Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[highlight]Why is Kayle played AD?[/highlight] There are 4 Kayle builds circulating around these days: AP, Hybrid, On-hit, AD. All usually have some AS in there somewhere. [.]AP is no longer viable with Kayle's new passive and W and E's Ratio's nerfed. With AP you have a good nuke, and no damage afterwards. W is still the worst heal in the game even after Riot nerfed the rest of the supports. [.]Hybrid got hurt really badly by the passive change. Because of the aforementioned terrible AP ratios on W and E, it is more cost efficient to go straight AD instead of hybrid items. [.]On-hit builds provide great damage per gold and easy sources of AS. However they don't help with Kayle's ratios at all. With an on-hit build you miss out of the opportunity to make Q a very strong nuke as well as reducing Kayle to a pure autoattacker. On-hit effects doesn't damage towers, doesn't crit, doesn't utilize Kayle's Q ratios, doesn't lifesteal, and doesn't splash with her E. Given E's short range, on hit builds are risky. Other champions that build on-hit have defensive mechanisms to counteract this. KogMaw has amazing range on his skills while Teemo has a blind, move quick and shrooms to protect him. On-hit Kayle has to attack at 525 range(lower than most AD carries and AP spells) to be effective. [.]AD Kayle takes advantage of Kayle's E and Q, her two strongest skills. Q has a 1:1 bonus AD ratio and damage amplifier which you need damage afterwords to exploit. E effectively has a 1:1 AD ratio as an auto attack while also getting a .4 AD splash ratio that makes her an amazing pusher. You can play Kayle as a pure AD ranged carry however she lacks the pure damage output of a Vayne or Graves. AD Kayle doesn't help W at all, but W's AP ratio is not worth itemizing for. [highlight]Think of it this way: Given a champion with two 1:1 AD skill ratios, a auto attack steroid that gives +60 damage at rank 5, a 10% damage amplifier nuke that slows, a MS buff for chasing/escaping, Auto attack armor/mr debuff, and temporary invincibility: isn't an AD build the most optimal choice?[/highlight]

They are two problems with AD Kayle: getting Attack Speed and CDR. The only decent AD item that provides AS is [imgsmall=items/the-black-cleaver.png], however with AS runes and [imgsmall=items/berserkers-greaves.png], this isn't too big of an issue. The more pressing concern is CDR. The only AD item that provides CDR is [imgsmall=items/the-brutalizer.png][imgsmall=items/youmuus-ghostblade.png] which provides little AD per gold and doesn't treat Kayle as melee attacker with E on for Youmuu's buff. With the new masteries: Kayle can get 4% CDR from the offense tree and 8.1% scaling on the defense tree. With 6% CDR from runes; Kayle has 18% CDR without having to buy CDR items. I do not think that itemizing to eliminate those several seconds is worth the opportunity cost of spending that money on damage items. Whether it is in team-fights or harassment/farming in lane, 10 seconds is sufficient if you time E right. What's more important is making those ten seconds hurt as much as possible. If you feel you must have E up 100% of the time: getting blue buff, buying [imgsmall=items/elixir-of-brilliance.png] or [imgsmall=items/ionian-boots-of-lucidity.png] is preferable and more cost effective than buying inefficient CDR items.

[imgext=http://i.imgur.com/aTLRd.jpg] [highlight]Marks: Attack Speed[/highlight] Most of Kayle's consistent DPS comes from her E; more attack speed means more damage output and faster pushing. 15% is a free dagger and helps you proc Kayle's passive more often. Flat AD works here as well. [highlight]Seals: Flat Armor[/highlight] You may be tempted to use mana regen seals however [imgsmall=skills/kayle/e.png] can already be used indefinitely in lane. Getting more mana regen depends on how much you plan on using [imgsmall=skills/kayle/q.png] or [imgsmall=skills/kayle/w.png]. Since my build paths have mana regen in items, it is unnecessary use mana regen runes unless you want to spam. Kayle should either go top lane against bruisers or bottom lane as against ranged AD. This means most the the damage you will take will be physical. Flat Armor seals will help you survive in lane and counteract most of the armor penetration that opponents will usually run. [highlight]Glyphs: Flat MR[/highlight] Many common top laners and junglers deal magic damage. Flat MR ensures you are a bit tankier to those champions early as top lane gets ganked early often. Alternatively: Flat CDR With E at a flat 16 second cooldown and increased range lasting for 10 seconds, Kayle has a 6 second span where she is a melee attacker. You should try to reduce this window as much as possible however CDR is not a top priority, though nice to have. A 1-3 second delay of E is workable if you time the delay correctly. [highlight]Quintessences: Movement Speed[/highlight] Movement Speed Quints are all around great both offensively and defensively. Against melee bruisers top, Kayle's greatest advantage is her ability to kite with E. E's early game damage is extremely high however because it is temporary, you want to get as many auto-attacks as possible for its duration. Most enemies will be smart enough to retreat, you get free hits when they do. However every time you attack, Kayle pauses to attack. MS Quints helps you maximize Kayle's kiting and chasing against melee targets which tend to have higher base MS. Other alternatives are AD Quints and AS Quints.

[imgext=http://i.imgur.com/opJ3k.jpg] The Season Two mastery trees are an indirect buff to Kayle. With both armor and magic penetration in the offense tree, Kayle's natural hybrid damage becomes more effective. [highlight]Putting 15 points down the offense gets you:[/highlight] more attack damage, increased attack speed, flat CDR and magic and armor penetration. Now you maybe tempted to go all in on offense which is a decent choice, however I prefer going 15 points down the defensive tree instead. [highlight]15 Points down the defensive tree gets you:[/highlight] flat armor/mr, scaling and flat health, 1 miscellaneous point, and most importantly: scaling CDR up to 8.1% at 18. This amount of CDR for free is amazing. The health and resistances compensate for Kayle's lack of range leading to harassment but the free CDR is the main attraction. With 5.9% from runes, 4% from the offense tree and 8.1% at 18 from the defensive tree: Kayle has 18% CDR at level 18. I think that the CDR in addition to increased defenses outweighs any more points put in the offense tree. The utility tree simply is too support oriented. The best masteries for Kayle are too far down the tree to get without overspending. Those are: flat CDR and increased experience. The early points in mana/mana regen are nice however not worth the giving up the bonus defenses. The same goes for increased buff duration and movement speed increase.

[highlight]With the revamping of summoner spells, Kayle has alot of choices. My suggestion of Teleport and Flash for map control still works however the range nerf on Flash and the lackluster quality of the utility tree compared to the offense/defense tree has made me consider alternatives. All of the following spells I list work with Kayle fine: Its simply a matter of strategic choice on your part.[/highlight] [img=summoners/flash.png] [highlight]Reasoning: [/highlight]Flash has always been good due to its ability to reposition yourself over walls or catching that one champion who is just out of reach. However the fact that the improved mastery is in the utility tree, the CD increase and, range decrease means it may no longer as mandatory as it once was. Its still an amazing spell but don't feel pressured into always taking it. [img=summoners/teleport.png] [highlight]Reasoning: [/highlight]This is a great spell if you are taking solo top as top tends to be a farm-fest away from the rest of the action. The ability to leap across that map to contest dragon or push a tower is an amazing effect however like Flash; its improved mastery is in the utility tree. This is very minor disadvantage as the mastery only decreases the channel time by .5 seconds. Kayle's ability to save teammates with her ultimate and Teleport work all to prevent a gank or initiate a gank yourself. [img=summoners/ignite.png] [highlight]Reasoning: [/highlight]Top and Bottom lanes both tend to be sustain heavy so reducing the heal amount while dealing True Damage DOT helps you secure kills. Obviously take it if you think you can outright kill the enemy laner or if you have an aggressive jungler. [img=summoners/ghost.png] [highlight]Reasoning: [/highlight]Kayle is relatively slow champion and her movement speed boost is pathetic short and small. Ghost helps you catch enemies, escape, as well as kite. Kayle has no real gap-closer but rather a slow and haste in Q and W, however W's haste is minute at low ranks so getting ghost is good alternative to maintain attacking with E. Also its mastery point under the offense tree and is easily accessible. [img=summoners/heal.png] [highlight]Reasoning: [/highlight]This is preferable if you are running Kayle bottom lane. You can super-heal bait with your ultimate's invulnerability. [img=summoners/exhaust.png] [highlight]Reasoning: [/highlight]Exhaust got nerfed in its duration however its still a great 1v1 spell as well as a counter to melee fighters. Its armor and mr reduction is great in conjunction with Kayle's hybrid damage output. [img=summoners/surge.png] [highlight]Reasoning: [/highlight]This is the newest of the summoner spells and a very difficult one to utilize fully. The AP/AS increase seems tailored specifically for hybrid characters like Jax, Skarner and Kayle however as explained above: Kayle doesn't really benefit from AP that much. Her [imgsmall=skills/kayle/q.png] is the only skill with a decent AP ratio. The free attack speed is great for [imgsmall=skills/kayle/e.png]. Q can be hit twice during surge's 12 second duration; you need at least 25% CDR to hit Q 3 times during the duration. The problem with [imgsmall=summoners/surge.png] is that you probably won't get to use to have the entire duration until team fights break out. If you do use it, I recommend taking [imgsmall=summoners/ghost.png] as well to catch runners or kite during surge duration. [highlight]Ultimately I don't recommend using surge as it is too reliant on hitting [imgsmall=skills/kayle/q.png] multiple times for it to be useful.[/highlight]

[title][img=skills/kayle/p.png] Passive: Holy Fervor[/title] [number]Kayle's basic attacks against enemy champions now reduce their armor and magic resistance by 3% for 5 seconds (stacks up to 5 times)[/number] [title]Explanation:[/title] 3% reduction per hit is rather unnoticeable until late game. Because it is reduction instead of penetration, your allies' attacks will do increased damage as well. However because it is percentage reduction instead of flat reduction, the amount reduced depends on how much armor/mr the target has built. This means Kayle's passive is most effective against tanks. Squishy targets will rarely give you the chance to auto-attack 5 times anyways. [title][img=skills/kayle/q.png] Q: Reckoning[/title] [number]Blasts a target, dealing magic damage and slowing its movement speed by 35% for 4 seconds. While the target is slowed, Kayle inflicts more damage to the target. Damage increase applies to summoner spells and items used by Kayle. Cost: 70 / 75 / 80 / 85 / 90 mana Magic Damage: 60 / 110 / 160 / 210 / 260 (+1.0 per ability power) (+1.0 per bonus attack damage) Damage Amplification: 6 / 7 / 8 / 9 / 10%Cooldown: 8 seconds Range: 650 Missile Speed: 1300 [/number] [title]Explanation:[/title] The buff that increased the damage amplifier from a flat 5% to scaling 6 to 10% and adding a 1:1 Bonus AD scaling is further reason to build Kayle AD/AS. I disagree with AP builds for Q's 1:1 ratio, W and E scale too terribly to justify building AP. The damage amplifier is only useful if you have damage afterward to amplify. On-hit attacks do get amplified however they don't increase Kayle's AD or AP, making Q a weaker nuke. The best middle ground between going AP to have a strong nuke but no use for the amplifier; and going on-hit with good auto attacks but a poor nuke; is going AD instead. AD gets the best utility from Q as it scales with both of its effects. AD Kayle won't have as much nuking power as AP Kayle, or be as cost-effective as On-hit Kayle but AD Kayle provides the best possible middle ground in terms of DPS. [title][img=skills/kayle/w.png] W: Divine Blessing[/title] [number](Active): Blesses a target allied champion, healing them and increasing their movement speed for 3 seconds. Heal: 60 / 105 / 150 / 195 / 240 (+0.35 per ability power) Movement Speed: 18 / 21 / 24 / 27 / 30% Cost: 60 / 70 / 80 / 90 / 100 mana Cooldown: 15 seconds Range: 1200 [/number] [title]Explanation:[/title] Since the buffs to Kayle's W, I think its worth putting points into W second. The heal amount is decent however its the MS boost that makes it a good spell for Kayle. Additionally Kayle helps her kite, chase and disengage from gapclosers when fighting bruisers. W's poor AP ratios and long cooldown is another reason to not go AP Kayle. The range is fantastic, you can save teammates from far away with W and R's range. [title][img=skills/kayle/e.png] E: Righteous Fury[/title] [number]Kayle harnesses her righteous fury to increase her attack range by 400 (to 525) for 10 seconds. These attacks splash, dealing additional magic damage to her target and nearby units take a percent of her attack damage plus magic damage. Splash and magic damage won't proc when attacking a tower directly. Magic Damage: 20 / 30 / 40 / 50 / 60 (+0.2 per ability power) Splash Damage: 20 / 25 / 30 / 35 / 40% of attack damage[/number] Cost: 45 mana Cooldown: 16 seconds Radius of Splash AoE: 300 [title]Explanation:[/title] E should always be taken at level 1 as it makes Kayle into an ranged attacker. Because the AP scaling is so low and the base damage is so high, Kayle's best option for scaling this skill is Attack Speed (either with Attack Damage or On-hit). The advantage that AD has over On-Hit is over 40% of her Attack Damage splashes, making AD Kayle perhaps the best pusher in the game. Minion waves are cleared almost instantly from the splash. Additionally, AD is better than On-hit due to Q's 1:1 bonus scaling, additional life-steal, and scaling with criticals. However E's splash does not scale with criticals. Unlike other ranged auto-attacks, E has no travel time. This means Kayle is extremely easy to last hit with. However, remember to factor in the splash damage to surrounding creeps when calculating your last hits. [title][img=skills/kayle/r.png] R: Intervention[/title] [number]Bathes Kayle's target in a holy light, rendering them immune to all damage for 2 / 2.5 / 3 seconds. Cooldown 90/75/60 seconds Cost 100/75/50 mana Range 1200[/number] [title]Explanation:[/title] Remember to use this before the enemy bursts your carries, not after. This skill in conjunction with W should save you or your allies from all but the deadliest of ganks. Also this skill is very useful for tower diving, either draw tower aggro yourself or use it on the diving teammate to prevent a tower kill. (Make sure they know you will ult them so they don't retreat when instead of diving) You can lifesteal through the duration, making it useful in AD duels. Mastering when to utilize this skill is an important to playing Kayle.

For the longest time, the accepted order of operations regarding how defenses were mitigated was: 1. Percentage armor reduction 2. Flat armor reduction 3. Flat armor penetration 4. Percentage armor penetration [highlight]This is apparently incorrect.[/highlight] LoLWiki, the best authority on the numbers behind LoL, updated the order to [highlight]1. Flat armor reduction 2. Percentage armor reduction[/highlight] 3. Flat armor penetration 4. Percentage armor penetration The switching the first two is important. Formerly my core build had Black Cleaver and Stark's Fervor as core items as Kayle's passive would reduce the initial armor by 15% then the items would further reduce the amount left by a flat amount of 65. Now that the order is swapped (and Stark's removed for Zeke's), [highlight]its the case that Flat Reduction items decrease the effect of Kayle's Passive.[/highlight] This is undesirable so I have removed Black Cleaver as a core item. What this also means is "Shredder Kayle" is a mediocre build. Black Cleaver still provides AD and AS which is valuable but now a luxury rather than a core item. I suggest you read the LoL wiki article below for a comprehensive explanation of how armor/mr calculations work. A quick explanation of how Reduction vs. Penetration works is that Reduction lowers the enemies defense for your entire team which Penetration only effects your own damage. Additionally Penetration cannot lower armor/mr below zero while Reduction can. For proof see: http://leagueoflegends.wikia.com/wiki/Armor_penetration http://www.youtube.com/watch?v=OiXRjVxu5Mk http://www.youtube.com/watch?v=GguG92wED5o

[highlight]An important thing to understand about Kayle is that her Skill Order is entirely situational besides Kayle's ultimate. Each point in an upgrade also has a drawback. Any skill can be used as a one-point wonder. [/highlight] [img=skills/kayle/e.png] [number]Strengths:[/number] E has a long duration and static mana costs. Even without mana regen items; Kayle should be able to use E almost indefinitely while in lane. Take the first point in it from farming purposes and because E's first level provides 20 base damage at level 1. Each point provides an additional 10 magic damage. [number]Weaknesses: [/number]The negative effect to maxing E first is that the splash damage (both its base damage and total AD scaling percentage) increases, meaning you will push your lane faster which maybe undesirable if the enemy is looking to gank you. [number]Verdict:[/number] Max first if you wish you conserve your mana and are not afraid to push your lanes. This is your safest bet as it increases your damage without increasing mana costs. [img=skills/kayle/q.png] [number]Strengths: [/number]It's a strong slowing nuke that scales on both AP and AD. Additionally the slow rate at level 1 is fantastic in both its duration and slowing strength. [number]Weaknesses: [/number]The base damage at level 1 is terrible. You are using 70 mana to deal 60 damage, very mana cost-ineffective. However each additionally level costs 5 more mana per cost while not increasing the slow duration or slow strength. [number]Verdict: [/number]If you can manage the mana costs, you can max it out first for poke damage however you lose out on the utility of W or the mana effectiveness of E. [img=skills/kayle/w.png] [number]Strengths:[/number] The only skill that has more than one beneficially scaling. It increases by the Heal amount the haste speed. If you max it first, you have good sustainability and good chasing. [number]Weaknesses: [/number]It has a horrifically long cooldown that doesn't scale downwards. Additionally, like Q, the base amount at level 1 is terrible. Additionally the mana cost scales upwards. [number]Verdict: [/number]Provides the best utility but costs more mana on a long cooldown. I wouldn't suggest maxing it first unless you are struggling to sustain your health. [img=skills/kayle/r.png] Should always be leveled when possible for a longer duration, lower mana cost and shorter cooldown. No question here. [highlight][center]So what is the most efficient skill order?[/center][/highlight] E should almost always be leveling first for level 1 trades that will almost always end in your favor. Since Q and W both have terrible level 1 base values, you should level both to level 2 to make them mana efficient. However I'll stress this again: [highlight]any of Kayle's skills can be one point wonders.[/highlight] How you level Kayle's skills is all situational. [highlight]Example:[/highlight] If you want to build a Bloodthirster first, you should level Q ahead of W, as your sustain will come from the lifesteal while the bonus AD will help Q's ratio. However if you want to buy a Infinity Edge first, you should level W first as your lifesteal won't be high enough to sustain you. If you have a particularly hard time sustaining your health, you can both level W first and buy a Bloodthirster.

[highlight]________________________________________________________________________________[/highlight] [title][center]Starting Items[/center][/title] [number]Path A. Your Starting Items 90% of the time: [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png][/number] You want to trade at level 1. Kayle's 20 magic damage on E at 525 range is more powerful than most every level 1 skill. Generally the enemy will run once they see they are losing the trade. Boots help you: hit them a couple more times; zone them out better; and escape better if they call a jungler to gank. [number]Path B. Tiamat Tuesday! Played as a split-pusher: [imgsmall=items/rejuvenation-bead.png][imgsmall=items/faerie-charm.png][imgsmall=items/health-potion.png][/number] The double regen start lets you sustain your lane for a long time, though have less quick sustain with less potions. This leads to an early Tiamat for split-pushing. [highlight]________________________________________________________________________________[/highlight] [title][center]Early Game Goals[/center][/title] [number]Path A Continued. General Path: [imgsmall=items/dorans-blade.png][imgsmall=items/dorans-ring.png][/number] Kayle benefits from both these items. Doran's Blade is obviously a great choice for the AD, health and lifesteal. But why recommend a Doran's Ring on an AD Kayle build? Because all other mana regen items are too expensive and AP focused. The combination of 5 mp/5, 15 AP, and 80 health is too cost efficient to pass it up for a Meki Pendant, which provides only 2 more mp/5 than Doran's Ring does. Mana regen is important if you want to use Q or W often but less so if you max E first. Skip it for another Doran's Blade if you are good with managing mana. [number]Path B Continued. Tiamat!: [imgsmall=items/tiamat.png][/number] Ordinarily, a Tiamat is the item of a troll. However like Malphite and Twitch, new Kayle benefits a lot from building a Tiamat. A Tiamat provides 15 HP Regen/5 and 5 Mana Regen/5, enough with W to ensure Kayle rarely has to leave her lane. Additionally it synergies with her E's innate splash damage because E scales off a percentage of her total AD. Kayle already out pushes as fast as Mordekaiser/Sivir or any other well known pushers. With a Tiamat, she decimates minion waves with ease. Moreover, Tiamat's 50 AD has the best AD to gold ratio of any non-basic item. Tiamat's gold efficiency and synergy with E removes it from troll tier and into viable for Kayle. Note: When pushing a minion wave, remember to always attack the middle minion so that Tiamat's splash hits all three minion since its splash range is smaller than [imgsmall=skills/kayle/e.png]'s splash range. [highlight]If you plan on getting a Tiamat, you should play Kayle as a split pusher.[/highlight] Max E first for it's splash damage, W second for its speed boost. Just push top all day long. Of course, be sure to ward the potential spots where enemies could come from. It's also probably prudent to take ghost over flash as its better for escaping long distances as such when you are pushing. [highlight]________________________________________________________________________________[/highlight] [title][center]Middle Game Goals[/center][/title] [number] Major Damage Item: [imgsmall=items/the-bloodthirster.png] or [imgsmall=items/infinity-edge.png][/number] A general rule of thumb between BT and IE is your auto-attack range[/highlight]; IE is better for longer ranged attackers like [imgsmall=champ/ashe.png][imgsmall=champ/caitlyn.png][imgsmall=champ/tristana.png] who can position themselves away from damage while BT is better for short-ranged attackers like [imgsmall=champ/vayne.png][imgsmall=champ/sivir.png] and [imgsmall=champ/kayle.png] who are closer to the fray. Kayle isn't as likely to get focused as pure AD carries however the lifesteal will help keep you alive if you are. The Bloodthirster is cheaper then IE, Gunblade, or MBR while providing the most AD and lifesteal when it is maxed. Kayle farms extremely well, so getting stacks should be easy however even at max stacks it fails to have as much auto-attack DPS as Infinity Edge. The lifesteal is the important part here, Kayle's short ranged auto-attacks puts her in everyone's range, Kayle needs a way to stay in the fight and lifesteal helps dramatically. If you ult yourself and continue attacking, lifesteal will heal as you are invunerable. Infinity Edge gives the best auto-attack DPS but lacks the sustainability of Gunblade and Bloodthirster. I prefer to have some life-steal with Kayle as she tends to be in the mid range of ranged and melee fighters which is a very dangerous position. Those chunks of health restored from attacks is crucial to surviving late game fights and pushes. IE doesn't provide that however it is still a great damage item, albeit riskier but with a greater pay-off. [highlight]Example from the Skill Order section:[/highlight] If you want to build a Bloodthirster first, you should level Q ahead of W, as your sustain will come from the lifesteal while the bonus AD will help Q's ratio. However if you want to buy a Infinity Edge first, you should level W first as your lifesteal won't be high enough to sustain you. If you have a particularly hard time sustaining your health, you can both level W first and buy a Bloodthirster. [number]Boots Options: [imgsmall=items/berserkers-greaves.png] or [imgsmall=items/ionian-boots-of-lucidity.png][/number] Both boots provide crucial stats that Kayle needs. It is entirely situational on which you need more at the time. I personally can work with longer cooldowns and prefer Zerks but if you feel pressed for CDR, CDR boots is one of the cheapest ways to get it. [highlight]________________________________________________________________________________[/highlight] [title][center]The Rest is Situational[/center][/title] From here, simply build according to the situation. Use your own judgment. [highlight]Supplemental Offensive Items: If you need more Offense[/highlight] [number]Ordinary AD Carry Route: [imgsmall=items/phantom-dancer.png] [/number] A Phantom Dancer greatly increases Kayle's autoattack damage with crit and more AS while 15% MS helps your positioning in team fights. Once you get it, you are functionally playing a ranged carry with shorter range and less damage. Ask yourself: "Does your team need a ranged carry/Is your ranged carry failing?" and "Can you stay alive in team fights without using your ultimate on yourself?" If the answer is yes to both question, then get a Phantom Dancer. If the answer is no then there are probably better item choices. [number]Help out your other Auto-attackers: [imgsmall=items/zekes-herald.png][/number] Zeke's Herald's stats all benefit Kayle, it's pretty much perfect for her. However the stats just aren't high enough if only you are benefiting from the lifesteal and attack speed. If there is another heavy AD auto-attacker on your team, then this is great to both support them and yourself. If they have been feeding/failing, you are better off with a PD. [number]Somewhere in Between: [imgsmall=items/the-black-cleaver.png][/number] The Black Cleaver is still a great option for Kayle because it provides both AD and AS. Additionally you reduce armor for your allies as well. As mentioned in the Armor Reduction chapter, it actually reduces the effectiveness of Kayle's passive however her passive isn't amazing anyways. This item is a decent compromise between selfishly increasing only your DPS and just another support aura. [highlight]Defensive Options: Mostly to make sure you get your Ultimate off[/highlight] [number]Double Angel, what does it mean?: [imgsmall=items/guardian-angel.png][/number] Kayle naturally has a high amount of health, so getting resistances is more efficent. Additionally, not having to worry about dying during a team fight saves [imgsmall=skills/kayle/r.png] for one of your teammates instead using it to save yourself. [number]The AD Carry route: [imgsmall=items/quicksilver-sash.png][/number] You can't use [imgsmall=skills/kayle/r.png] if you are stunned. [number]If losing against an AD enemy: [imgsmall=items/glacial-shroud.png][/number] Glacial Shroud is perhaps the best CDR item out there while also providing mana and armor. Getting a Glacial Shroud on Kayle means two things. 1. That you functionally have an endless mana pool, and 2. Your mid-game damage will solely be from Q. Because it is a defensive item, it will set back your AD items but you gain the ability to freeze your lane against bruisers. I generally get this if I'm losing my lane against an AD champion.

[imgsmall=items/madreds-bloodrazor.png] If your team is particularly physical damage heavy and or against a tanky team, Madred's Bloodrazor isn't a bad option. Bloodrazor does work well with Kayle's passive due to it's hybrid damage output but unless the enemy tank is super fed, Kayle probably has better choices. Crit and armor pen probably tears through a tank faster unless it is just a health stacking tank. Only 40 AD means this item doesn't scale with Q and E as well as other expensive options. On the other hand, Kayle usually doesn't have the luxury to build crit/armor pen. Additionally it provides Attack Speed that BT/IE don't. Just don't rush it, buying your core items first is better. It's most effective against characters that rush Warmogs-Atmas as it deals magical percentage health based damage while mitigating some physical damage with armor. [imgsmall=items/guinsoos-rageblade.png] Rageblade used to be core on all Kayle builds but with Kayle's new passive, it reduced to being just mediocre. Although at max stacks it provides 35 AD and 93 AP, Kayle's cooldowns are too long and auto-attack range too short to consistently keep the stacks up. Additionally AS is built over time which doesn't work well with her passive. However this item with [imgsmall=summoners/surge.png] may provide good result. The additional AS helps keep stacks while the increased AP with Rageblade's AP/AD makes Q hit extremely hit: 214 extra damage at max stacks/summoner level. It doesn't delay an AD Kayle build by much due to its AD and AS however I prefer to itemize purely for AD. [imgsmall=items/the-brutalizer.png] or [imgsmall=items/stinger.png] Brutalizer and Stinger are two very similar items in that they are cost-efficient, middle cost, CDR items that dead-end into undesirable items. Nashor's Tooth is too costly and AP heavy for what it provides, see the next section for a further explanation. Youmuu's Ghostblade is not a good item if you don't factor in the active; which won't increase its duration from Kayle's E auto-attacks. I prefer to skip these but they can be effective. [imgsmall=items/nashors-tooth.png] Most builds have Nashor's Tooth core on Kayle. I think it's an okay item but hardly core; Kayle already has some problems with mid-game damage. Rushing a Nashor's Tooth makes her an offensive non-factor mid-game albeit a bit better support character. Let's see what Nashor's provides: [.]50% AS: nice but AS is plentiful elsewhere; [.]65 AP: scales worse than AD; [.]10 Mana Regen: Useless with Kayle's lowered mana costs and maxing E first; [.]25% CDR: the most useful stat, however ultimately unneeded with proper timing. The main selling point is 100% E uptime however it's not that critical; 10 seconds is plenty of time to hit opponents. Nashor's provides a lot of utility and support aspects to Kayle finds itself in direct competition with [imgsmall=items/phantom-dancer.png]. AD's triple scaling with AD/Crit/AS provides too damage to pass up. Most of the utility it provides can be solved with timely activation of abilities instead of spamming. Nashor's remains a niche middle game item that is gold efficient but difficult to utilize all of its stats to the fullest extent. [imgsmall=items/trinity-force.png] Trinity Force has good stats everywhere but too generalized to be core on Kayle. A stronger Q and E from pure AD items is preferable to Trinity Force's 150% base AD proc on a 2 second cooldown. Kayle's abilities aren't spammable enough to utilize the proc often. It's not a bad item or inefficient item; there are just better options. [imgsmall=items/malady.png] Malady is decent early game item, but even if you want to play shredder Kayle, saving for a Black Cleaver is almost always a better choice. Black Cleaver takes less hits to shred more defenses, and Kayle scales better with AD than on-hit/AP. Buying a Malady after early-middle game is too expensive in terms of opportunity cost: your item slots become more precious and Malady doesn't scale into late game. Additionally Malady doesn't work with Kayle's damage combo: Kayle leads with Q first then auto-attacks for the damage amplifier. The MR shred does little unless you can tag the enemy with Q twice which requires a prolonged fight. Additionally shredder builds actually lower the effect of Kayle's passive. [imgsmall=items/wits-end.png] Wit's End is probably the best of the on-hit items. 42 on-hit damage, Attack Speed and MR on one item is extremely cost-efficient. It doesn't provide any AD or AP but the maxed stack of 50 MR makes up for it. If you need some AS and defense against magic damage, Wit's End provides both a good mixture of offense and defense.

Kayle's [imgsmall=skills/kayle/e.png] makes it incredibly easy to farm due to its instant travel time and increased damage. So much so that if you took a duo lane, you'll end up denying your partner of any cs(if it isn't a zero cs support). Getting a solo lane is preferable; best choice is solo top as Kayle's best matchup is against melee champions while getting a solo afk farm. [highlight]You want to pick a level 1 fight because your E out-damages almost every level 1 skill. You naturally deal hybrid damage from Q+E so you can abuse that for an early-game advantage.[/highlight] The bad side to [imgsmall=skills/kayle/e.png] is that the splash damage pushes the lane. You may have to reset the lane several times by pushing to their tower or you'll end up with a creep line that is always next to the their tower, leaving you open for ganks. [highlight]Against melee:[/highlight] This is Kayle's easier matchup, [imgsmall=skills/kayle/q.png]+[imgsmall=skills/kayle/e.png] for easy harassment and surprising damage at low levels. If you don't want to draw minion aggro, then hit their minions next to them and let the splash damage chip away at their health. You mostly go against tanky DPS opponents. If they close the gap on you, don't panic. Simply [imgsmall=skills/kayle/q.png] them, retreat just out of their range and punish them with [imgsmall=skills/kayle/e.png]. Most of the time, you'll come out on top. [highlight]Against mages:[/highlight] They will probably win the spell exchange battle due to their burst so focus on farming and harassing with [imgsmall=skills/kayle/e.png]. When you do commit to a fight, try to time your ultimate right before their combination to nullify it. Harassing indirectly with [imgsmall=skills/kayle/e.png]'s splash is harder but possible. [highlight]Against Ranged Carries:[/highlight] They will win the auto-attack harass game as [imgsmall=skills/kayle/e.png] is outranged by most ranged carries. Leveling [imgsmall=skills/kayle/q.png] first here may help with harassing with it's 650 range. Some characters ([imgsmall=champ/ashe.png], [imgsmall=champ/caitlyn.png]) will simply have too much range for you to harass. You just have to focus on farming.

With a your first item built and another AD item on the way, you should look for opportunities to push. If you have E at max rank, Kayle pushes minion waves extremely fast. If you took Teleport, you can get around the map to: [.]Save a teammate with [imgsmall=skills/kayle/r.png] [.]Teleport Gank [.]Bring down or protect unguarded towers. [.]Contest map objectives Many players underestimate Kayle's [imgsmall=skills/kayle/q.png]+[imgsmall=skills/kayle/e.png] combo so you can force them to play to your zone. Kayle's natural hybrid damage makes it hard for enemies to itemize against, however your lane opponents will tend to be tankier than you are. Don't try to tank bruisers, Kayle is tankier than most ranged carries but not enough to sit and take melee attacks. Kayle has a slow disengage with Q's slow and W's heal; use that to create space if the enemy closes the gap. Remember to always place wards to secure your escape routes after a push attempt or for a timely Teleport. Of course, your main focus to is keep farming. Kayle is very item dependent so continuing to farm is the most important part.

[highlight]General Tips:[/highlight] Kayle's late game, while not as amazing as before is still decent. Hybridized damage output with [imgsmall=skills/kayle/q.png]+[imgsmall=skills/kayle/e.png] starts to become a detriment as there isn't a hybrid equivalent of [imgsmall=items/last-whisper.png] and critical hit. Your best skill late game is [imgsmall=skills/kayle/r.png] which protects your carry. Getting life-steal will keep you healthy in team fights and takes advantage of building AD. Buying some defense is advised as going pure glass cannon may result in you dying before you can use your ultimate. Try to hit as many people as possible within your splash, though this is rarely possible. Kayle is in between melee champions and ranged champions in terms of tankiness. You want to position yourself behind your frontline units but ahead of your squishest allies. [highlight]Using Kayle's Ultimate:[/highlight] Like Zilean, Kayle has the power to choose who lives and who dies in a fight. How and when you use [imgsmall=skills/kayle/r.png] can determine the outcome of a team fight. Save R for your team's main damage dealer; sometimes that is you, other times it's not. Looking at the kill distribution on your team helps determine your most important team member. Don't wait till they are almost dead to ult them, instead use it when the enemy attempts to burst them down. Ideally you want your ally still attacking rather than attempting to flee. Telling them that you have their back helps ensure they won't run when they should be fighting. [highlight]Late Game "Support" Kayle:[/highlight] If the main damage dealer is focusing a target, you should attack that target as well. [imgsmall=skills/kayle/p.png] helps your allies output more damage. With plenty of attack speed and AD, Kayle should deal a good amount of damage though never as much as pure ranged carries like [imgsmall=champ/vayne.png] or [imgsmall=champ/graves.png]. Try to coordinate with your ranged AD carry to shred their targets armor for them while protecting them with [imgsmall=skills/kayle/r.png]. Unlike other supports help the team stay alive, Kayle supports through maximizing your team's damage. [highlight]Or just Backdoor:[/highlight] Alternatively: You could just push while the team fight is happening, [imgsmall=skills/kayle/e.png] can push down minion waves extremely quickly while [imgsmall=skills/kayle/w.png]'s MS boost makes you hard to catch. This doesn't utilize Kayle's [imgsmall=skills/kayle/r.png] as well(though it can soak tower hits) however it is getting towers that win the game, not team-fights. Do this at your discretion as your team may be mad that you left them in a 4 v 5 fight.

Now that Kayle has become more popular, let's go over how you can counter Kayle in lane. First let's review Kayle's weaknesses. 1. Cooldown Dependent on E 2. Mana Troubles if pressured 3. Only has a slow disengage with Q + W 4. Less Tanky than most bruisers To exploit these weaknesses you need several things: 1. A fast gapcloser to prevent kiting 2. Reliable cc to stick to her and prevent her slow disengage. 3. High sustained damage 4. Good health sustain 5. Natural Tankiness Champions that have these characteristics and are counters to Kayle are: [img=champ/leesin.png] [img=champ/irelia.png] [img=champ/renekton.png] [img=champ/jax.png] [img=champ/xinzhao.png] Nevertheless you can't simply pick these champions and assume you'll win. However the combination of your gapcloser and cc should allow to trade favorable with Kayle. [center][highlight]General Tips for every champion against Kayle:[/highlight][/center] 1. Even if you are playing a counter, you should never fight her at level 1-2 without a jungler. Kayle's early game damage with Q and E is simply dominant. Wait until you have all of your skills leveled before engaging her. Losing cs is better than losing your life. 2. Bush Camp as much as possible. You reduce Kayle's zone control with her Q+E since she must see you to attack you. (To Kayle players: counter this with a ward in the bush) 3. Remember the timing of her E, it's 10 seconds. Once it is up, you have 4-6 seconds to trade favorably. If you have a gapcloser and cc, this is your time to use it. If Kayle isn't using E, bait it with fake aggression then disengage. Lee Sin and Reneketon are especially good at this. 4. Don't get baited on a tower-dive at level 6. Kayle's R at level one only has a 2 second duration, making it mediocre in the open field however that is enough time for the tower to kill you if you dive. 5. Play safe and pick characters that simply out scale Kayle's late game. Melee carries like [imgsmall=champ/jax.png], [imgsmall=champ/olaf.png], [imgsmall=champ/irelia.png],[imgsmall=champ/tryndamere.png] have better late games than Kayle. Drag the game out and hope your champions scaling outweighs whatever lane advantage Kayle gained. 6. You are fighting against her mana bar, not her health bar. Drain her mana and even if she doesn't die, she will be zoned out of action until she has mana again.

I'm hope to get people to play Kayle more according to her skillset and ratios. Kayle Builds that focus on on-hit, hybrid items, or AP items aren't utilizing Kayle's skills fully. However that may be the beauty of Kayle, she can be built so many different ways...and still be considered bottom tier. I think AD oriented Kayle may help change that notion, though a buff would be nice too. Thanks for reading and I hope you at least understand the reasoning of my build.

Update 10/16/11: Gunblade got nerfed hard. As such, I'm removing it from the recommended items list. It's still okay but a Bloodthirster or IE is much better now. Update 10/20/11: Got Approved! Switched words of items/spells to pictures. Updated Skill Ordering to level Q more evenly. Switched Seals to Flat Armor from Mana Regen. Updated opinions on items. Update 11/15/11: New Masteries! Needs more testing. Update 12/16/11: New Double Penetration Runes should be good on Kayle, but they are expensive. Reformatted the item path structure to make it clearer to read. Update 4/6/12: Big stuff happening this update. I'll list the changes since the last version of the guide: 1. SoTD removed for Ionian Spark 2. Stark's Fervor removed for Zeke's Herald 3. Discovery that Flat Reduction is applied before Percentage Reduction 4. Bloodthirster and lifesteal changes 5. Buffs to Kayle's W Thus alot of the build paths and items are getting changed, especially the old Starks/Black Cleaver combo is being changed. Also redid the skill order chapter. Doran's Ring is overpowered. Update 6/5/12: Added Countering Kayle section, Changed --- to ___, fixed some spacing format issues, updated masteries and runes with pictures. Streamlined the item build. Update 8/18/12- 9/5/12: Decided to make this a comprehensive Kayle guide, will update soon with a support, hybrid, and jungle section. Need to test more. Might just be an entirely new guide and retire this one.

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top