Kayle Build Guide

Press R to Kayle! ~AP Kayle Guide~

Uploader Amoriea
Updated 3 years ago
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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! [highlight]Why would you play Kayle? The pros to picking her mid over other champions.[/highlight] [.]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. [highlight]Why wouldn't you want to play her? The Cons.[/highlight] [.]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? [title]Tiers[/title] [highlight]Platinum[/highlight] Anything in this tier is 'god tier' it's always core or highly reccomended. Examples are items such as Nashor's Tooth. [highlight]Gold[/highlight] 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.) [highlight]Silver[/highlight] 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) [highlight]Bronze[/highlight] 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.) [highlight]Fool's Gold[/highlight] Just don't. It's never worth it, and there is always a better choice. If you can't find one, look harder lads.

[highlight]Nashor's Tooth and you![/highlight] 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 [img=skills/kayle/p.png]+[img=skills/kayle/e.png]+[img=items/nashors-tooth.png] 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. [highlight]Wit's End vs. Void Staff[/highlight] [img=items/wits-end.png] [img=items/void-staff.png] 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. [number]Why is the fight between Wit's End and Void Staff, and not Void Staff and Abyssal?[/number] [img=items/liandrys-torment.png] [img=items/abyssal-scepter.png] 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, 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! [highlight]Jungle friends[/highlight] [img=champ/vi.png] [number]Vi[/number] -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. [img=champ/nocturne.png] [number]Nocturne[/number] 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! [img=champ/nautilus.png] [number]Nautilus[/number] 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. [img=champ/sejuani.png] [number]Sejuani[/number] 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 [img=champ/aatrox.png] [number]Aatrox[/number] 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. [highlight]Top Lane[/highlight] [img=champ/renekton.png] [number]Getwrekton, or as some call him, Renekton[/number] 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. [img=champ/nasus.png] [number]Nasus[/number] 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] [number]Riven[/number] 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. [img=champ/rumble.png] [number]Rumble[/number] 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. [img=champ/singed.png] [number]Singed[/number] 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. [highlight]Support[/highlight] [img=champ/leona.png] [number]Leona[/number] 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! [img=champ/sona.png] [number]Sona[/number] ... :) 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. [img=champ/annie.png] [number]Annie[/number] 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. [img=champ/fiddlesticks.png] [number]Fiddlesticks[/number] 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.) [img=champ/janna.png] [number]Janna[/number] 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. [highlight]Marksmen, who does Kayle even like?[/highlight] 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.

This is a short section on leashing and damaging small camps, as well as jungle objective securing. [highlight]Leashing[/highlight] 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. [highlight]Enemy Wraiths. [/highlight] 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. [highlight]Blue Buff and Red Buff[/highlight] 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. [highlight]Larger Jungle Objectives[/highlight] 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. [title]Core Warding Positions[/title] [imgext=http://i.imgur.com/6v9Gn.jpg]

[highlight]Leaving the Fountain[/highlight] 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. [highlight]Invading[/highlight] 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. [highlight]Early Game Laning[/highlight] 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. [highlight]Teleporting 6-9[/highlight] 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.

[highlight]What do I do now?[/highlight] 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) [highlight]Teleporting levels 9-16[/highlight] 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. [highlight]When to push, and when not to push[/highlight] 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. [highlight]Lifesteal[/highlight] 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.

[highlight]How to fight![/highlight] 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. [highlight]Teleport[/highlight] 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.

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!

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