Kayle Build Guide by Nonconscious
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Kayle
| Health | 2372 |
| Health Regen | 20.5 |
| Mana | 975 |
| Mana Regen | 16.35 |
| Armor | 142.69 |
| Magic Resist | 120.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 303.3 |
| Attack Speed | 120.909 |
| Crit Chance | 60%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 17.68 |
| Magic Penetration | 0 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello. I am Nonconscious, a player on the NA server since
Malzahar came out. Although I've come to take to the game as a casual, I've follow streams and tournaments since the WCG won by CLG. I've played a lot of
Kayle.
Playing
Kayle bot lane is regarded by some to be a troll pick. She's certainly fallen out of popularity since her rework (not that she was crazy popular before that, anyway,)- not quite grouped into "trash tier"
Evelynn, but generally considered a weak choice.
Ever since the new masteries/new jungle I find that people are less surprised by their allies trying unconventional picks/strategies, though they still underestimate them.
Kayle is actually really strong, and I'm embarrassed that it's taken me so long to discover this way of playing her. Of course, some indirect changes have helped her out. The nerfing of
Sona, the emergence of
Nunu support and the buffing of
Heal have made
Kayle as an AD Ranged Carry for the bottom lane perfectly viable.
Log
4/2/2012- Released. *Multiple, general edits, spelling, grammar, minor additions, coding changes, etc.*
-Added Fight Log section where I'll be posting my matches following this guide. It will include notes on experiments with different supports/items, what counters I en... counter, etc. Eventually will see how she performs in ranked.
Fight Log
I've been in California using library or hotel internet just doing Coop vs AIs to get my IP boost, but today I was able to get a string of games out now that I'm back in Oregon.
Match History:
Day 1:
Supports tested in above:
Galio,
Nidalee
Discoveries:
Alistar blocks your chasing ability hard.
Graves hard to finish off early game because of passive, dash and smokescreen. Your short range can make it hard to dodge his burst.
Nidalee's
Primal Surge' Attack Speed and Sustain provides you with good laning. You're also both hard to catch/finish off.
(If you check my match history today, you'll notice another
Kayle game at the bottom where i lost- 13/2/16- which was a 4v5- our Fizz DCed about 25 minutes in. The game went on for 40 minutes.)
Background
Kayle was my main champ when I first started playing this game, and I played her consistently up until a month or so after her rework at which point I was convinced she didn't offer enough to the team and could no longer carry like she once did. I started trying her top, and did a lot of Jungle games running near full AS runes, etc. with average success. I had pretty much given up on her and would only play her when I didn't expect to win but wanted to have fun regardless.
One game I accidentally used the above set up and tried a build I used for her in ARAMs and dominated. After watching
Kog'Maw +
Nunu in many of the tournament matches and in high elo solo queue streams, I wondered if
Kayle could have similar success. She does.
While I am a casual player who doesn't play ranked much, I have a lot of experience with the game, especially playing
Kayle, and do consistently well with AD bot lane
Kayle. I will post the results of a spree of games with her soonTM.
Strengths / Weaknesses
Strengths
- Easy Farm with
Righteous Fury - High Damage, Unstoppable Late Game
- Amazing Utility with
Intervention,
Reckoning, and later levels of Divne Blessing - Great Laning phase synergy with
Nunu - Good Chaser
- Incredibly Mobile Late Game
- Great Survivability
- Underestimated
- Game-changing Baiting Potential
Weaknesses
- Vulnerable to CC
Righteous Fury tends to push the wave if you're not careful- Can run out of mana if you don't manage E well or spam your other skills
Holy Fervor isn't that great of a passive...
Divine Blessing practically useless early game
Intervention doesn't really have scaling- Ranged AD damage dealer whose main damage output can be interrupted by an annoying (albeit short) cool down.
Laning Phase/Lane Partners
Laning with
Kayle
-Try to get away with last-hitting with melee auto-attacks as much as you can without being harassed.
-Preserve your mana and refrain from spamming
Reckoning or using
Divine Blessing as a heal (if you put a point into it at lvl 4).
-When you go back to base, stock up on
Health Potion maybe even a
Mana Potion if you need to.
-Trade/harass only when
Righteous Fury is up or available. To maximize damage, start off by throwing
Reckoning at them. Or retreat with a
Reckoning&
Divine Blessing to speed away/juke if necessary, though it chunks your mana so be careful.
-You can clear waves quickly before they reach the tower with
Righteous Fury if you're being pushed in. Likewise, be wary that
Righteous Fury's AOE naturally pushes the wave.
Lane Partners
I don't have much experience with the other supports as Kayle. You can survive with them but the three above are your probably best options. I have never outright lost lane with the above supports.
Need more insight, will update:
Laning Partner Research:
TO BE UPDATED
Synergies/Counters
General Synergies:
-Double Wota/Sustain Compositions- You benefit from
Will of the Ancients passive and can keep your AP casters from being bursted, significantly boosting the power of their sustain.
-Snowballing Champions- Allies who get fed with a
Kayle on their team become even more dangerous. Attempts by the enemy team to focus them will bait out a ton of damage- all negated by
Intervention.
-Strong Initiating Compositions/Champions- Guarantees your initiator won't be instantly bursted. Especially useful for high damage, squishy divers such as
Nocturne,
Xin Zhao,
Jax,
Pantheon, etc.
Champion Synergy:
(Of course, every champion in the game synergizes well with freakin' INVULNERABILITY - but these stand out in particular)
-
Olaf- God mode
-
Nunu- Your best lane partner.
-
Morgana- Combined with
Black Shield, any champ on your team becomes briefly unstoppable. With
Black Shield,
Intervention, and
Soul Shackles, your sis can devastate the enemy team.
-
Swain,
Vladimir, &
Dr. Mundo- Invuln them when the enemy tries to instagib or finish them off with burst damage and
Ignite. It's darn precious how much health they can regain within that couple of seconds.
-
Fiddlesticks- There's no way to interrupt his damage once he jumps out for the surprise party besides killing him. Make him unkillable.
-
Twitch- Still incredibly strong even if the old days of 6 sec invuln OP Twitch have passed. Like Fiddlesticks, people panic and try to instagib him when he pops out.
-
Zilean- Never die.
-
Tryndamere- Never die.
-
Poppy- Hard to explain.
General Counters:
-High CC, especially silences- prevents ult usage and possibly E activation
-Poke Compositions- Hard to gauge ult usage, can be kited til E cooldown
Difficult Enemies:
-
Gangplank&
Nidalee- Their heavy poke and mobility/survivability can bait out your ult, your
Reckoning alone isn't enough to catch them, and they can sustain and kite you until
Righteous Fury goes on cooldown
-
Kassadin- His silence and mobility makes him very difficult to deal with. He can jump out of your
Righteous Fury range until it's on CD.
-
Mordekaiser- His shield can be difficult to deal with since it can last through/significantly reduce the damage dealt during
Righteous Fury's time limit.
-
Vladimir- His heavy poke and sustain is incredibly hard to deal with- his
Transfusion range is longer than your
Righteous Fury range.
Sanguine Pool can be used to wait out and negate a significant amount of your
Righteous Fury damage, or dodge a
Reckoning when chasing, and you'll have to be careful in timing
Intervention to counteract
Hemoplague.
-
Nocturne&
Graves-
Paranoia and
Smoke Screen can ruin what may have been a powerful or clutch
Intervention. Also, Fear is scary. (Is that deep or what?)
-
LeBlanc&
Veigar- Can bait out your Ult/instagib you. Likewise, however, you can bait out and prevent their entire combo, rendering them effectively useless. It's all skill in the timing and judgment. Try not to be the focus of their nukes, and avoid being CCed by them. It's much easier to save an ally than yourself.
-
Malzahar&
Warwick- On your team, you can ensure their safety during their suppression. Against you, you can render their deadly ultimates completely useless. Just make sure YOU'RE not the one who gets targeted.
Runes
For Runes I use 3 Attack Damage Marks, 6 Armor Penetration Marks, Armor Seals, Magic Resist Glyphs OR Magic Resist per level Glyphs, and Attack Damage Quintessences.
| Runes | |||||||||||||||
Greater Mark of Attack Damage 3 |
Greater Mark of Armor Penetration 6 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
|||||||||||
About 10 ArPen, 9.6 AD= Best combination for the most of both stats.
13 Armor= No-brainer for bot lane against an enemy AD carry. Could possibly slip in some Mana Regen if you wanted.
13 Magic Resist/24 Magic Resist at 18= Adds a nice buffer against getting one shot by Mages, lessen burst, etc. Stacks with the magic resist you get from
Masteries
Purely personal preference. You should at least run 21 in offense for maximum damage output.
Items: Damage, Survivability
Start
and
x 3
Next
x 2 and
, possibly a
Try to get a
as soon as possible, followed by
.
Upgrade the
B. F. Sword to
and the
Zeal to
.
Sell the
Doran's Blade to build
and then two of the following:
/
/
/
Finish last two into
, your second
,
, or
Other options that are expanded on below:
Banshee's Veil,
Frozen Heart, or sell your boots and get a 3rd
Phantom Dancer because what-the-hell-why-not.
Example End Game Builds:
All the damages.
CORE
AFTER CORE:
I highly recommend some combination of:
You'll probably need to take least one SURVIVABILITY item.
Core increases your[/color] AS by a ton, allowing you to get the most out of
Personally, I usually get
Survivability-
- Incredibly good as a late game choice against AD comps or a snowballing
- Decent amount of HP with more MR, plus a Spell Shield since you're weak to CC, I prefer
- A cheap alternative to
- I love this item, especially for Amazing passives-
1. Helps you survive their AP burst if your Ult is down,
2. Even more damage that can be clutch in a duel- Ulting yourself when close to death.
- Always a viable option as it provides both Magic Resist and Armor.More importantly, the resurrection can change the course of a late game, game-determining team fight. If the other team has considered you too big of a threat or an easy target and focuses you, this will lessen that pressure and give you more flexibility with your
- Gives you attack speed, more bonus Magic Damage on top of your E, Magic Resist, and is fairly cheap. I prefer Possibly viable, needs research-
Don't get:
Skills and Sequence
Note: If you think prioritizing W over R is dumb, by all means, don't do it. It's just how I play Kayle. A LOT of guides mention how useless W is. It IS horrible early game, it becomes OKAY once it acquires levels.Sometimes I level R again at 15 or something random like that, or don't level W at all- it's mostly intuitive for me. However, you NEED to be maxing E first always followed by prioritizing at least 3-4 levels of Q.
Passive: Yes, yes, we all miss the old passive, but this one works... all right, especially since one of the main focuses of this build is Attack Speed. This passive combined with
Q is great for initiating ganks, chasing, getting away, and leveling it second in priority to
W This skill, at early ranks, IS something to scoff at. While underpowered in my opinion, it does become NOTICEABLY helpful at later ranks when chasing/escaping, speeding up either yourself or an ally to help secure a kill, or surviving those last few ticks of -If you have Blue Buff you can spam this to sustain yourself and get where you need to be.
-I usually put one point in at level 4, sometimes not at all if I'm significantly dominating lane. Although prioritizing this makes the heal half decent and the movement speed pretty good, it's not worth losing out on the damage of Q + E. I personally level this instead of the 2nd and 3rd ranks of
E is your main source of damage and the reason why you can win trades and farm so easily. The AOE allows you to clear waves and jungle camps incredibly fast. At max level this gives you +60 base damage, and like every other guide for
R -You can bait, clutch save, turn the tables of fights, tower-dive, and secure a powerful initiation by someone like
-It is incredibly powerful on sustain champs with high Lifesteal/Spellvamp/Health Regen like
-It puts
*Note: Above I said I usually level
Summoner Spells
IMO, best to take
Heal and
Flash.
I try to save my summoners until I have to use them which makes for good baiting and long-term survival
-In a prolonged chase, my ideal order of escape is Q pursuer, W self, Ult self, use
Heal, and then
Flash.
-Pretty standard on AD carries nowadays. Works very well with your ult and baiting, as you can use
Intervention on yourself or an ally and then use
Heal to turn a fight around, or survive for a long amount of time. You can effectively block an
Ignite counter to running double
Heal bot by ulting the
Ignited focused target and then using
Heal.
I prefer to take
Flash over
Ghost because:
-You can go over walls
-You're incredibly mobile after getting levels in
Divine Blessing and purchasing a
Phantom Dancer or two, which, for me, increases the value of the in-an-instant versatility of
Flash versus the prolonged mobility of
Ghost.
-It's also very useful to get off a clutch
Reckoning or that final hit of Righetous Fury before it goes on cooldown.
Other viable options
Final Comments
I have mentioned multiple times in this guide that
Righteous Fury's CDR can be a problem, but late game it's practically nonexistant. If you use good judgment and the build above you can output enough damage while it's up.
Thanks to jhoijhoi and her
Karthus Guide. You've been invaluable as this is my first guide and I've wanted to publish a
Kayle guide for a long time.
Please endure me as this is my first published guide.
Kayle is my favorite champion, I don't know why. I hope you give the build a chance and discover what a powerful teammate she can be. Respectful suggestions on how to make this guide and build better are welcome.
(It is important to remember that
Kayle is, in fact, a beautiful woman. She is the Samus of LoL)
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