Introduction - (Just skip this)Myself: I'm just another crumby player in the 1300-1500's who plays Jungle Kayle, not highly-ranked.
I see a handful of jungle kayles in high-ranked streams, some successful, most fail. The jungler for Reflex gaming loves Jungle Kayle (or loves trolling?). Don't see kayle too much in competitive play.
I think Jungle Kayle can make the right impact to help carry a team to victory. She has very strong ganks early game, though relatively not as strong level 6 compared to other junglers at 6. She clears camps really damn fast. She's a slippery motherfucker.
Kayle is also very flexible in terms of item build paths. If built AD, she's going to be terror during team-fights late-game. If built hybrid, she's a high source of damage mid-game; strong autos and strong Q. If built tanky, she can do continuous ranged damage in the front-lines, while being the last person the enemy team wants to initiate on.
Ye olde game history (pre jungle nerf):
JunglingJust to dive right into jungling: There are two routes to take. The "Standard Route" and "Red Route". There are considerations to take into account for both routes.
The standard route lets you early-gank the blue-side, but doing so will leave your red-side vulnerable, and red-side is the most prone to early counter jungling (I find).
However, since Kayle is such a strong level-2 ganker, I highly suggest you attempting the level 2 gank. Gank success rating will increase if you go through enemy red jungle to get to bottom tri-brush.
-Tell your team mates to stfu and leash blue.
-Buy cloth armor + 5 pots
1. Start at wolves (1:40 spawn). You can clear entire wolf camp before doing blue.
Activate E and take out the big wolf, you should take everything out. You only need to distribute your auto once if you want optimal wolf clear-time.
2. Get a blue leash (ping it 10 times). Smite it. I usually pop 1-2 potions at blue.
[Get Q and do Level 2 Gank if you see opportunity. As long as you hurt the enemies, your lane will have a head start. Be wary of enemy jungler. If it's a counter-jungler like shyvanna, then realize there might be a trade-off to this decision of losing wraiths/red]
3. Wraiths. WALK CLOSE to the big wraith before activating E. This way splash kills all wraiths. Q the big wraith.
4. Red Buff. I usually end up using a few potions here. You can choose to skip this for double golems if you like. Once you have red, you have very strong ganks.
[Look for gank opportunity]
5. Double Golems. You can dodge a bit of damage if you move-attack cancel while doing this.
The red-route gives you red buff at level 2, and allows for an early gank on red side. The Red Route is my MOST FREQUENTED route. Blue buff usually isn't touched during early jungle invades (because opponent smite will be down for first 60 seconds), so by taking the red route, you clear your wraiths from counter-junglers, and you set yourself up early with the most powerful buff for kayle, the red buff.
1. Start Wraiths. You can take them all out easily with E.
2. Red. Get a leash, or at least some help. Use potions as needed.
[early gank oppurtunity with red buff]
3. Goto Double Golems if you didn't gank, goto Wraiths again if you did gank.
Be at your first buff. If the enemy jungler is NOT at his first buff, then be at HIS first buff.
===[RED ROUTE vs. STANDARD ROUTE]===
I pick RED ROUTE if I you're up against an enemy jungler who might invade early. Red buff gives you the fighting power you need to stand up to invasions. RED ROUTE also makes for a very strong level 1 gank.
I pick BLUE ROUTE if I think blue side is gankable level 1, if I don't think the enemy will invade early, or if I want to save RED for level 3-4.
Picking a route can also affect whether you want to counter-gank, or if you don't want your own ganks to be countered.
Kayle is a pretty decent counter jungler. She speeds up with heal, has a slow to deter chasers, and clears fast. Problem is, Kayle isn't strong 1v1, so I only counter-jungle if I have some advantage (red buff, enemy jungler low on life/mana, you're fed), or if the enemy jungler is visible elsewhere (through ward, gank, holding a wave). I like throwing wards into enemy jungle brushes to prepare for counter jungling.
Ganking1. Lead in with Q for slow.
2. Animation cancel after each auto attack, like an AD carry.
3. Red buff is great.
4. Heal yourself for a speed buff.
5. If you brought ghost summoner, then leading in with ghost is very strong.
Ignore bad calls and bad players.
What are enemy escapes?
What CC do your team mate have?
Whose ult is up?
Don't kill yourself by ganking at low health.
Kayle's ganks shine in that she has a ranged auto attack. This is your edge over most other jungle picks. She also has a nice auto-target slow. Her ult is good for dives, or to make sure team mates don't die during the gank. If you don't realize it or are new to jungle-kayle: KAYLE'S GANKS ARE STRONG!
MasteriesThe masteries I show give you very sustained jungling and some CDR.
I also run 9/15/6 sometimes, with 8% CDR and 2 points in meditation.
I also run 21/9/0, going both armor and magic pen 10%.
Whatever masteries you choose, there will be trade-offs.
RunesI choose these runes because they are optimal from an economic point of view.
RED: 4x Damage, 5xAttack Speed. optimal with quints. Jungle faster, hit harder during ganks.
YELLOW: ARMOR = mandatory
YELLOW: 2x ATTACK SPEED: it seems random, but these yellows round your attack speed up. The 3 armor you lose is not that much difference in % damage reduction.)
BLUES: ATTACK SPEED = Jungle Faster
QUINTS: DAMAGE = Jungle Faster, hit harder.
Not going to explain Smite. Q amplifies smite damage, in case you did not know.
I like Ghost and Flash equally.
I'd suggest Ghost over Flash because it synergizes well with being a right-click champ, and ganks.
Passive: Holy Fervor
Kayle's basic attacks against enemy champions now reduce their armor and magic resistance by 3% for 5 seconds (stacks up to 5 times)
If you hit a tank that many times though.. your E will probably have run out anyway.
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
Initiate ganks with this.
Use this skill for chases.
Damage amp is great side effect.
I like it on smart-cast.
W: Divine Blessing
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
One point early: NOT for the heal, but for the speed buff. Very useful for getting that critical Q-slow in, or speeding up an ally during chase or flee.
When I have blue buff, I use it to move faster in between creep camps.
Alt-W to heal myself
I do not put this skill on smart-cast.
E: Righteous Fury
Kayle's attacks strike at range. These attacks splash, dealing an additional magic damage to her target and nearby units take 20 / 25 / 30 / 35.5 / 40% of her attack damage plus magic damage.
The total bonus damage is 20/30/40/50/60 base damage plus (+20% of ability power).
Cooldown 16 seconds
Cost 45 mana
This skill. It is THE skill to max.
+60 damage is better than a free BF sword.
It's your creep farming skill.
In team fights: Fight when it's on. Back off when it's on CD.
PAY ATTENTION to E timer. Don't walk into a 1v5.
Bathes Kayle's target in a holy light, rendering them immune to all damage for 2 / 2.5 / 3 seconds.
Cost 100 / 75 / 50mana
This skill must be mastered.
I can tell you a few ways to use this:
1. Use early in team fight as SOON as somebody is being focused down by multiple enemies. This will allow maximum damage absorption (for maximum skill effectiveness). This tactic is not suggested for your tank... since he can already tank the damage himself.
2. Before a large burst of enemy damage.
3. For Turret Diving. Turret damage is stronger as the turret hits the same target multiple times.. so use this on somebody after this 2nd or 3rd turret shot.
4. If somebody is 1v1 and needs it.
5. Baiting dumb shit. For team mates being dived: use this while hidden from enemy view. (a lulz way to win a 4v2 turret dive situation)
6. To save somebody from dying.
7. To keep carry alive longer in fight (especially if they have lifesteal or something)
8. Counter a move like fiddlesticks drain
Examples of ways NOT to use this:
If somebody gets caught out of position and will die regardless.
On somebody who is trying to run away and is already pretty safe from harm.
On a Low-health tryndamere
When it's not needed
I suggest that you don't put this skill on smart cast.. gets kind of glitchy.
Team Fights==[For the old Tanky-DPS Build]==
Early to mid skirmishes: you are a source of damage. You are not that tanky. A finished ghost blade can make you extremely powerful.
Late Game: People want to kill you. Position well. Let your initiators initiate. Avoid AOE's and shit. Throw your ult on champions who are targets of burst. Otherwise, throw your ult on anyone on your team who is carrying hard (maybe it's you). Play like an AD carry.
Closing ThoughtsGood luck jungling dat Kayle :D She isn't the best, but isn't the worst either.
Think like a carry-jungler and steal farm whenever convenient (ever jungled Yi?), or think like a counter jungler and dominate the map. This will depend on team comps and matchups.
Anyway, this build is the one I find to be the most successful for most games. You can try w/e the heck you like though, crazy things like shred, on-hit effects, etc... but in the end, this is what I'd suggest over most builds just based on mid-game and late-game performance.