Pre-game

Because you are planning on being such an early game bully, you need to understand the lane matchup very well. The most important thing here is looking at enemy ranges.

I use http://leagueoflegends.wikia.com/wiki/League_of_Legends_Wiki to look this up quickly before the game . Kayle's Q has 650 range, her E gives her 525 range on her attack. You need to know what the enemy ranges mean in terms of trading with you.

The other thing to look at in terms of matchup is what the enemy is starting with. I suggest using http://www.lolnexus.com/ or LSI ( https://www.facebook.com/LeagueLSI ) to look at what runes and masteries your enemy has. You will find a real difference between flat resistance, scaling resistances and no resistances - this means that you need this information to know how aggressive you should act.

Early Game

Against Ranged
I am not sure that there's any ranged champion that can outdamage you early game. Abuse this.
If possible last hit with your melee auto and save E to dish out pain.

At level 1, walk at them a little - if they don't respect your damage, turn on E and hit them 2 or 3 times. This gives you a nice early lead and, just as important, asserts your lane dominance.

Level 2 is almost always Q. Here you can assert your dominance again. Toss a Q, and hit a couple E attacks.

Level 3 depends on what you see. If the enemy jungler is a possibility, get W. If you are ahead and unworried, get Q and keep being a bully (get W at 4). If you're not sure, be safe and take W.

Against Bruisers
This is very matchup dependent. In particular, you need to count how many gap closers/ccs the enemy has, as well as their ranges. If possible last hit with your melee auto and save E to dish out pain.

At level 1, judge the matchup. You are almost certainly ahead at this point, so go ahead and E them a bit to assert lane dominance.

At level 2, it'll depend on what they have. The most dangerous bruisers will have 2 gap closers/ccs. Xin, Fiora, Darius, etc can be extremely dangerous. If this is not the case, you can keep being a bully. When they try to farm, hit with E. Save your Q for if they try to gap close. If they do use a gap closer, you need to react quickly and get Q in the air before they land - this will make kiting much easier.

At level 3, get W if they have even one gap closer or if there is jungler threat. This will increase your kiting abilities massively. Again, save Q and W to kite if they engage and only use E freely for bullying. You still need to be very defensive vs things like Fiora (2 gap closers and a speedup) or Xin (a gap closer with slow and a knockup) - these lanes are playable, but require really fast reactions. You must get Q and W off quickly and put the damage back their way with your E after they turn. Depending on the matchup, it may be worth it to use Q to harass - if you use Q to harass vs someone with a gap closer, you'll need to maintain distance until your cd is up again, so timing with creep waves is important.

The Rest of the Game

The rest of the game can pretty much be summarized as positioning. If you can nuke a carry, you'll come out ahead. Alternatively, if you can keep safe while hitting the enemy front line, you'll come out ahead (especially b/c your ult lets you keep your adc safe too).

Communicate with your team, especially about your item spikes. Right after Deathcap and right after Lich Bane are times you should be forcing objectives/fights. Ask your team to group up, and tell them why. Example: "Let's group mid please. I just got Lich Bane, so we're ahead of them right now."

Random thoughts:
  • During teamfights, if you can't get to a squishy, use your Q quickly, starting the cooldown earlier will get you more total damage.
  • If you're sieging and you have Lich Bane, make sure to use your proc on the structures whenever you can do so safely. They will be forced to come out to you or let structures fall - it does 'tons of damage'.
  • Don't group tightly with any other priority target on your team. This translated to dives getting heavily dampened by your ult.
  • When helping with a buff, use your E at 1:48. This will let you get a couple of hits off and then get to lane with your cd ready again.

Post-game

Most people ignore this aspect of the game, but it's huge. Reflect.

Let's walk through the game:

How did early game go? Did it go like you expected? If not, what was different? What opportunities could you have taken, in hindsight (1 more Q, 1 more E, etc)? When were you overaggressive (zoning with jungle mia, etc), even if you weren't punished?

How was the transition to early grouping? Did you fill the role you meant to fill (split push vs joining team to fight vs roaming to gank)? In terms of objectives, what opportunities did you miss? What opportunities did you give up to the enemy?

How did teamfights go? Were you able to stay safe and contribute? Were you able to punish mispositioned squishies? Given the team comps, did team fights play out like you pictured them? If not, what was different and why?

---

This whole process will take about 3 minutes after you've done it for a while, and it'll be one of the most reliable sources of improvement. Do it.

(optional) If you want to improve faster, you can write this kind of thing down in a journal and skim it from time to time for patterns.

(optional) The next step above that is to watch your own replays to identify issues. I tend to watch ganks twice - first without fog and then with normal fog - to develop spidey-sense.

Matchups

Summary
Real Problems: Anivia, Annie, Jarvan IV, Malzahar, Pantheon, Xin Zhao

Real Tasty: Aatrox, Ahri, Jayce, Karthus, Kassadin, Katarina, Kha'Zix, Malphite, Mordekaiser, Nasus, Olaf, Rumble, Ryze, Shen, Shyvana, Singed, Sion (AD and AP), Syndra, Tryndamere, Udyr, Zac, Zed

Bully until 6: Akali, Diana, Gragas, LeBlanc, Vladimir (until 7 or 9)

Bully, but they have counterplay: Brand, Cassiopeia, Cho'Gath, Darius, GP, Garen, Irelia, Lissandra, Morgana, Nidalee, Poppy, Renekton, Rengar, Riven, Teemo, Twisted Fate, Wukong, Yorick, Ziggs

Tossup - Snowball: Fiora, Fizz, Jax

Tossup - Farm: Elise, Kennen, Lee Sin, Lux, Nunu, Orianna, Swain, Xerath, Zyra

By Type
Melee, no anti-kite (cc with enough range, leap with enough range, solid speedup...): GP, Darius, Kassadin, Mordekaiser, Udyr, Yorick

Melee, 1 anti-kite: Aatrox, Cho'Gath, Garen, Katarina, Kha'Zix, Malphite, Nasus, Olaf, Poppy, Rumble, Ryze, Shen, Shyvana, Singed, Sion, Tryndamere, Wukong, Zac

Melee, multiple anti-kites: Akali, Diana, Fiora, Fizz, Gragas, Jarvan IV, Jax, Nunu, Pantheon, Renekton, Rengar, Riven, Xin Zhao, Zed

Ranged, pusher: Cassiopeia, Malzahar, Morgana

Ranged, instanuker (~100-0 without being able to Kayle-ult): Annie, LeBlanc, Lissandra, Syndra

Ranged, other: Ahri, Anivia, Brand, Cassiopeia, Elise, Karthus, Kennen, Lux, Nidalee, Orianna, Swain, Teemo, Twisted Fate, Vladimir, Xerath, Ziggs, Zyra

Take-aways
Anti-kite is hard to define, and depends on who the aggressor is. the above are defintitely debatable.

The main points are that Kayle beats:
  • Melees unless they can stick on her and kill her first.
  • Ranged unless they can avoid the fight (eg push), out-burst or a combination.
  • Kayle also counters delayed spells (esp ultimates) and lifesteal/vamp dependent champs.

Support Kayle

As I mentioned, I recommend Kayle for specialists. As such, I recommend playing all the Kayle possible. This means I suggest you play support Kayle to get better.

Support Kayle is solid in some lanes. She is solid when you have good level 2 all-in (Draven, Tristana, Twitch, Varus, Graves...). She is also solid with a hyper-carry to ult, especially one that benefits from W for positioning (Vayne, Twitch, Kog...).

I would definitely suggest playing her solid lanes, as you don't hurt your team and you train some Kayle skills. You may play her in other lanes too for more training, but you will be relying on merely surviving lane phase.

Build
Run the same runes and masteries as above, we're still playing for early bullying and close to 50 ap will make your damage serious.

and 1 of:

=== Start ===


=== Don't run out of these ===


=== As you get a chance ===


=== Full build ===

1 of:

Gameplay
Like any support, your most crucial role is to provide map control. Make sure you ward. Make sure you counterward.

In lane, you have to make a judgement call about how much of a bully you can be. Your E hits hard, but your range is not huge and you are VERY squishy. Kayle can be a strong part of an all-in at levels 1-3. If your carry goes barrier and you are an all-in comp, you can take ignite. In all other cases, grab exhaust. If you can, pink a path to lane and tell your jungler about it so that you can get a fatal gank.

In teamfights, your job is to take care of your carries. You will use Q and exhaust to peel assassins/bruisers, W to help your carry reposition or get away from a bruiser and R for when a carry gets dived on. Remember that your ult _prevents_ damage. It is not Trynd or Zilean ult, so don't wait for someone to be dying - just try to mitigate as much damage as possible. If necessary, communicate to your carries that they need to stand apart from each other so that your ult is most effective (as bruisers can't easily switch targets). During the cooldowns for these spells, or when your carries aren't in danger, go ahead and toss out some E auto-attacks. They will help your dpsers a great deal due to your passive resistance shred and if you have Nashor's you'll be doing non-trivial damage too.

Setting Up Options

A quick rundown of what I think are the best settings:

  • In a custom game, hit escape to get to options.
  • More Options>Show Timestamps should be on
  • More Options>Show All Chat should be on
  • More Options>Show Attack Range Circle should be on
  • More Options>Edge of Screen Flashes should probably be disabled

For Key Bindings:
Q, W, E, R should be bound to smartcast.
With Alt they should self-cast, with Shift they should normal cast, with Ctrl they should learn.
For summoners, flash should be non-smart cast without shift (F for me), while the other spell should be smartcast without shift. The shift cases will be the opposit.
Space should be Target Champions Only
Item 1-6 should be smartcasts. With Alt they should self-cast, with Shift they should normal cast.
Unbind Show Health Bars - this only serves to confuse you when you accidentally disable them.

Comments

September 30, 2013 - 08:49 AM #1

If you put in one hybrid mark you get an extra 1 armor pen while keeping the same Magic pen because of rounding :). Style points!

August 22, 2013 - 01:04 PM #2

Nice guide, very risky for sure.

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