Kayle Build Guide

Fire in the Jungle - The Comprehensive Guide to Jungle Kayle

Uploader Lunik_
Updated 4 years ago
440,849
95%
Runes
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Life Steal (+1.5% Life Steal.)
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

Hey there, thanks for taking the time to read. I'm Lunik, just another guy who managed to reach 2k elo. I play a lot of jungle Lee Sin and Alistar as well, and play the role of the jungler on my ranked team, TeamTryouts. This is a guide for my favorite underrated and misunderstood champion: Kayle. [imgext=http://i.imgur.com/h9fMnh.jpg] Kayle is a hard champion to grasp. She is ranged hybrid damage carry/support jungler with a focus on early ganks. She has an incredible early game, an ok midgame, and a good lategame. The key to jungling Kayle is to maximize your early gank potential, build correctly to serve as a secondary carry in lategame, and support the team through your ultimate. It is my personal opinion that Kayle has been percieved as underpowered since the rework simply because of how unique she is, especially because of the conflicting mindsets you must have in order to play her. [title]Changelog:[/title] 5/14/12 - Guide published 5/20/12 - MAJOR UPDATE - videos added and faq section added 6/19/12 - Updated build page with commentary on a couple disputed items. Fixed typos. 7/01/12 - Updated commentary on Zeke's Herald 8/20/12 - Updated Faq on skill order, added protip about zekes herald. 10/29/12 - Wow! This has grown huge. Thanks to everyone who read and tried this out. I took a break from playing league intensively for a while and I'm starting to get back into it, so I'm going to be monitoring the guide for comments and questions again. From what I've seen in the recent patches, nothing about Jungle Kayle has changed, this guide is still (EDIT)99% up to date. There was a good question in the comments about the choice in glyphs, so I added that to the faq. It is NOW 100% complete. Be on the lookout for my upcoming guide, Monkey in the Middle - The Comprehensive Guide to Midlane Wukong! ^^

[imgext=http://i.imgur.com/iwoNu.png] Reds - Attackspeed - The increased attackspeed drastically increases your clear times and damage. Your damage is hybrid, and your passive takes care of penetration issues, so attack speed is really the only way to go. Yellows - Flat Armour - You are a jungler. Enough said. Blues - Magic Resist Per Level - You will get absolutely no magic resist in this build path, unless you need [imgsmall=items/quicksilver-sash.png], so these help you survive those pesky mages lategame. Purples - Lifesteal - These along with masteries and a dorans blade let you jungle without wriggles. This lets you get to your lategame faster, which is Kayle's strength. As with the masteries, I wouldn't recommend anything else to be taken on Kayle for jungling. [imgext=http://i.imgur.com/nOh52h.jpg]

[img=skills/kayle/p.png] Passive: [title]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] A small damage amp for you and your team that scales with attackspeed. Not the best passive, but also not the worst *cough* taric *cough*. [title][img=skills/kayle/q.png] Q: Reckoning[/title] [number]Blasts a target, dealing 60 / 110 / 160 / 210 / 260 (+100% of bonus attack damage and +100% of ability power) magic damage and slowing its movement speed by 35% for 4 seconds. While the target is slowed, Kayle inflicts 6/7/8/9/10% increased damage to them. Cooldown 8 seconds Cost 70/75/80/85/90 mana Range 650[/number] [title]Explanation:[/title] Your only form of CC in the form of a sizeable slow, as well as another damage amp. Since the damage amp scales only slightly and the slow is static scaling, you should take one point at lvl 2 for ganking and max this second. [title][img=skills/kayle/w.png] W: Divine Blessing[/title] [number]Blesses an allied champion, healing them for 45/85/125/165/205 (+35% of ability power) health and increasing their movement speed by 15/17/19/21/23% for 2.5 seconds. Cooldown 15 seconds Cost 60 / 65 / 70 / 75 / 80 mana Range 1000[/number] [title]Explanation:[/title] A secondary gap closer, usually used to get in range for your [imgsmall=skills/kayle/q.png]. It can also speed up allies to help escapes and engages. Don't forget the heal on this however! While it may be small, it can heal you over time in the jungle (if you have blue, otherwise don't waste mana), or even save allies in close early-midgame fights. However, since her 3 other skills are more useful, max this last. [title][img=skills/kayle/e.png] E: Righteous Fury[/title] [number]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 20/30/40/50/60 base damage plus (+20% of ability power). Cooldown 16 seconds Cost 45 mana[/number] [title]Explanation:[/title] This skill is what makes you viable. This not only gives you good jungle clear times due to the ample Area of effect damage, but also excellent ganks and your most potent steroid. Max this first. [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 90seconds Cost 100 / 75 / 50mana Range 1200[/number] [title]Explanation:[/title] The defining skill of Kayle. Use this on youself to win duels, towerdive, or save yourself from trouble during early to mid game. During teamfights however, you should be positioned like an AD carry so that you are away from trouble, thus allowing you to use this on other people who need it (most of the time one of your other carries that got caught). Used correctly, this can and will change the course of teamfights in your favor. Take this at levels 6, 11, and 16.

[imgext=http://i.imgur.com/CBCPa.png] Always follow this skill order. The only variance is at level 2/3. If you are ganking you should get your [imgsmall=skills/kayle/q.png] second, for the slow. If you are continuing to jungle, grab your [imgsmall=skills/kayle/w.png] for the heal instead.

[title]STARTING ITEMS:[/title] [item=boots-of-speed][item=health-potion3] [title]Explanation:[/title] You will be ganking a huge amount while playing Kayle. Most laners are starting with [imgsmall=items/boots-of-speed.png], which makes it ESSENTIAL that you do too. Otherwise, the lane will simply outrun you before you even get in range to slow them. [title]EARLY MID-GAME:[/title] [item=berserkers-greaves][item=dorans-blade][item=zeal] [title]Explanation:[/title] When on offense you will be functioning as a ranged carry, thus the [imgsmall=items/berserkers-greaves.png]. The [imgsmall=items/dorans-blade.png] is to supplement your early game, buy one only and then start working on your [imgsmall=items/zeal.png]. The [imgsmall=items/zeal.png] gives your movement speed for positioning and more attackspeed, as well as upgrading into a [imgsmall=items/phantom-dancer.png] later in the game. [title]CORE MID-GAME:[/title] [item=berserkers-greaves][item=dorans-blade][item=zeal][item=the-black-cleaver] [title]Explanation:[/title] [imgsmall=items/the-black-cleaver.png] is THE BEST bf-sword item on jungle Kayle, hands down. [imgsmall=items/the-bloodthirster.png]'s lifesteal is unneeded because of your 12% from runes/masteries + dorans. While [imgsmall=items/infinity-edge.png] is nice, it is also insanely expensive and not a good investment on a jungler until lategame, unless you are fed. [imgsmall=items/the-black-cleaver.png] has two qualities that make it essential on Kayle: 1) The additional attack speed helps her deal more damage because her innate steroids in [imgsmall=skills/kayle/p.png] and [imgsmall=skills/kayle/e.png] scale directly with attackspeed. 2) The added armour shred lets your real AD carry deal more damage to the focus target. You are NOT a full ad carry and will not deal as much damage as one regardless of your build because of your lack of farm from the jungle. [imgsmall=items/the-black-cleaver.png] lets you deal good damage, but also supports your real carry more than the other potential build options. [title]TYPICAL LATEGAME:[/title][item=berserkers-greaves][item=phantom-dancer][item=the-black-cleaver] [title]Explanation:[/title] [imgsmall=items/phantom-dancer.png] comes next naturally, as it is the standard build item on AD carries after the first bf-sword item, as well as building out of your existing [imgsmall=items/zeal.png]. [title]SURVIVABILITY:[/title] [item=quicksilver-sash][item=guardian-angel] [title]Explanation:[/title] These are the only two survivability items you will ever need. More often than not, you won't need either because of your ult. [imgsmall=items/quicksilver-sash.png] Is for two types of teams, AoE and Lockdown. If they have someone like [imgsmall=champ/amumu.png] or [imgsmall=champ/galio.png] who rely on getting you in their ult, [imgsmall=items/quicksilver-sash.png] will help you escape. Also, if you are getting focused by a lockdown team such as [imgsmall=champ/warwick.png] or [imgsmall=champ/skarner.png] you should also consider investing in a [imgsmall=items/quicksilver-sash.png]. [imgsmall=items/guardian-angel.png] Is for when your AD carry is doing well, and you have your full midgame build. Instead of investing in more damage, you could buy [imgsmall=items/guardian-angel.png] in order to have a better presence in fights, as well as a disincentive focus on you. [title]WRECKING BALL:[/title] [item=infinity-edge][img=items/last-whisper.png][img=items/the-bloodthirster.png] [title]Explanation:[/title] Pretty self explanatory. If you need more damage [imgsmall=items/infinity-edge.png] gives you the most. If the game goes on longer than that, pick up the only core AD item left, [imgsmall=items/the-bloodthirster.png]. Armour stacking teams should be covered by [imgsmall=items/the-black-cleaver.png] and your passive, but if you need more [imgsmall=items/last-whisper.png] should do the job. [title]OPTIONAL/SITUATIONAL:[/title] [img=items/aegis-of-the-legion.png] [img=items/zekes-herald.png][img=items/wriggles-lantern.png] [img=items/aegis-of-the-legion.png] is a decent item to pick up when your team is not a tanky as you would like. Although optimally you won't need this item (since you're talking with your team about how to comp around jungle Kayle, riiight?), it can be situationally useful [img=items/wriggles-lantern.png] Only get this item if you have fallen EXTREMELY behind in your jungle. I think that in the past 40 games I've played I maybe got this item ONCE. See the Faq section for further explanation. [img=items/zekes-herald.png] This is by far the most controversial item in this guide. There have been a huge amount of people telling me that I should consider investing in this item, but for 90% of the games you will play this will be false. Firstly, realize that the CDR on this is mostly useless for Kayle. Check out the Faqs for a full explanation on why CDR is bad on Kayle. Secondly, the lifesteal isn't needed. With 9% base lifesteal the ONLY sustain that you need to further your jungle is a single doran's blade. Until lategame when you will be dealing tons of physical damage, the extra lifesteal will go largely unnoticed. So that leaves us with a "meh" aura and a small amount of attackspeed to compensate for delaying your lategame build. The ONLY time that you should ever CONSIDER buying this item is when you have two dedicated autoattackers on your team. EVEN THEN you should only buy [imgsmall=items/zekes-herald.png] if both autoattackers are able to put out good damage. If either of them are behind, you will be much better off getting a [imgsmall=items/bf-sword.png] faster because it will increase the team's damage a lot more than the mediocre aura that you get. If you are considering getting [imgsmall=items/zekes-herald.png] you should buy a [imgsmall=items/vampiric-scepter.png] instead of a [imgsmall=items/dorans-blade.png] and build [imgsmall=items/zekes-herald.png] in place of your [imgsmall=items/zeal.png]. The rest of your build should progress as normal. It can also function as an alternative item to [imgsmall=items/wriggles-lantern.png] if you fall EXTREMELY behind and your AD Carry is doing well. Protip: The range on zeke's herald is similar to that of your W. Use this as a guideline to keep your team's autattackers in range of the aura effect.

Whether in solo queue or ranked teams, the game always starts at champion selection. The first step is to let your team know that you plan to jungle, and specifically jungle Kayle. DO NOT be a dick about this, or demand to jungle when lastpick. The only thing worse than not getting to jungle Kayle one game is negatively affecting your team's morale before the game even starts. [title]Your Team[/title] Kayle works extremely well with "Juggernaut" style champions, especially those that can heal themselve back up from a low HP. Your ult allows them to stay alive at their maximum damage output for an extra 2-3 seconds, and more often than not heal themselves back to sustainable levels. Examples of these champions include: MID: [imgsmall=champ/kennen.png] [imgsmall=champ/mordekaiser.png] [imgsmall=champ/swain.png] TOP: [imgsmall=champ/olaf.png] [imgsmall=champ/irelia.png] [imgsmall=champ/jax.png] Kayle also works well this hypercarries, most notably [imgsmall=champ/vayne.png] and to a lesser extent [imgsmall=champ/kogmaw.png] because her ult can save them from otherwise fatal situations. [title]The Enemy Team[/title] Kayle works really well against focus comps, that are meant to isolate one person and totally destroy them. Your ultimate will make anyone a tank, which means that when they engage on your team you ult the person being focused. Examples of champions that normally come on these types of comps include: [imgsmall=champ/skarner.png] [imgsmall=champ/warwick.png] and [imgsmall=champ/malzahar.png]. Kayle also does well against champions that are meant to burst someone down in one combo, such as [imgsmall=champ/veigar.png] or [imgsmall=champ/leblanc.png] because you can essentially negate their entire skillset.

There are two main ways to jungle Kayle, depending on whether you start at blue buff of red buff. You will want to start at blue buff most of the time. Kayle doesn't need red to gank early, and you NEED the mana regen in order to gank repeatedly. If you start at red, you should visit blue soon after in order to offset your earlygame mana costs. NOTE: At either buff, take the wolves/wraiths before the buff spawns in order to speed up your jungle. [title]IF STARTING AT BLUE[/title] You can: 1) Gank at level 2. This is the most common choice, and also the most likely to net you a kill. Mid is advisable to gank because they are normally the squishiest. Your autoattacks with [imgsmall=skills/kayle/e.png] will be doing 20-25% of their health per hit. I normally tell my mid to get someone with cc at level one like ryze, and its almost always a first blood. [youtube]http://www.youtube.com/watch?v=tr-VNS9SAVA&feature=plcp[/youtube] 2) Gank at level 3. Tell whoever is leashing your buff to leash it to 300hp. Take wraiths and then head to red buff. Use a potion and smite, then gank after. This strategy is more common when you are on purple side, in order to immediately use red to gank toplane. [youtube]http://www.youtube.com/watch?v=EKrYMZ0J6mA&feature=plcp[/youtube] 3) Gank at level 3...AND counterjungle. Tell whoever is leashing your buff to leash it to 300hp. Instead of heading to the opposite side of your jungle, rush to your opponent's red buff and take it using smite. This is a good path to take when the opposing jungler nearly always ganks at level 2, such as [imgsmall=champ/alistar.png]. BE CAREFUL FOR WARDS. Always check the inventory of the opposing support to make sure that they haven't warded the path you are taking to their buff, or the buff itself. [youtube]http://www.youtube.com/watch?v=SMgvdOY7sdg&feature=context-chv[/youtube] [imgext=http://i.imgur.com/ZRLZF.jpg] [title]IF STARTING AT RED[/title] You can: 1) Gank at level 2. This is again the best choice if you are starting at red, especially if you are on purple team and gank top early. 2) Gank at level 3...AND counterjungle. Tell whoever is leashing your buff to leash it to 300hp. Instead of heading to the opposite side of your jungle, rush to your opponent's blue buff and take it using smite. This is a good path to take when the opposing jungler nearly always ganks at level 2 AND starts at red buff, such as [imgsmall=champ/leesin.png]. [imgext=http://i.imgur.com/xSkxA.jpg] [title]NOTE:[/title] None of the above paths include sustained jungling early. Why? BECAUSE YOU ARE A GANKING JUNGLER. Man the f*** up and start acting like one.

[title]Ganking[/title] Kayle's early ganking is her strongest point. Gank at every single moment you can. Only take breaks to get buffs, or if you just got done ganking. Then go gank again. Especially at pre-6 levels, Kayle can totally f*** over the enemy lane. You don't even have to kill them in the gank, but oftentimes you can do a large amount of damage by just autoattacking them while you run away. While it's not flashy, that 300 damage you did amounts to a huge advantage for your solo lane. As mentioned before, try to arrange lanes with crowd control early. Kayle's early damage is insane, so if you can get the enemy laner to stick around for a couple more hits, you can easily score first blood. [title]Dueling[/title] Kayle's weakest point is her dueling. Because she is essentially ranged, she is a lot less tanky than your typical jungler. In fact, you are the ONLY ranged carry that can effectively jungle. Yet, tanky dps counter ranged carries, and guess who is in the opposing jungle. Avoid fighting the enemy jungler 1 on 1 if at all possible and try not to have 2v2s during the laning phase. Remember that your strongest point is the free, guaranteed damage during unbalanced ganks that comes from your range.

[title]Ganking[/title] Once you hit 6, ganking takes on a new dimension. There are two main ways to use your ult in ganking. 1) Tower diving. This use is pretty straightforward - your ult lets you or your laner take extra hits from the tower. Apart from Alistar, Kayle is one of the best junglers to dive with. 2) Baiting. This is the best way to use Kayle's ult. Coordinate with your laner to engage in what would normally be an unfavorable fight for them, and get the enemy to commit. As soon as the enemy begins to burst your ally, ult them and turn the fight back in your favor. Oftentimes in solo queue, your laner will suicide during ganks regardless of whether or not you are Kayle, so Kayle's ult can help save your dumbass teammates during those situations as well. [title]Map Awareness[/title] This deserves it's own subcategory because with proper map awareness, Kayle can often save allies who have otherwise engaged in unfavorable fights. Be ready to burn your ghost and abandon the jungle camp you are doing in order to rush towards a lane in need. Say you are at Red Buff on purple team. Scanning the map like you always do, you notice a fight going on toplane. The Horror! - your ally is losing and will soon die. Instead of finishing redbuff like many others would, you immediately pop ghost and run toward your distressed laner. To let them them know you are coming, you ping a path on the map leading in your direction. They follow and in the nick of time you ult them. Now invincible and favorable in numbers, you and your ally turn to kill the enemy laner who foolishly dared to overextended against jungle Kayle. You hope to yourself that these fools never learn so that you, jungle Kayle, can continue to reap free ELO. THE END [title]Dragon[/title] Kayle's glaring weakness during midgame is her inability to tank dragon well. You should ONLY do dragon if you have a sizeable advantage. Generally, try to have two of these fulfilled: 1)Their Jungler is top or dead. 2)You just got a kill on either mid or bottom. 3)They have no vision on dragon because you pink warded it. If they come to contest dragon, DO NOT FIGHT if they are of equal numbers. You will have lower health from tanking dragon, as well as an attackspeed debuff. If you need to, deaggro dragon, then force a fight. [title]Oracle's Elixer and wards[/title] A central role of any jungler is map control - and Kayle is no exception. Every time you back you should be purchasing wards with your spare gold, 1 or 2 if possible. The quality (pink or green) depends on whether or not there is a lane or objective important to. For most of the time, green wards do the trick. If you want to exert more control over an objective such as dragon, use a pink ward to kill their vision. You can also do this to kill a lane's ward in order to gank it easier. If you get ahead early and want to press your advantage, your opponents are using an incredible amount of wards, or the enemy jungler buys oracle, you will want to do so as well. Otherwise you should let your support pick it up later.

[title]Teamfights[/title] You have two main roles in Teamfights, do damage and protect your team. 1) As a secondary carry, you should always be autoattacking as much as you can. If you maximize your use of [imgsmall=skills/kayle/e.png] by only activating it once a fight has started, you should be able to have it up for the entire fight. Try to focus the same target that your AD carry is targeting so that they can utilize your armour/magic resistance shred. 2) Save your ult for the last possible second, even if you are being focused. Oftentimes, you or the person who is being focused will be able to survive without your ultimate. The worst feeling to have as a Kayle players to have your ult go on someone who just got away. Not only will waiting make the best use of your ult, but it will also bait your enemies harder onto the person that they were focusing. 3) If forced to choose, ALWAYS ULT THE CARRY (not even yourself). Your AD carry is the most important champion on the team, assuming that they are playing at your ELO level. You should reserve your ult for them because they will do the most damage on your team come lategame. The only time you should ult yourself is when you got caught and your carry is safe. 4) DO NOT ULT THE TANK. [title]Baron[/title] As a jungler Baron is YOUR RESPONSIBILITY. I don't care what other shit is happening. YOU are the one with smite, YOU should be the one calling when to baron, and YOU should call what to do (engage or stick to baron) if they come. At baron, just like dragon, Kayle has problems tanking. Always try to have the your tankiest player tank baron for you. Make sure that your enemies are far away, dead, or have no vision if you are attempting to do baron without someone to tank it for you.

Q: Why don't you invest in CDR to maximize your uptime for you E, in addition to your other skills? A: There are two main reasons: 1) It would be the only spell that you would effectively be buying the CDR for. Her Q is on a short enough cooldown already. Her W also is short enough already. Now for Kayle's ultimate you would think that CDR would be important..but it really isn't. Because its cooldown is 90s, even getting max 40% cooldown would only allow you to use it twice if a teamfight lasted 50 seconds...which they never do. And 90s isn't that long either which means that it will be up in time for the next teamfight. 2) In regards to her E's relation to CDR, it isn't that CDR is necessarily bad, just sub optimal. By investing in cooldown reduction you sacrifice a large amount of damage for 1-2 seconds of increased uptime in your E. However, the ~2k gold that you are losing to a stat that only benefits one ability would do a lot more damage over the reduced uptime than the 1-2 extra seconds you would gain. Plus, since fights only last 5-10 seconds most of the time (after a solid engage), you really shouldnt need more uptime than you already have. A similar comparison to draw would be between mages and tear of the goddess. While the argument can be made that mana-based mages/fighters would benefit from more mana aka more uptime on their spells, it is better to get damage and simply manage your spells better. Q: Why not build wriggles on Kayle? A:Because it's unnecessary. One of the key points of this guide is getting the 9% starting lifesteal so that you don't have to invest in wriggles for sustain. Getting wriggles to speed up your jungle is unneeded because you already have fast clear times with only a berserkers greaves. And the armour isn't needed because your jungle is already safe, and since you function as a ranged carry you shouldn't be in range of the enemies enough to necessitate investment in armour. Your money is better spent on full DPS items, which is what this guide is meant to maximize the use of. Q: Why not level W over Q? A: I had a really long response that I accidentally deleted, so here's the abridged version: By maxing Q you get a 20 + 1.0 AD + 0.65 AP increase in the damage differential(the amount of hp you each have) between you and your enemy. Advantage to Q. The utility effects of maxing either are roughly the same. You get a 4% increased damage amplifier or a 12% increased movement speed increase. Both are rather insignificant and comparable in impact, so I count the utility effects as equal. However, W can be used on allied champions and not just yourself, which means that helping it can help your team in ways not directly linked to yourself. Advantage to W. In the end, I come to the conclusion that you get roughly the same impact by maxing either Q or W. THAT BEING SAID, the reason that I always recommend to max Q over W is because of kayle's role on your team. Kayle is meant to be a damage dealer primarily and a support secondarily. This is especially true in solo queue where YOU are meant to be the one carrying. The only time I'd even consider maxing W second is if I'm in a premade team in which the entire team is doing well so that damage in unneeded. Even then, it still might be better to keep maxing Q so that you can snowball with the extra damage. Put shortly, although from a theoretical standpoint maxing W over Q might produce better numbers in isolated instances I personally feel as though Q fits better with your primary role as an AD carry than W does. Q: Why do you use MR/lvl blues over more offensive runes? Don't they slow down your clear time? A: Firstly, no, using MR/lvl blues will not significantly decrease your clear time. With the indicated build, adding any more offensive runes will only cut a few seconds off your clear at most. The rationale behind the MR/lvl has to do with the build paths for Kayle. Since you build like a traditional AD carry, there are NO magic resist items you can build without gimping your optimized damage output. Although it can be said that you shouldn't be getting into range of magic attacks in the first place, the MR/lvl runes give you that little extra survivability if said enemy AP carry manages to catch you. And this way, you can still have your full build at the end of the match.

I'll be actively watching this guide and responding to any comments/questions. I hope to get it approved and then featured eventually. I'll leave you with some motivation to try this out: (These matches are at 2100 ELO) [imgext=http://i.imgur.com/UeMje.png]

Comments coming soon!
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