IntroductionKayle is a hybrid carry that can also support her team. The range on her abilities are insanely far (except her E ability, thats average) and she can sustain lane extremely well as well as dealing a lot of damage early-mid game. Her ultimate is one of the best in the game because it gives full immunity (think Tryndamere's ultimate) and that can really turn tides (like using it before someone getting bursted down and they take no damage from it).
Overall, I would say Kayle is a very viable pick in ranked gameplay.
Basic AP masteries. Magic penetration for stronger Q and E abilties and full utility thereafter. There would probably be no other option better than this.
Basic AP runes. Get Magic penetration marks for much stronger harass on your Q ability and CSing better with your E. I get scaling AP/lvl glyphs because after 6 you will scale better into mid game and that is better than flat AP glyphs.
Get mana/lvl seals because you'll be spamming your abilities quite often.
And lastly, get flat AP quints because +15 AP to start with is very nice (since her Q ability scales .8:1 AP ratio) and it also helps with your W and E.
I get Ignite over Ghost because I already have a speed boost buff on my heal ability. Her range is far enough to hurt someone enough and Ignite will do the job better.
Flash is necessary for almost every AP carry and since I solo lane with Kayle, you would need Flash to escape ganks and many more situations.
You can replace Ignite with Ghost for more survivability, but I prefer the damage more than the speed that I already have every few seconds.
Passive: Holy Fervor
30% of Kayle's attack damage is added to her ability power and 15% of Kayle's ability power is added to her attack damage.
This passive forces some people to build off the recommended build for her. Some people like to get AD items because it gives her AP for it too, but that is not the way to think. Kayle is a hybrid carry so she benefits from this passive, but she can just get full on AP to have increased heal, stronger Q, and stronger E as well. Hybrid items are good (Guinsoo's Rageblade/Trinity Force) but getting flat AD items (like IE) do not benefit fit her much as other items do.
Blasts a target, dealing 60 / 110 / 160 / 210 / 260 (+80% of ability power) magic damage and slowing its movement speed by 25% for 4 seconds.
While the target is slowed, Kayle inflicts 8 / 10 / 12 / 14 / 16% increased damage to them.
Cost 80 / 85 / 90 / 95 / 100mana
A very high AP ratio ability that is extremely strong in the laning phase. With the magic penetration and the extra AP from runes and masteries, this poking ability would probably be considered one of the strongest in the game (early phase). This ability combines well with her E ability for increased damage after using it. Kayle's highest source of burst damage with the correct build.
The general poking combo would be Q+E+autohit.
W: Divine Blessing
Blesses an allied champion, healing them for 65 / 100 / 135 / 170 / 205 (+50% of ability power) health and increasing their movement speed by 12% for 10 seconds.
Cost 60 / 65 / 70 / 75 / 80mana
Easily spammable in lane when you have the right amount of mana regen. Also a very strong support ability because it gives increased movement speed as well as having an extremely far range (1000). Learn this skill earlier if you find yourself losing the lane and losing more health than you should.
E: Righteous Fury
Kayle's attacks strike at range. These attacks splash, dealing an additional magic damage to her target and nearby units take 20 / 25 / 30 / 35.5 / 40% of her attack damage plus magic damage.
The total bonus damage is 4 / 10 / 16 / 22 / 28 base damage plus (+30% of ability power).
Cooldown 22 / 21 / 20 / 19 / 18seconds
The main creep farming ability in the early stages. Use it to harass the enemy lane in the early stages as well. Not much to it, just an increased range in auto hits with increased magic damage (benefits from AP) and splash damage (also based off AP).
Bathes Kayle's target in a holy light, rendering them immune to all damage for 2 / 2.5 / 3 seconds.
Cost 100 / 75 / 50mana
A very strong ability that grants immunity to youself or an ally. It can instantly turn tides in a teamfight when the enemy team use burst damage and ultimates (like Annie's Tibbers) and using Kayle's R in a timely manner to instantly negate all the damage. The target that is Intervened will still be able to get stunned and targeted, but no damage will be taken in. The range on this ability is also very large (1200) so you can use it without the enemy team expecting it. Also usable on yourself in laning phase to negate damage right when the enemy starts using burst damage on you.
I get E first so I can last hit creeps at level 1 (mainly against ranged opponents in lane). I stack this move second.
Max out Q first because this is your main source of poke damage and burst damage.
Usually max W last because damage prioritizes over healing for Kayle. However, if you find yourself being outlaned and getting poked to hard, then consider taking more points into this ability to sustain your lane better. The only sacrifice is damage when you stack W.
Max R whenever possible for a larger range and a shorter cooldown.
Explanation:I always start with this item regardless because it provides AP and mana regen which is exactly what you need to use your abilities more often and one of them includes a self heal. Also the health benefit is nice as well.
I usually get 1-2 more Doran's Rings to have more dominance in my lane. It is very hard to outpoke Kayle (think Warwick).
I always build Guinsoo's Rageblade because it is a hybrid item and you're constantly spamming abilities and autoattacking (mid-end game). Provides a nice amount of consistant damage.
I only go Sorcerer's Shoes whenever I want more BURST damage. Beserker's Greaves is an option too, but I like having more burst damage from my Q in the early stages. If the enemy has a decent amount of CC, I would usually sell Sorcerer's Shoes end-game and buy Mercury's Threads.
Nashor's Tooth is everything you want. High attack speed, abilitiy power, and cooldown reduction. Kayle benefits from all of these attributes.
Hextech Gunblade is very expensive. But if you feel like spell vamp is a good option, this is the right item.
Trinity Force is great on Kayle, but should be built end game only because its expensive and theres better items for early-mid game that can often turn the game to your advantage a lot easier.
I get Mercury's Threads early only if they have a heavy amount of CC. But if they don't, then I build damage output boots (they are also cheaper).
Banshee's Veil is usually the only defensive item I build (other than Mercury's Threads) because that shield is so good on her if she gets caught and it provides enough survivability for almost every other carry.
I rarely build Guardian's Angel, but when I need another defensive item because I am fed and I am the most important member of the team, I turn to Guardian's Angel when it reaches late game and every move you make counts.
Final CommentsI build Kayle to have her more bursty in the early-mid game stages (mostly from Q) to having more consistant auto-attack damage in the late game stage (mostly from E).