38%
votes
26
Dislike

KAYLE BUILD GUIDE: Press R to Kayle! ~AP Kayle Guide~ by Amoriea

by Amoriea (last updated 12 months ago)

1,126,004 Views 5 Comments
9
Greater Mark of Attack Speed(+15.3% attack speed)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
9
0
21
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 1/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 2 1/1
21 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

Introduction

Hello. I'm Corsair. Amoriea12, Maeria, wow such feeding noob, the list goes on! I'm a Kayle player of many names. :P

I decided to redo the entire guide to be cleaner, clearer, and overall better with much less fluff. Or at least try to.

I'm a Kayle player. Ever since I started playing back in early Season 2 as a level 4 noob, I've wanted to play Kayle. Everyone's told me she's worthless, useless, and down right horrible.

A while after I hit 30, I had mained various champions and failed. From mid Morgana, to AD Nidalee, to jungle Poppy, then I found out through a friend that Rincent had made a Kayle guide, and it was potentially broken how strong it was. At first I agreed, and played it significantly, bragging about top Kayle being the top lane king(queen. >_>) of League.

I found out otherwise. Stuff happened, meta changed, there became less Vladimir, less Rumble.. More Getwrekton, Singed, and other things that Kayle simply stops being able to fight. I lost hope. I tried building her in several different ways.

Maybe a spirit visage, and a frozen heart? Maybe Force of Nature, and Warmogs? I was at a loss, and nothing I did really worked. I could -make- it work sometimes, but really.. It was bad no matter what.

I tried stuff like going ghost and smite with the old school Executioner's Calling that gave crit chance and life steal, with a zeal to get early game crits to effectively gank.. All sorts of things.

Then one day. I got the urge to use the Kayle skin my sister got me for more than just losing and failing as Kayle tanky DPS jungle or whatever concoction I've made that would inevitably fail. So I went into a bot match, didn't feel like laning with anyone, didn't feel like facing two tanks, or jungling even when it was easy. So I locked in Kayle, called mid. Decided to just grab flat AP quints, glyphs, with magic pen marks. Rushed a couple rings, burst felt nice, rushed a lichbane, I felt strong. Then I got a deathcap and started one shotting people.

Then I got braver. I took it into draft pick normals, I didn't feel any weaker, infact, against human players it felt stronger at times. :P Had everything I liked about AD Kayle, with more utility, and damage, and wrote a guide on here in Season 2. Quickly my style of Kayle was overwritten by the general way of playing her, Nashor's tooth, Liandry's, then try to shred to victory, while I clutched to my ways of building burst.

Then the nerfs hit, her utility took a bit of a dive, and her burst damage, along with DPS went along for the ride with the loss of her damage amplifier. I got disheartened, I continued trying things of course; I always do, tried following the meta of rushing NT+Liandry's, tried going tanky again, then quickly beat myself with a brick, tried out 21 utility, liked it, but it wasn't really refined at all. It still felt weak. So I stopped updating my guide, then I started doing math, and went through every item, from Nashor's Athenes, to this, to that, tried to abandon the 21 in utility.

That honestly failed, and I started to hate the offense tree on AP Carries in general. Then I felt like playing around. I had a team of full AP besides the ADC. Rumble, Elise, Myself, Annie, and a Corki. So I went for 21 in utility, figuring 10% starting AP, with the 20% AP from Nashor's Tooth, and the 10% from DFG would be powerful in this situation.

Elise and Rumble didn't want to build Abyssal, neither did I really, so I got Wit's End, and.. Once again, I feel I've stumbled on to something that is sublime for Kayle, and am in fact on a win spree on League, quickly rising my way back to Silver I, and hopefully into gold that I got denied when Kayle started getting banned, and I started maining support.

That said. It's obvious I'm not a professional player. My guide isn't a fancy, red, featured one. However I've put hours, and hours, and even days of math into this, trying to find that magic formula that works for Kayle. I have however put over 300 games into Kayle, 200 of them or so were during this period of -actually- trying to make her work, and about 80 or so as actually playing AP Kayle, 30 or so using this precise utility build, so far, never been beaten in lane, and have always gone above even with assists and kills.

So follow me on my long winded journey that I started late Season 2, into the continuous strives, and efforts to make Kayle not only viable, but one of the most powerful champions in the League!

Why would you play Kayle? The pros to picking her mid over other champions.

  • Kayle is a very versitile champion. While Zed is a blade for cutting throats, Kayle is a swiss army knife with a tool for every occasion. She can stand in the backlines and heal, or stand on the front lines, and deal damage, or simply stand next to the Marksman and do both.

  • She counters assassin's very hard. Champions that have gotten very popular. Fizz, Kassidin, Zed, Ahri, are all champions she does very well against, both early and mid game, while also countering them by sheer utility late game with her ultimate.

  • Kayle has high sustain with her W being maxed second, while not taking heavy costs in doing so. It has a higher base heal than Nidalee's, while also providing a movement speed boost. Around the time you get DFG it will be on 6 second cooldown, and heal for over 300 each shot at rank 5, while early in the game it's mana cost isn't as high, and heals for over 150 a shot.

  • Kayle has a powerful slow, and MR and armor shred tied to it, and her auto attacks, giving her great duel ability, kiting potential, and sheer skirmish damage early game, while becoming more constant mid to late game once she gets her Nashor's Tooth.

  • Kayle is an auto attacker mid. She, like Orianna, Teemo, and Gragas, all have strength balanced to her auto attacks, more so for Kayle as she has better AP Ratios than all 3, and/or better base damage scaling.

  • Quite simply, Kayle's damage is amazing both ways you look at it. Either you have Rabadons, DFG, Lichbane and can 1 shot enemy marksmen, or you have Nashor's DFG Witsend, and can out trade almost every single champion in the game. (Excluding Gragas if I'm honest)

  • Kayle is a great pusher, and has the movement speed in bursts to be able to push a lane quickly, then fly away with no risk.

Why wouldn't you want to play her? The Cons.

  • Kayle during mid and late game becomes highly mana taxing, and either doesn't bring much to short skirmishes, or runs herself out of mana quickly involving herself in them. (Don't use Q, and barely get off any autos, or use Q and blow through your mana pool basically.)

  • Kayle, while having a great early game lane pressure, is quite susceptible to early game ganks if unprepared due to having no escape, and having to choose between lane pressure, or taking her W earlier than you'd like.

  • Kayle can only do so much! Her ultimate is a great utility in cancelling assassin's, however there's only so much 3 seconds of invincibility can do against spells like Fiddlestick's fear, or chaining together things like Jax's stun, with Ahri's charm. In situations like that, though you tried your best, you cannot do much.

Tied to that, Kayle protects one person. Only one, AoE team comps (Which have thankfully died down, Curse of the sad Bullettime was annoying.)can deny Kayle the full utility of her ultimate, you may save one, but the rest of your team may die from the AoE.

  • Well timed hard CC, or even soft CC's such as silence can stop a Kayle from ulting, things like Soraka silence during a critical ulti moment can turn a easily won battle, into an impossible battle in a second.

  • Early game, and mid game Kayle is easy to predict, making straight line skill shot champions more effective at disengaging, or fighting off Kayle. Lux and Zyra being the biggest examples of this as they can wait for Kayle to engage, and she has to choose from either dodging their bind, or taking it and a bit of extra damage in the process, either way disengaging her.

  • As I said earlier, Kayle has great mobility in bursts, but as far as base goes, it's actually pretty bad. She has a starting movespeed of 335, the same as Vayne for example. Meaning that she has the same movement speed as someone with a movement speed granting passive, and a mobility spell that can be used every 2 seconds, with only having a spell that grants movement speed. Seeing the problem here?

Tiers

Platinum

Anything in this tier is 'god tier' it's always core or highly reccomended. Examples are items such as Nashor's Tooth.

Gold

Anything in this tier is highly reccomended, but isn't core, there are so many choices you can pick and obviously there's no way you can do all of them. Trying to replace something gold tier, with something in silver tier, unless in a specific situation isn't a good idea, and trying to replace something in platinum tier, with something that's gold tier is even more foolish. (IE: Replacing Nashor's Tooth with Wits End or DFG.)

Silver

Things in this tier are pretty situational, even then you may wish to replace the item or summoner, with a gold tier one, unless the situation is very strained (IE: Taking ghost instead of flash, or exhaust instead of TP/Ignite/Cleanse)

Bronze

Extremely, extremely situational choices, if there is a useful situation at all, another item probably fills the role better anyways. (IE: Taking heal on Kayle over barrier, teleport, ignite ect.)

Fool's Gold

Just don't. It's never worth it, and there is always a better choice. If you can't find one, look harder lads.

Runes

Marks

Gold

Attack Speed Marks : I used attack speed marks all the time, they're the most valuable marks you have early game, and by mid to late game your passive and tier 2 boots should get you by on what you need.

Magic Penetration Marks : If you prefer a more burst oriented build, like Nashor's DFG/Deathcap Lichbane, by all means. You can even mix in a little bit of attack speed marks so you still have a little bit of early game pressure.

Silver

Hybrid Penetration Marks : I've tested these quite a bit and in my opinion they're plain and simply weaker than just normal magic penetration, unless you rush sheen you're cutting your magic damage too much, and your damage isn't.. Hybridy enough. Leave these to Jax unless you plan on actually going Hybrid with Gunblade Trinity or something.

Bronze

Attack Damage Marks : If you want to lose out on some mid game scaling, then feel free to use these, they provide a tiny bit more flat damage on your Q and E, but if your opponent get's armor seals and MR glyphs, you can't really damage them too much, even with a mix of attack speed marks.

Seals


Gold

Scaling Health Seals : I use these almost all the time. They are your best line of defense against magical damage in the Seals department, and out-scale flat HP at just level 5.

Armor Seals : I use these whenever I'm up against an AD mid, or if I'm legitimately more afraid of minions than I am of my laning partner. It is also very helpful against mids that out range you with auto attacks. (Annie, Anivia) Or out trade you due to defense or steroids. (Orianna, Gragas)

Silver

Gold Per 10 Seals : As funny as it is, if you legitimately are not afraid of your mid opponent, and are not afraid of minion damage, you don't need mana regen seals at all and can go this to accelerate your late game carrying.

Bronze

Mana Regen Seals : Almost worthless on Kayle. With 2 doran's rings, 3 if you want to overkill it, you can infinitely refill your mana by simply clearing out the caster minions with your E, and the rest of it is just profit. However I do like scaling mana regen for the purposes of late game, after selling your doran's rings.

Glyphs


Gold

Magic Resistance Glyphs : You should especially use these if you are up against a trouble mid such as Zyra or Gragas. Infact you should -always- use them.

Silver

Ability Power Glyphs : I used to prefer flat AP glyphs, but as I face against better and better players, less and less fall for the level 2 AP burst they offer, and it's better to be able to trade hits, instead of hoping you don't get hit back. Setting up a page for quadruple AD threat is a good idea though.

Scaling Ability Power Glyphs : They increase your damage highly by late game, however it takes 7 levels for them to actually out scale Flat AP.

Quintessences


Gold

Movement Speed Quintessences : Adds an extra 4.5% movespeed, 7.5% if you go 21 in utility, 10.5 with a Janna on your team, give or take. They're the best options on Kayle in my personal opinion.

Silver

Ability Power Quintessences : An additional 15 damage on your Q for three tiny slots. If you don't want or don't have movespeed quints, these are a good option.

Bronze

Attack Speed Quintessences : You can opt to use these versus Mordekaiser, but I feel it kind of hurts you once you get some items and Mordekaiser is easy enough mid lane, and other tanky AP mids shrug off your DPS anyways.

Fool's Gold

AD Quintessences : They offer half the Q damage, and about the same damage on your E. (.3 more or so.) Do not use these on AP Kayle.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 1/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 2 1/1
21 Utility
Utility Tree

Well the utility tree has changed quite a bit, so let's give out the point-by-point!

Phasewalker : It's honestly just a placeholder, but it still has a purpose, you can go back to base faster, buy faster, and even teleport with homeguard faster.

Fleet of Foot : It's what I always like! Flat, constant movement speed. It's only 1.5%, which means with movement speed quints, it's a starting movement speed of 355 in combat.

Meditation : I don't build mana on Kayle, and 3 points of mana regen is worthless, so it leading to Strength of Spirit couldn't really matter to me, I don't have the mana to abuse it.

Scout : Riot actually understands that 1 second 5% sight range increase is worthless, I'd say scout is a good pick up, it's an extra 15 range for every 100 range of a trinket, 150 range for every 1000, and considering that I love me some scrying orb? That's 375 extra cast range.

Tier 2

Summoner's Insight : It's the same as it's always been, and still bugs me with it's loss of efficiency at points, but honestly, I need it as a placeholder. There's literally nothing better.

Strength of Spirit : It's good if you build mana. However seeing as Kayle hits 1.1k mana or so, and would only get 3 health regen for your point, and it'd mean taking 3 points in a less than useful thing. However off tangent, if you get to 4000 mana, we're talking 13 health regen per 5, so every minute you spend you're getting over 130 or so health a minute, I don't think that's a big deal honestly.

Alchemist It's really just a place holder, however it does increase the duration of potions by 10%, so basic health and mana potions are 10% stronger. 165 health for health potions, 110 mana for mana potions.

Tier 3

Greed : Some may ask if it's worth it, and no. It's not, not by itself, however seeing as I like to hand over the gold to my AD Carry and even junglers, and let them tax my lane as they see fit, I like what it unlocks.

Runic Affinity : More blue duration by 20%. What else could you ask for, am I right?

Culinary Master : It increases the gold worth of your potions by quite a bit, and the 20 flat health gained instantly can even save your life early and mid game. It's a place holder, but it's a well worth place holder for going deeper into the utility tree.

Tier 3

Scavenger : 1 gold for each time an ally kills a minion. It's what it say's on the tin, if after laning phase, everyone gets atleast 50 CS around you, 50 times 4 is 200, that is -200- gold for one point in masteries, and that's gold you wouldn't get otherwise, on top of the 7.2 gold a minute. (20 minute game, 144 gold) you're getting around 344 gold for free for just 4 points in your mastery tree at the very least.

Wealth : An extra starting biscuit when I start Doran's ring? Sold. Even before we get to bandit.

Vampirism : It's not worth it, you'd have to go way off the deep end and go hybrid, which isn't what this utility build is about.

Inspiration : As Kayle, you're typically the higher level allied champion, unless you did something horribly wrong. Don't build, assuming you play horribly wrong, even against Gragas you should be higher than your ADC/Support duo.

Tier 2

Bandit : This is extremely powerful on Kayle, why? Well, what do you do in lane 90% of the time? Auto attack. On top of that, you are both melee and ranged, you get the +3 gold on hit, and if you're in melee, and even heal someone getting a kill that is an extra 15 gold. I W'd a Vayne that was on my team who got a double kill, on top of the assist gold, 150 each kill, I also got the extra 15 gold each assist, 330 gold, which meant when I went back to base, I was able to afford boots, instead of nothing but a cloth armor, see where I'm getting at?

On the 2nd form, we're talking 3 gold every 5 seconds for every champion you auto attack in those 5 seconds.

So breaking it down, 36 gold for each champion you're around for a full minute, jungler camps your lane and pushes you in? 72, they send the support and ADC mid, and the jungler pushes you down, (and your own jungler is kind enough to help you) 108 gold a minute!

Final Tier, Wanderer

As many may know, I heavily dislike unreliable speed boosts, and even more so, out of COMBAT speed boosts. However after giving it a fair shake, 5% plus movement speed out of combat is a pretty big deal. That's 5% faster roaming. Out of combat, let's say I'm going mid, and my jungler is being dived for being kind enough to hold my lane, without this 5% boost, if I can get there without needing teleport, I'd probably have to flash to get in range. However as I've tested from various ranges, and ally durability, the 5% movement speed boost makes a massive difference especially because it is additive and not multiplicative. (Cough Cough Ghost)

Summoner Sets

Primary Set
Platinum



Flash
It's Kayle's only ways of getting over walls, and closes the distance -instantly- allowing you to do plays such as flash ultimate, which can mean the difference from losing your AD carry, and not losing your AD carry.

Many consider it to be the best summoner in the game. Even taking it on champions like Garen, Olaf, and Singed in some cases (those cases I do not agree in however, but this is a Kayle guide not a Garen guide!)

It can go over every single wall in the game granted you position yourself properly.

Gold


Teleport
I take teleport in almost every situation I can along with flash. I've grown to love going 9/0/21, taking max CDR possible through my masteries.

I don't get the 5AP/AD bonus from going ignite, so a total of 10 lost damage, and while taking Teleport reduces your lane presence, it substantially increases your map presence. A Kayle flying out of a brush with homeguard, and ulting that Vayne you were over committing for is a terrifying sight indeed.

You can teleport not just to minions, and turrets, but to wards, Zyra's plants/seeds, Jarvan's flag, Zac's on-death blobs, Heimerdinger's turrets, Annie's bear, Malzahar's pets, Shaco and Teemo's traps, Yorick's ghouls, Elise's spiderlings, and I think that's it.


Cleanse
No more being feared by Fiddlesticks, him making a sandwich, coming back, and still having enough time to call for Vi to fly out of the bush and knock you around? I think the value here is evident, you have your ultimate, which blocks all damage, why not have a crowd control clear? Am I right?

Cleanse only doesn't work on suppression, knock-ups, knock-backs, grabs and flings.


Ignite
If you don't go for my utility based masteries, with high CDR, and instead go more along the lines of 21 in offense? This is very valuable, especially in the early game.

It adds 10 damage in total to Kayle's Q, 5 damage each auto attack, and about 2 magical damage each E strike. The value is pretty obvious to me, extra true damage that scales with levels, and a 3rd damage spell for Kayle to use.

Generally, it's best to use ignite as your Q is in mid flight, so that you get your attacks off, as well as apply the +5 AD and +5 AP bonus.

Silver



Ghost
It allows you to move from point A to point B fast, the only reason I don't approve of it entirely is that it increases your movement speed by a percentage, and while I advocate the usage of Movement Speed quints, and movement speed oriented masteries, I do not like the temporary burst of speed from Ghost in most every situation.

Situations where I would use it is when you are against a Riven, Singed, Nidalee, and an Ezreal. However you take this at the sacrifice of either lane presence(Ignite), Map presence(Teleport), or the situational escapes over walls(Flash).

It can let you move through minions, but I never get creep blocked as Kayle.


Barrier
Barrier is -highly- situational for me however doesn't quite fall into the bronze tier because it actually has useful situations. You have your ultimate, and taking Barrier is a bit over kill, and if you have to use it you misplayed heavily, and it acts as more of a crutch, than anything that you can actually bring to a game.

If you take barrier, take ghost. I'd use it against damage over time champions, AD mids, Swain, Teemo, perhaps even Mordekaiser. However it's usefulness is mostly for when you make a mistake, or simply want to take an extra tower hit while diving, you aggressive bastard.


Exhaust
I don't like exhaust on Kayle, at all really. It helps with some match ups, enabling you to trade without kiting in most cases, but really, why aren't you kiting out of their damage? Why are you standing in Rumble's flamespitter? You're slowed? Well you have cleanse as a potential.

I'd only use exhaust against a double AD hypercarry team. Tryndamere (if you don't face, and wreck him), Vayne, Twitch, and Yi. But even then you don't know how strong they'll be, and to pick it, in my opinion is a little bit of an insult against your team's ability to not feed them. (You won't feed them, will you?)

Bronze



Heal
Uhh, more effective if the enemy team has no ignite? Honestly, if you need heal, you're doing something wrong. It's weaker than barrier early game, and if you want the AoE heal.. Well.. There's a reason it's not Fool's Gold? It's situation really depends on elements you'll find in a game, not at champion select.


Clairvoyance
I have a soft spot for Clairvoyance, but it belongs here. Maybe if the utility point for it caused it to detect stealth I'd put it in silver. Use it to check out enemy's red, and other camps and you can help your team. However it doesn't offer the global pressure of teleport, while not offering the lane pressure of ignite, and lacks the same defense that Cleanse brings, in my personal opinion.

However there is now a clairvoyance trinket. Wink-wink nudge-nudge. :3

Item Builds

Starting Build(s)
Default Starting Build
Build 3
[DPS/Utility Oriented]
sorcerers-shoes+enchantment-alacrity/enchantment-homeguard nashors-tooth deathfire-grasp/athenes-unholy-grail wits-end liandrys-torment/abyssal-scepter (Then any defensive item, Randuins, Spirit Visage, GA. Or Lichbane/Deathcap/The Pen item you didn't build)
Final Build(s)
Standard Final Items
[DPS/Utility Oriented]
sorcerers-shoes+enchantment-alacrity/enchantment-homeguard nashors-tooth deathfire-grasp/athenes-unholy-grail wits-end liandrys-torment/abyssal-scepter (Then any defensive item, Randuins, Spirit Visage, GA. Or Lichbane/Deathcap/The Pen item you didn't build)
-------------------------------------------------------------


Sorcerer's Shoes
The single best shoe options on Kayle, it's probably the only platinum item that has a situation in which it can be replaced.

Because I don't start with magic penetration, I like picking tier 2 boots at around the time I get stinger/fiendish codex, and tier 3 boots around the time I get Nashor's tooth, and get another fiendish codex to hit 40% CDR.

However if you're going more damage oriented, and not CDR oriented, the time I'd get T3 boots is around the time you get a needlessly large.


Doran's Ring
Kayle's best early game mana regen item, some champions can build Chalice, Kayle isn't one, and she can regen her mana infinitely by using her E. If you must get an early AP, or mana regen item this is it. I typically start with it as my first item

With one doran's ring, like I enjoy to start with, killing the caster minions and Kayle's base mana regen, (Or 3 minions in general) refunds the cost of her E. Two doran's ring, like I feel is ideal, killing 2 caster minions makes your E entirely ideal, if you are at full mana, last hitting, throw your Q out to your opponent, even if you're going to push, so that you can continue to gain more mana, as well as provide lane pressure.


Nashor's Tooth
It gives Kayle everything she wants, attack speed, additional AP scaling, cooldown reduction, AP itself!

Considering Kayle's passive, E, and Q all scale off CDR, and attack speed, and that Kayle's R itself scales PURELY off CDR, I think we -all- can understand what puts this here.

If you don't, let me put it like this. When using a generic mastery page, Nashor's Tooth makes it so that with blue buff, Kayle's E has a 100% up time, and helps ensure she deals the most possible damage that she can while it's up by increasing her attack speed.

While also giving her AP for the scaling of her Q, as well as CDR scaling with her Q, on top of the way your passive works increase the damage output of -both- abilities by shredding more armor and magic resist.


Wit's End
This has become my favorite MPen item on Kayle. Due to her E, and her passive scaling off attack speed and the fact that it's the highest flat pen item in the game (25 flat penetration at 5 auto attacks)as well as GIVING MR it is easy to see why, isn't it?


Deathfire Grasp
Before this used to be a godtier item with Kayle, due to stacking it with her Q's damage amplifier, and it still is a god tier item for a few reasons.

For one, Kayle has a lot of onboard MR shred, and for seconds, combining this, with my prefered masteries, and Nashor's Tooth, it's the only good 10% CDR item, with a very powerful active, and high AP in the game, and fits smoothly in as one of Kayle's big AP items.


Liandry's Torment
It's a flat magic penetration item, that does % health damage onhit with your E. It also gives health, and AP. I consider it Kayle's best selfish Mpen item.


Abyssal Scepter
It's the highest flat magic penetration item, and unlike Liandry's Torment, it's an aura. If you have another source of AP damage on your team, that isn't building this item already, my all means, please do so. It's also one of the best sources of magic resist.


Homeguard Enchantment
This is a teleport users best friend, and seeing as how Teleport is my favorite spell on Kayle..

Anyways, upon returning to base and officially exiting combat, a champion recieves a massive speedboost, and has all it's health and mana restored instantly with no tick-times. Well.. If you teleport, you retain your movement speed boost, and you can teleport instantly after going B. So a very fast, flaming angel that can grant invincibility to herself and allies.. I can dig it.


Alacrity Enchantment
If you don't take teleport, this is your best enchantment. Flat movement speed is much better on Kayle than a % movement speed boost, and it is always there, unlike Furor.
Build Order





Quicksilver Sash

Situational Items

Void Staff
1) Kayle's passive shred's magic resistance, it doesn't simply add penetration. There for Void get's weaker each Kayle auto attack.

2)Wit's End, my favorite 3rd item on Kayle, also shred's magic resistance, making Void weaker each strike.

3)Void Staff offers no stats but damage and magic penetration. Looking at all my items..

  • Doran's Ring offers health, mana regen, and AP.

  • Nashor's Tooth offers AS, CDR, and AP.

  • Deathfire's Grasp takes off 15% of someone's total HP with it's active, amplifies all magical damage with said active, offers CDR, and of course.. AP.

  • Wit's End, MR, AS, MR shred, and increases MR even further with it's unique passive.

  • Liandry's offers the health, flat magic pen, 25 AP, as well as HP shredding on hit.

  • Abyssal assists more than just yourself in the realm of Magic Pen, and assists everyone on your team, as well as granting magic resistance.

I put a lot of stock into the secondary stats, and effects that these items offer, and I really can't see myself purchasing a selfish Mpen item over them.
Boots of Swiftness
These are the second best boots, and the only alternative to Sorcerer's Shoes.

The reason is that they reduce the strength of slows, and give Kayle a speed boost. Two things she needs. The only times I would get this is against static slows like Swain's Decreptify for instance, or if the enemy team is very squishy in the MR department and is more evasive than anything.
Athene's Unholy Grail
Athene's is a very good pick up. Picking up Athene's along with Nashor's Tooth will put any build at max CDR, 21 utility, or 21 offense. It putting me over the cap of CDR makes me back away from it when building into utility on my masteries, but it makes you incredibly efficient, and does away with Kayle's blue requirement entirely.

If you don't mind losing AP in return for extra mana, utility, and magic resist, this is the item for you. :)
Twin Shadows
It's use is debatable, move speed, AP, and it's active is useful for chasing down champions with short range escapes, and it spots stealth. So Akali, Shaco, Twitch.. Very useful against them. Though the question is what you'd replace to get it.
Guinsoo's Rageblade
Attack speed, half HP Lifesteal and spell vamp with a mix of AD and AP that stacks up the more you auto attack, it's a debatable replacement against squishy teams for Abyssal/Liandry's.. But eh.
Zhonya's Hourglass
Overkill much? 3 seconds of invincibility not enough for you guys?

Joking aside it's great in situations where the enemy team can focus two people at once (Kha'zix+Zed teamcomp)so you can ulti your AD carry, as well as yourself. It's just -very- situational, and it'd mean you have two instakill assassins against you.
Hextech Gunblade
It's sheer, unadulterated damage. The only item that offers more Q damage to Kayle is Deathcap. Which is the only reason it is really here.
Quicksilver Sash
QSS is the in-game item version of Cleanse. It's situational, like if you don't want to lose a summoner in return for losing an item. You can get Mercurial Scimitar afterwards, and it'd amp your Q and auto attack damage.

Skills

Holy Fervor
Passive : Kayle's autoattacks against enemy champions reduce their armor and magic resistance by 3% for 5 seconds. This debuff stacks up to 5 times.

Now Kayle adds a stack of good old Fervor when she auto attacks(with Righteous Fury or otherwise), AND when she uses her Q. It's a very minor consolation prize for losing the 10% damage amplifier though.
Reckoning
Active: Blasts a target, dealing magic damage, slowing its movement speed for 3 seconds, and applies one stack of Holy Fervor.

Missile Speed: 1500

Magic Damage: 60 / 110 / 160 / 210 / 260 (+ 100% AP) (+ 100% Bonus AD)
Slow: 35% / 40% / 45% / 50% / 55%



It's your best nuke, it's slow increases in strength each level, and there's no mana cost increase for raising it.

With the recent changes it's lost it's damage amplifier which means you lose around 30-40 DPS, and around 100 damage in burst late game in return for much greater utility.

The nerfs in my opinion mostly hit DPS Kayle, while it is more of a buff to burst Kayle's connectivity.

Rank second, max first.
Divine Blessing
Active: Blesses a target allied champion, healing them and increasing their movement speed for 3 seconds.

Range: 900
Cooldown: 15
Cost: 60 / 70 / 80 / 90 / 100 Mana
Heal: 60 / 105 / 150 / 195 / 240 (+ 35% AP)
Movement Speed: 18% / 21% / 24% / 27% / 30%

The utility offered by Kayle's W is one thing Kayle has in this role that she has in no other's, with my standard full build it heals for about 450 damage each use, it has a higher base health per cast than Nidalee's E, and the movement speed is debatable on if it is more useful than the armor granted by Soraka's W.

I prefer ranking Q two times due to the additional burst, then ranking this at 4. I max this second though; due to the higher scaling with skill ranks compared to Kayle's E, however if you aren't taking poke then it's okay to leave this at rank 2 or 3 and max E if you feel you need the extra damage.
Righteous Fury
Active: Kayle harnesses her righteous fury for 10 seconds, granting her bonus magic damage on her attacks and increasing her attack range by 400 (to 525). Additionally, attacks on non-tower units create an area of effect that deals magic damage equal to a percentage of her attack damage plus the same on-hit magic damage to surrounding enemies.

Cooldown: 16
Cost: 45 Mana
Bonus Magic Damage: 20 / 30 / 40 / 50 / 60 (+ 40% AP)
Magic Splash Damage: (+ 20% / 25% / 30% / 35% / 40% AD)
Diameter of Splash AoE: 300


Kayle's E provides AoE on autoattack location magical damage that scales with your AP, as well as working as a proc for Lichbane.

Assuming at late game when it deals 240+ magical damage that you get only 4 auto attacks in, it deals 720 magical damage, and applying the 10% damage amp brings it up to 792 damage, and if I manage to get in all 10 possible auto attacks that's a rather terrifying 2400 damage.

Rank this at level 1, and max it last so you can poke constantly in lane. It's scaling in later ranks is very minor compared to ranking Q and W in my opinion.
Intervention
Active: Kayle bathes a target ally champion (or herself) in holy light, rendering them immune to all damage for a few seconds.

Range: 900
Cooldown: 90 / 75 / 60
Cost: 100 / 75 / 50 Mana
Duration: 2 / 2.5 / 3


Your ultimate is very important, it cancels out burst, heavy focusing, and can actually work as a bait when people dive heavily for kills. With blue buff plus Nashor's Tooth it get's down to a 36 second cooldown. This will always be useful, even if you are shut down.

Who you target, is entirely dependent on the situation. Generally, you want to ultimate someone who will be taking damage. A lot of damage. a 3 second duration means that you have a slight window to abuse.

Do you want to use those 3 seconds blocking a few auto attacks, or blocking a Veigar's full combo?

That said. Don't think this means using your ultimate to stop a few auto attacks is a bad thing in the right situation. Sometimes when doing this you can bait important damage dealers into over extending for a kill and instead of them hurting your back line, they ruin their own by going after a low HP champion that Kayle has officially 'Noped.'

Champion Matchups

Akali
Difficulty
Favors You
Akali is another easy match up, and is the only champion I don't start doran's ring against, and instead go boots, with the same mastery, so I can start with a single pink ward. Then I continue to get pink a single pink ward every time I go back.

After she hit's 6, don't get scared, and keep harassing her. She can only charge to you once during this stage, and if she ultis you before she has more than one stack of her ultimate, grin and take her down.
Anivia
Difficulty
Favors You
Anivia can be a little bit annoying if you aren't used to her stun. Once you learn how to dodge it you can decimate her all game, I reccomend picking up swifties, and ignoring her ultimate's slow.

Use E, make KFC. Don't overextend for her egg, unless you have a S rank diving buddy you can have tank for you early game.
Annie
Difficulty
Favors You
Annie is pretty easy to fight if you zone her away from minions, and stop her from being able to use her Q to charge her stun.

Watch for what she starts with, if she starts with Q, she'll come into lane without stun charged, and you can melt her face early game, 4 spell casts is a long way away when there's a Kayle auto attacking you for 10 seconds. It's worth while to pick up an early negatron, and if there's other forms of hard CC on their team, even mercury treads.
Brand
Difficulty
Favors You
Brand is pretty lax. Dodge all his skill shots, if he doesn't stun you, you win the lane very, very hard.

The only real issue is that he can do a lot of AoE damage in team fights, make sure you know who can go down, and try and seperate yourself from allies if you are his target, (Even flashing while it's still in transit away from them) and he can't do anything.
Cassiopeia
Difficulty
Favors You
Snakes.. Why'd it have to be snakes?

She can actually out DPS you a little bit if you let her. However.. Her ultimate is easy to spot, and you can ulti it quite easily, and if she hasn't ran, you kill her if you have the HP.
Chogath
Difficulty
Favors You
Choggy here has a lot of sustain, and most will simply build him as a tank midlane, and you can't do much about it.

Instead of trying to beat him in lane, out roam him, get kills in other lanes, and push the minions to turret whenever you are in lane. His nom is easy to ultimate.
Diana
Difficulty
Favors You
She can chunk you early game if she hangs back and does nothing but casts Q, while also collecting a bit of farm, however she only gets a 'bit of farm' don't push lane, and if she goes up to auto attack a minion knock her around a little bit. Don't let yourself get ganked when she hits 6, and don't let yourself get hit by Q.

Only use ultimate after she casts her E on you.
Evelynn
Difficulty
Favors You
Harass her. Harass her constantly, and kill her caster minions if she's not visible, and you may even take down her stealth, out roam, out farm, out kill, out scale. That's the name of the game.
Fizz
Difficulty
Favors You
Early game you heavily out trade him, and he really can't farm. If he doesn't get any items, he continues to be unable to do anything, since he's a Lichbane centered champion. Dodge his playful/trickster, ulti his shark, and laugh as he uses everything else and out trade him. All there really is to it.
Gragas
Difficulty
Favors Enemy
You may out sustain him, but he does everything you hate. He can E to run away, W to shred off your damage, and Q to reduce your attack speed. He demolishes you in lane, and all you can do is hope you can survive lane to make an impact in other's lanes, and keep him from being fed.

He also out roams you.
Heimerdinger
Difficulty
Favors Enemy
Heimy here controls the zone well. He can constantly push without you being able to push back, and his ultimate Turret can tear you to shreds if you position wrong. Take down his turrets as they come up, and once they're down, out trade him hard.

If you can't, he will destroy you.
Jayce
Difficulty
Favors You
Due to Jayce being able to stand up and auto attack you with his cannon form, he can be quite formidable. Dodge his cannon form Q's, especially when he uses E, and you will be fine however. You out trade him after getting a couple doran's rings, or a stinger.
Karma
Difficulty
Favors You
Your greatest enemy when fighting Karma is one part her shield, second part her disengage. Her shield makes her fast and she gets away from you, while her Q and W slow you, and snare you respectively.

You outscale her however, and it's easy to win the lane, if she's constantly running away from you.
Karthus
Difficulty
Favors You
He's very easy to harass at all stages of the game, if you stand near minions, his defile does much less damage, and his AoE damage field doesn't do that much damage early-mid, so you can easily out trade him, if you can dodge his defile, dodge his defile.
Kassadin
Difficulty
Favors You
His early game CC that lets him survive early game, is a silence, and after Kayle activates her E, she doesn't need to use spells. Whack his face, and pick up an early stinger so he cannot abuse his MR passive as hard.

Take away his ability to farm early game, you take away his ability to do anything late game, just roam when he roams, shut him down while he's roaming, and once again, you kill all that is Kassadin.
Katarina
Difficulty
Favors You
She's a melee range mage, and can only farm at melee range. You know what to do, Swing your flaming sword, and stop her from farming, she will also be unable to kill you.
Leblanc
Difficulty
Favors You
Leblanc can either be an insanely easy champion to fight if you know how to fight her. Don't let her silence you, and always ultimate her ultimate, learn to read it, and you will always be able to win.

Also follow her when she roams and she is useless.
Lissandra
Difficulty
Favors You
She has slows, that can make her kite you quite easily, and beyond that, she's pretty easy in lane, and otherwise.

However you cannot stop her escape, and her ultimate can really screw you over as it isn't heavily telegraphed.
Lux
Difficulty
Favors You
She can disengage you, and a good Lux makes you pay for your CS. However once you hit a certain movespeed threshold she stops being able to land anything, and becomes weak and flimsy when any pressure is applied.
Malzahar
Difficulty
Favors You
Malzahar, due to his ultimate being uncleansable, and being instant makes him hard to ulti against, so you have to rely on your team to make sure he doesn't get the full channel off really. That or take QSS.

All I really have to say about him.
Nidalee
Difficulty
Favors You
Due to the range of her Q, and her sustain, she can be as annoying as you are. Her heal is a little bit weaker than your own, and doesn't help her team as much in charges/retreats. However her ability to single handedly almost to hold off a siege makes her someone you don't want having gotten powerful.

You need to shut her down.
Orianna
Difficulty
Favors You
Due to her shield, she can actually go toe to toe with you early game and trade a few auto attacks, and ignore you and farm for two auto attacks with E. However at level 2, she will take her Q and you will take your Q, which the table turns heavily, and you can tear her apart.

Once she's 3-4, she gets her Q-W combo and can disengage you, and deal damage with you and zone control really well, just stay away from her ball and you will be fine, and should easily out roam and out lane her.
Ryze
Difficulty
Favors Enemy
You HAVE to beat Ryze early game. If he hits his mid game, and can charge his tear, and get his items, he is a formidable foe, and I will even say unbeatable. However if he get's a sapphire early game, he's easy to gank, and if he get's anything else, you out-trade him too hard for him to do anything.
Swain
Difficulty
Favors You
Early game he is insanely easy to harass, and picking up early tier 2 boots will make him cry as he cannot land Nevermove, therefor cannot stop you from eating his face.

If his ultimate does no damage, he gets no health. Therefor your ultimate, providing invincibility.. Pretty much shuts him down in 1v1s..
Syndra
Difficulty
Favors You
Her ultimate has a pretty heavy real-back and is highly telegraphed, and it's the source of a lot of her damage, and her stun is also pretty telegraphed, if she can't land her stun, she can't kill you.
Teemo
Difficulty
Favors You
Uhg. Do I really? Okay. Anyways, Teemo has good zone control with his ultimate, and can trade a single auto attack with you, after that you outscale, and out base damage with him, so long as he doesn't blind you.

The only way Teemo can beat you midlane is if he goes AD. In which he makes himself extremely useless mid-late, and you outroam him even then.
Veigar
Difficulty
Favors Enemy
Veigar's baby cage can be pretty annoying, but early game, the only thing threatening about him is minions and auto attacks. You outtrade him hard early game, and mid to late you should've shut him down hard.

You can get mercury treads if he knows how to land stuns. Maybe pick up an early negatron as well.
Viktor
Difficulty
Favors You
Viktor really only has his W going for him, even with his ultimate hitting you, you out trade him. His Q is easy to dodge if it isn't invisible, and you out trade him when he uses his E, and should also out run him unless he takes the same movement speed lengths as you.
Vladimir
Difficulty
Favors You
His sustain is pretty weak early game, and you can melt his face off whenever he walks near minions. He is pretty weak midlane. Don't let yourself get ganked.
Xerath
Difficulty
Favors Enemy
He has built in armor to his kit, for every amount of AP he get's, and his range is the longest in the game for spells however with your ultimate you can ignore his ultimate, and hit him if you're skilled enough to dodge his stun.
Zed
Difficulty
Favors You
Ultimate after his ultimate lands, and melt his face when he walks near minions. His Q is easy to dodge, and if he gets in range to use his W to harass, that means he lacks it to run away, and can easily be Q'd and E'd down afterwards
Ziggs
Difficulty
Favors You
Ziggs is a pretty easy match up. Dodge his Q's, and then get in his face early game and melt it off. He really can't do anything, if you shut him down early game, his AoE ultimate doesn't mean much.
Zilean
Difficulty
Favors You
He can burst pretty well mid to late game, however his DPS doesn't nearly match up to your's, and he mostly becomes an annoyance. In lane, you out trade him heavily, and if you don't kill him/his target when his ultimate is on them, his ulti means nothing.
Zyra
Difficulty
Favors Enemy
Zyra can out trade you pretty hard if she lands her E and Q with a couple plants, even after her nerf. Her ultimate is also almost impossible to ultimate. However you outrun her, and you can passively farm, and hope you can roam enough to win the game.

How does all this work?

Nashor's Tooth and you!

Nashor's Tooth, and inexplicably Stinger are key items for Kayle. They effectively double her DPS by increasing her attack speed, and decreasing the cooldowns on her abilities, meaning that for what Kayle get's out of it, the items are insanely cheap.

The attack speed is important because it is effectively a second form of CDR for Kayle decreasing her E's CDR by increasing her attack speed causing her to have an effective damage increase of 50% DPS of her E, and a 20% DPS increase of her Q

++

Effectively, attack speed can act as not only a double CDR on your spells, but also an effective MR shred increase from Stinger and Nashor's Tooth, as the more you Q and the more you auto attack, up to a cap of 15% your opponents get squishier, meaning Nashor's Tooth essentially gives you 4 effective stats with a cheap 2500 price tag.

Wit's End vs. Void Staff




Some may question my use of Wit's End over Void Staff, and to put it simply, Kayle's auto attacks actually reduce MR and Armor, meaning that when she hits her target 5 times, let's say they have 100 magic resist, it is reduced by 15.

Because of this, Void Staff becomes less efficient, now only granting 28 Magic Penetration. It is still 3 more than what Wit's End offers you of course, however Wit's End also offers 43 damage on hit, the equivalence of a little bit less than 100 AP of damage, I'd say about 15 more damage than what Void Staff's AP offers you, while Void Staff still doesn't provide Magic Resist, it's selfish magic penetration, and doesn't offer you attack speed.

Why is the fight between Wit's End and Void Staff, and not Void Staff and Abyssal?



Quite simply, if we keep in Wit's End, still assuming the magic resist is 100..

  • -15 Magic Resist from Kayle's passive.

  • -25 from Wit's End.

  • Grand total of -40 magic resist.

Now we bring in Void Staff to remove 35% from 60, which is -21 magic resist. 1 more than Abyssal, 6 more than Liandry's. However we go to the item's alternate effects. -5% HP burn from Liandry's, non-selfish MR reduction from Abyssal, and the secondary stats of both items. (Health for Liandry's, Magic Resistance for Abyssal.)

That makes Abyssal and Liandry's more valuable in my eyes. Now, as the MR discrepancy becomes bigger, let's say to 200 MR, then we have to take into account the power of Kayle's spells, to those of her allies, then to how much health shred you can do with Liandry's when picking an item. Meaning that later on in the game, if someone invests heavily in magic resist, it can definitely be worth it to invest into a voidstaff, and selling either Abyssal and/or Liandry's.

My rule of thumb goes that if my target has 200 MR or more, but less than 3500 HP, I'll sell Liandry's for Void Staff.

Second rule, if my target has 200 MR, and no other allies use your magic resist reduction of Abyssal heavily (I count Corki among these champions that use it.)then look at the enemy's team magic damage, and determine how well your Abyssal Scepter is keeping you alive. That's a hard call, but if you feel you don't need the magic resist, and the previous rule follows.. Sell your Abyssal.

Kayle's Best Friends

Kayle, the way I play her is designed to be played with friends! Well, friends, being controlled by complete strangers.

Due to her position in mid lane, she makes friends with the jungle especially, and due to my tendecy to roam, she makes friends of top lane.

However, she also has to work with a support, and she has certain crowds she works with in the marksman club.

This is my list of my favorite friends!

Jungle friends


Vi
-claps hands and rubs them together- Ohhh yes. My favorite jungler to co-op with on Kayle. Every part of Vi's kit functions with Kayle's. Kayle's Q makes it easier for Vi to land her Q, Kayle's W does the same, Kayle's passive+E makes her % HP more powerful due to the armor shred, and Kayle's ultimate works with her R to make any dive she commits to the best dive OCE.


Nocturne
Champions have to fit a few criteria before they're my favorites. They have to be able to tank, be able to CC, be able to dive, and still deal damage.

Nocturne does all of these, he also has a spell shield for blocking CC, functioning with your ulti's ability to make him immune to damage!


Nautilus
I believe any champion that can grab, snare, knock up, then slow, all while dealing damage and tanking is my definition of a best friend. He's one of my favorites, but he requires a little bit of baby sitting, but isn't teleport Kayle the definition of a baby sitter? :) He's well worth it once he hits 4-5 and 7-8.


Sejuani
She has Vi's Q without the slow down, and charge up time, does damage, and slows with an AoE stun. She's very nice to have, and makes my list from those alone.

That and she's on a boar. http://www.youtube.com/watch?v=lrb3z7nqgNQ


Aatrox
Well, you both have wings, and if he uses his skin his color scheme matches!

I jest, Jungle Aatrox offers a potent slow, a knock up, and requires movement speed to stick, and get to his targets, while also assisting Kayle in getting to her targets. He's also got great sustain, decent DPS even while going tanky, and awesome survivability! I'd say the main flaw with Aatrox is that because one of his CCs is a slow, and because it adds multiplicatively with Kayle's slow, you're overall both weaker CC wise when focusing the same target.

Top Lane


Getwrekton, or as some call him, Renekton
Good old alligator. He has a double gap closer, allowing him to get in, do damage, and get out, or simply chase even further, he has a stun, a ticking damage ultimate that makes him tankier, and a burst move that also grants him sustain.

Renekton doesn't require Kayle ultis, unless in specific situations, but the sheer amount of damage, from his enraged slice and dice's armor shred, W-Q combo makes him a potent ally to have, as he and Kayle both shred armor, and mixing their CC's together is a very strong ball of damage, CC, and sheer survivability. If he feeds, then Kayle get's alligator skin boots. Win win right? :)

With his long duration stun, durability granting ultimate, and sustain burst Q, he's a grade S diving buddy for sure.


Nasus
I like him for some of the same reasons I like Renekton, he has a sustained, ticking damage ultimate, passive sustain, scales greatly into late game, and is a joy to gank for. He also shreds 50 armor with his E maxed, meaning like Renekton, he works well in helping Kayle shred enemy armor.

Just make sure you don't stack each other's slow, or the result is a short lasting Kayle Q slow that doesn't slow for much at all.

Nasus, with his most powerful slow in the game, armor shred, inherent tankyness with his ultimate and passive sustain, is a grade A diving buddy.

[champ/riven.png]
Riven
Riven is hard to kill. She shields, stuns, knocks up, all the while life stealing inbetween auto attacks. Let's give her a bit more healing with Kayle, movement speed, then make her invincible. Oh boy.

Riven has great initiation if she can survive, great survivability if she's allowed to life steal, and amazing damage. It's worth noting you reduce armor, which also works amazingly well with Riven.

With her stun, knock up, ability to chase people down, and do tons of damage, all the while shielding herself? Grade S diving buddy.


Rumble
Rat on gundam? Eh.

Anyways, Rumble has some of the highest DPS in the game with the combination of flamespitter and his ultimate. Combo him with Kayle turning him invincible as he burns your enemies alive, and granting him more movement speed? It's a match made in heaven.

With his damage, slows, and personal mobility, and durability, combined with Kayle's ultimate, he's a grade A diving buddy to be sure.


Singed
He doesn't need his teammates in fights~!

Uh, where was I? Oh yes, Singed is probably the tankiest champion in the League, with good damage, powerful slows that tenacity cannot help against, and an ultimate that regenerates his HP dramatically. Combine that with granting him even -more- movement speed, even -more- healing, and 3 seconds of invincibility?

Ohh yes. We've got ourselves grade S diving buddy.

Support


Leona
Did you bring your sunglasses? No? Shame.

Leona like Nautilus can basically single target suppress, by tagging with her E, perfect delaying her Q, then throwing her R down, while also using her ultimate's range to catch long range targets, doing everything in a reverse order. Her passive is great, and it's like a bit of extra damage to add to your own.

She is yet another a grade S diving buddy, you don't even need to ulti her due to her W giving her so much inherent tankyness!


Sona
... :)

Mute lady here amplifies all your damage, her Q aura at rank 5 gives a total of 40 Q damage, and about 30 or so damage to your E auto attacks, she also has very high base damage, meaning she can even take advantage of your DFG with her Q Powerchord combo.

She has a wide spread AoE CC, and can flash initiate and give durability and sustain with her W. Sadly she herself is squishy, making her an indirect diving buddy, that I rank at about B ~ A.


Annie
She summons a bear that you can ultimate, what more do you need?

Well.. She has a level 1 AoE stun, a single target moderate range stun, an AoE click on stun, and inherent tankyness with her E along with high base damage. That work?

She's a grade S diving buddy, you can teleport to her bear, and her bear will also tank turrets for a shot or two before it changes priorities, she has an AoE stun, and it hurts early-mid game.


Fiddlesticks
A 3 second CC, an AoE.. Okay-ish damage ulti early and mid game, and a silence, as well as an MR reducing passive? Ding ding ding, we have a winner here folks. Fiddlesticks wins an all expense payed trip on a crowstorm to the enemy's turret, and a free 2 assists when Kayle homeguard TPs-ultis him and get's a double kill! (unless his damn birds steal the kills.)


Janna
I've had people disagree with me on this, however my feelings stand. She gives you +50 AD, which means +50 Q damage, and +50 auto attack damage, on top of increasing your survivability and being a play maker. She makes AD Carries that generally don't work, work, because the issue with some Marksmen is they lack an escape, so you make them invincible so they can auto attack for 3 seconds, and not much else. However with the amazing disengage of Janna's ultimate she can save even champions such as Ashe from sure death.

On top of that she's a play maker, and can even be a diving buddy, by flashing in, and pushing people -out- of their defensive position. Granted due to the unreliability and chance that she can also save your foes, I'd rate her at a Grade B diving buddy.

Marksmen, who does Kayle even like?

I've had people tell me 'Oh Kayle works well with Sivir because she's short ranged, or works well with this champion because they have no escape'

The real answer? Champions with escapes. I'm not picky. If you have a built in escape, you are automatically gold/platinum in my book as an Marksman. Even Lucian and Quinn!

So no, I am not picky. I have my preferences obviously, Ezreal, Caitlyn, Vayne, Tristana, Corki are all perfect for the same reason, great escape/range/poke/mobility, that abuse Kayle's kit to the letter T.

As for Ashe, Sivir, Twitch.. Sorry guys, and you know I love you Twitch, just not when I play Kayle.

Jungle Control

This is a short section on leashing and damaging small camps, as well as jungle objective securing.


Leashing

With the changes to Leashing and the fact that buffs go after the closest target now instead of actually leashing, it's better to stick around and just damage the buff, use your E, and hit it 3-4 times, then leave. If you see your opponent in lane, leave immediatley, you winning your lane without jungle support is more important than a bit of extra damage sadly, and sacrifices have to be made.

Enemy Wraiths.

Kayle isn't exactly a hit over the wall kind of girl. She needs to spend personal time with the big wraith, but with her burst that isn't an issue, a Q and a few auto attacks after getting double doran's and she will clear the small wraiths, it may take 2 Qs to actually completely clear the camp.

Blue Buff and Red Buff

Kayle actually works pretty well with both, red increases her chasing capability, and blue increases her sustain in lane drastically allowing her to W sustain, as well as constantly poke and push with her E, and is capable of soloing buffs quite easily even with just double doran's, in the case of blue buff, she can easily take it out solo and not lose much HP so she can avoid calling her jungler away to baby sit her blue buff gathering especially once she hits mid-to-early game core.

At early-mid, once you have your core, be a nice Kayle to that buff providing gank factory, if you see them taking wraiths, abuse your W's range, and give them a heal and a speedboost to their next buff, and keep them healed when they help you with your own buff as best you can, and when they walk near you.


Larger Jungle Objectives

Once Kayle hits her mid game core. she actually deals significant damage per second to dragon, and baron. Obviously they're immune to debuffs therefor no shredding, but she can sustain a jungler, and work over the big guys at a moderate pace with her team, and in the case of dragon, can duo it quite easily with certain junglers.

Core Warding Positions

[http://i.imgur.com/6v9Gn.jpg]

Early Game

Leaving the Fountain
When you leave the fountain, and before even getting there. Take a hard look at your team, and the enemy team, and determine if you can invade. Kayle's level 1 auto attack is the strongest in the game, even while building complete AP, so if you have let's say..

  • You have a team of Annie, Renekton, Ezreal, and Vi.

  • The enemy team has a team comp of Blitz, Hecarim, Riven, Ziggs, and Caitlyn.

  • Take into consideration enemy awareness, and positioning, as well as what skills these champions will start.

In this situation I'd call for an invade. If Blitz grabs anyone on your team, his team will not be prepared if you are the one invading, and it will mean people can get to him easier to CC and kill him, Hecarim provides nothing in invade defense, Ziggs and Caitlyn are just damage, and you out damage them both at level one.

Invading
In an invade, you really just tuck in behind your CCers, and tanks, and auto attack who they find with your E. That's all there really is to it.

Don't flash unless you can kill your target for sure. If you take ignite, use it freely to add your damage.

Early Game Laning

Early game laning for Kayle is as simple as this..

  • Clear out caster minions as fast as possible

  • Auto attack from behind your minions until said caster minions are dead.

  • After taking care of your caster minions, go infront of your melee minions, and zone enemies away from your minions, and stay out of melee range of the melee minions, and tear them apart.

  • After hitting level 2, place your explorer ward and hug that side of the river, and maintain pressure on your lane target.

After hitting 400+ gold go back to base, pick up your second (or first) doran's ring. Only go back if you have enough for two health potions, and a ward.

Teleporting 6-9
Whenever you go back to base, look for a few things..

  • Enemy positioning.

  • Minion positioning.

  • Ward positioning.

Then ask yourself a few things. Is your enemy pushed up past River? Is your enemy ahead of your minions? Is your enemy ahead of your ward(s)? If it's yes to atleast two of these things, you know what to do, teleport to the closest point to your enemy (Note : Only if they are ahead of your enemy minions do you teleport to minions) and go in hot.

Make sure your ally has a chance to react.

There is only one point in which you teleport on your own turret, and that is if your ally is being dived.

Mid Game

What do I do now?
By now, you should have teleport-ganked at least once. Also you should be going at least even in your lane.

Now you must choose to either keep pressuring your lane, pushing to turret, occasionally teleporting to make a 2v1, a 2v2, or a 2v2 a 3v2.

Or if you want to use your teleport as actively, while also constantly roaming on foot.

Generally the decision here goes to your own personal play style, I generally choose the latter. Although who your lane opponent is and how strong they get can also be a determining factor. (Scaling, and current strength mainly)

Teleporting levels 9-16
Generally, when you teleport it is to instantly reinforce your allies, or to save a turret.

You can also opt to split push, while your allies push on another part of the map or take an objective, in many ways, you act as a more situational Shen with a much longer cooldown, and teleport into a fight.

When to push, and when not to push
Take a lot of things into consideration when you push. Such as allies health, positioning, and enemy health and positioning as well as strength. Generally if your allies are all at half health, and enemies are all at full, now is a good time to back off, and heal, and come back again at full HP, and even more so, when your allies are at critical. You can either potentially win or lose extremely fast, or you can slowly win by attrition. You decided really, but I'd rather a safe and easy win, than a stressful and fast win.

Lifesteal
Kayle doesn't build life steal!

Exactly. But who does? Your toplane potentially, and your AD Carries. This falls under pushing really. If your team is in decent health, but your marksman got focused a bit and got chunked, don't push the wave, and let them push it, so they can restore their health a bit faster, and without you focusing your W, and precious mana on it that you may need to use on your ultimate and damaging abilities later.

Late Game

How to fight!
Late game is all about fighting, baiting for fighting, and objectives. How does one fight as Kayle?

Many may answer that you're in the backlines with your AD Carry. However, what good does that do? You can't assist your engagement as easily if you're far back waiting on said engagement, and if your tanks get caught out, then there's no way to salvage the situation from being far back from the front lines.

The answer is that you should be in between the AD Carry, and the front line. You want to be always within ultimate and W range of the tanks, as well as the carry/support. You want your tanks to stay alive to protect your AD, and you need to be in front of your AD so that they focus you down before them in a perfect world.

Obviously, things change depending on your strength, and the strengths of your allies. You may want to be as far back as possible, and charge in after your tanks, because your AD Carry isn't valuable/strong, or you may even want to be on the front lines, to make enemies have to go back even further to get to your carry because you aren't as valuable as them by a long shot.

In fights, take consideration of you abilities. If you use Q every single time an enemy gets close, you will run yourself out of damage, and not do any damage. You need to be sure that people are going to stay and fight when using your ultimate, and your Q+E.

If you use your ultimate on someone leaving a fight, or someone who won't do anything with their life anyways, you've done nothing. That person is as good as if they had died. Take all these things into consideration.

Teleport
Don't go off split pushing, and only teleport to reinforce if you are out of position. You can't risk getting caught. You aren't Shen. You aren't a tank, and you have no crowd control immunities. You're a squishy carry.

When you teleport, make sure it's in a position your allies hold, or a position with no enemies.

Final Words.

This build may not work for you, and it may be difficult at first, before first trying this setup I already had several games. Over two hundred Kayle games, not counting bot matches obviously, before even attempting the build.
As a final disclaimer. I am NOT a professional player. You can even look me up I'm silver division II and was sub 1.2k last season. Nor do I claim to be a good player, or some sort of expert.

I just feel this style of Kayle is (no longer) underestimated, and undervalued, and I hope that my guide inspires people much better than me, or that it proves to be the nail in the coffin for my idea. In my current state-of-the-game it has proven effective, and an absolute stomp in lane, and I hope you at least have fun trying.

Summoner name CorsairUlciscor

http://www.lolking.net/summoner/na/20291433

So far I've had success in teaching a friend to do it, and even with complete lack of knowledge of Kayle, and he even built trinity instead of lichbane, he was still able to carry a game by himself.

I can't say the success will go for everyone, I can't say that my way of building Kayle is best, what I can say is : She hurts, provides a lot of utility, and a lot of damage overall and works in a large amount of team compositions, and against a very large amount of AP mids.

I'm not great at Kayle, or even at this build I created, but it's proven effective for me.

That said, I plan to take this build into ranked, once I can honestly say I trust myself with it 100%, and once I can make my team trust me with it. And I shall update this guide as much as possible. I'm always learning new things, and finalizing parts of my guide in draft.

For further match ups, If there's a match up you feel is worth mentioning, or that you've had issues with that I haven't mention, or you feel I have not discussed in enough of a degree, let me know in the comments, and I will update my guide accordingly.

Read, Review, and criticize!

Comments

February 11, 2014 - 12:05 AM #1

http://sh.st/cM6P

January 29, 2014 - 02:32 AM #2

...No, he told you exactly what he's complaining about. Your build: does less dmg, same defense. Standard kayle build: tons more damage, same defense.
You call it, what, a utility build? What utility is it offering? All I'm looking at is flat MR shred + %hp aspd. If you want to 1v1 Chogath it might work (and I'm pretty sure if someone did the math your build vs standard build breaks even at some absurd hp/mr cap, e.g. meaning it does less dmg below e.g. 4.5k, aka everyone in LoL) That's not utility, thats an extremely specific offense. You might as well swap DFG for Blade of the Ruined King in the standard items and come out ahead in DPS.

Your build doesn't offer increased utility, doesn't offer increased damage, doesn't offer increased defense. It honestly nerfs standard kayle. Which is why you're getting all these downvotes.

January 21, 2014 - 05:07 PM #3

So, you gonna update it for season 4?

November 26, 2013 - 08:17 AM #4

So to get this clear, you're complaining that my utility build doesn't do as much damage as my damage build? O-o

November 23, 2013 - 09:49 PM #5

Kayle scales very poorly off of magic penetration. Her base damage in relation to her AP ratio is very low. Some quick math:

Assume you have full stacks of your passive applied and full stacks of Wit's End (not an assumption one should be making, but I just want to highlight how suboptimal this build is). Let's compare your build to the more standard Sorcerer's Shoes + Nashor's Tooth + Rabadon's Deathcap + Lich Bane + Void Staff + Zhonya's (along with 21 in offense).

Before resists, your build does the following:

Q: 560 magic damage. 108 magical DPS.
E: 104 physical damage per hit, 282 magic damage per hit. 166 physical DPS, 449 magical DPS.
Liandry's: Assuming a 3k HP target that is slowed half of the time by your Q, you will get 45 magical DPS from this item over the course of a fight.
Total DPS: 166 physical, 602 magical.
W: 345 health.

The more standard build does the following:
683 AP
Q: 943 magic damage. 168 magical DPS.
E: 119 physical damage per hit, 485 magic damage per hit. 162 physical DPS, 658 magical DPS.
LB: 562 magical damage per hit. Assuming a proc every time you cast Q (in reality you will get more), that's 100 magical DPS.
Total DPS: 162 physical, 926 magical.
W: 479 health.

Posts resists, your build does the following (this is assuming full stacks, as stated before):

Physical DPS: 166 * (100 / (100 + AR))
Magical DPS: 602 * (100 / (100 + ((MR - 20) * .85 - 55))

Post resists, the standard build does the following:

Physical DPS: 162 * (100 / (100 + AR * .94))
Magical DPS: 926 * (100 / (100 + (MR * .519 - 15)))

Note: I'm not counting DFG in the above calculations, because I could just as easily swap in a DFG to the standard build, and it would be WAY more useful there because the standard build has shitloads more burst.

Looking just at the magic damage portion (the physical damage should eb nearly identical), we can find at what MR value your opponent would have to have for your build to beat the standard:

602 * (100 / (100 + ((MR - 20) * .85 - 55))) = 926 * (100 / (100 + (MR * .519 - 15)))

Solving for MR, you get MR = 53. So at MR values 53 and below, your build wins. Except, it doesn't. Because Magic pen can't reduce MR below 0. The bare minimum MR an opponent could have for you to utilize all of your mpen is 85!

((mr - 20) * .85 - 55) = 0
Solving for mr, mr is ~85.

So the standard build ALWAYS outdamages yours! And this is giving your build some rather unrealistic assumptions in its favor (assuming you start at full Holy Fervour stacks and full Wit's End stacks, and assuming the standard build would only ever get LB procs from its Q and not any other abilities).

Now, your build also offers the following: +300 health and +60 MR (let's get real: if you live long enough to get full Wit's End MR stacks, you likely aren't facing anyone that deals a threatening amount of magic damage). The standard build offers +50 Armor and +125 HP on your W. I'd say both builds come out about even in defensive stats.

So considering all of the above, what exactly does your build offer over the standard build?

-----

Also, why the are you taking butcher+feast AND Scavenger? What?

November 9, 2013 - 12:54 AM #6

My comment wasn't on % penetration coming before/after flat penetration. It was a comment on shredding it. As I physically remove resistance, not penetrate it, but reduce the number, void staff get's weaker.

November 7, 2013 - 12:50 PM #7

Great guide, really enjoyed reading through most of it, however..



Void staff info and thought process is invalid. It's been awhile since they changed that PERCENTAGE resist reduction is applied BEFORE FLAT resist reduction, thus making void staff / last whisper significantly better choice than before. I personally don't play Kayle, and don't know much about her, but I'm sure a void staff fits in every AP mid's build regardless.

Username
Don't have an account? Create One!