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Kayle Build Guide by Speeder132

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Speeder132

A Guide to On-Hit Kayle

Speeder132 Last updated on August 17, 2012

Team 1

Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


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Lore


In a world far away where an ancient war still rages, Kayle was a great hero - the strongest of an immortal race committed to destroying evil wherever it could be found. For ten thousand years, Kayle fought tirelessly for her people, wielding her flaming sword forged before time itself. She shielded her delicate features beneath her enchanted armor, the sole remaining masterpiece of an extinct race of craftsmen. Though a beautiful, striking creature, Kayle, now as then, avoids showing her face; war has taken a terrible toll upon her spirit. In her quest for victory, she sometimes would try to lift the wicked up from their morass of evil, but more than often she instead purged those she herself deemed beyond redemption. To Kayle, justice can so often be an ugly thing.

Ten years ago, Kayle's war against evil was nearly won... until her rebellious sister Morgana, a pariah amongst their people, suddenly gained powerful new allies: magicians of a hitherto unknown world called Runeterra. Morgana traded servitude to a number of the summoners in Runeterra's League of Legends for powerful new abilities that, if mastered, threatened to bring Kayle and her people to their knees. To save her world, Kayle had no choice but to make a pact with the League herself. She approached the leader of the League, High Counselor Reginald Ashram, with a deal of her own. In exchange for a thousand years of Kayle's service, Ashram halted all League interference on Kayle's world. With Ashram's disappearance five years ago, Kayle has new causes on Valoran: find out who or what caused Ashram to disappear, defeat her sister Morgana upon the Fields of Justice, and bring her own brand of justice to the League of Legends.

''In the League of Legends, Justice comes on swift wings.''


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Introduction

Many Kayle players go with AP Kayle, which benefits from the heals and more damage on Righteous Fury and Reckoning. Those who go with AD Kayle benefit from Reckoning's percentage bonus damage and the fact that it scales with attack damage and Righteous Fury splashes it. Some even opt for armor/magic resistance shredding due to Holy Fervor and to add on to the supportiveness of Kayle's role. I however play Kayle as on-hit, looking at Reckoning to add damage and Righteous Fury to give additional damage per hit.


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Does on-hit Kayle work?



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Pros and Cons

Pros
+Passive shreads defenses
+ Righteous Fury gives range
+Ultimate has many uses
+Her heals grant movement speed
+ Reckoning gives a slow, allowing teammates or yourself to catch up or escape
+Can kill any champion
+Decent farmer with Righteous Fury

Cons
-Squishy most of early game
-Usually targeted first
-If Righteous Fury is on cooldown, you're up close to the fight
-Long cooldown on heals
-Mana problems early game if you spam Righteous Fury or Divine Blessing


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Skill Sequence

E>Q>Q>W>Q>R>Q>E>Q>E>R>E>E>W>W>R>W>W
For basic reference, R>Q>E>W

I always take Righteous Fury at level one because it does quite a bit of damage, even with no AP backing it up. Maxing out Reckoning first gives you the ability to deal 10% increased damage to whoever your cast Reckoning on, making that Madred's Bloodrazor hit even harder. Righteous Fury is the second skill I max, due to it's additional on hit effects. Even though Kayle is a support champion, I don't feel that Divine Blessing is worth maxing out first, although the point at level 4 will give you a speed boost and basic healing to give you some sustain. Always take Intervention, no matter how bad you think the level 1 version is. Those 2 seconds of invulnerability are better than that extra point in any other stat.

For ranked, two points early into Divine Blessing helps you heal more per use and gives you that extra sustain.


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Abilities


Kayle's basic attacks shred her target's Armor and Magic Resistance by 3%, stacking up to 5 times.

Hybrid Kayle's miss the old passive, but this new one makes her more helpful in focusing targets. Shredding Kayle's have emerged. It makes a lot of different builds viable if you can get 5 hits off right away which is where attack speed makes a huge difference; 2 attacks a second lead to the passive shredding 15% armor/magic resistance in 2.5 seconds.



Kayle blasts a target, dealing 60/110/160/210/260 (+1/1 AP)(+1/1 AD) and slowing movement speed by 35% for 4 seconds. During this slow, Kayle inflicts 6/7/8/9/10% more damage to the target, including summoner spells and items.

Cooldown- 8/8/8/8/8
Mana Cost- 70/75/80/85/90
Range- 525

This is what makes percentage items like Madred's Bloodrazor and Deathfire Grasp synergize so well. It also benefits on-hit Kayle because all the damage dealt increases by that much, and with a Frozen Mallet they aren't going very far and even if they Flash you can still catch up.



Kayle blesses target allied champion (including yourself) healing them for 60/105/150/195/240 (+.35/1 AP) and increases their movement speed by 18/21/24/27/30% for 3 seconds.

Cooldown- 15/15/15/15/15
Mana Cost- 60/70/80/90/100
Range- 1200

The cooldown is quite long, but it does save teammates and allows them to catch up/chase more effectively, and, along with Reckoning, it enables you/teammate to stay right up on them, especially if they are some who is as sticky as Nocturne.



Kayle harnesses her righteous fury to increase her Attack Range by 400 for 10 seconds. These attacks splash, dealing an additional magic damage to her target and nearby units take 20/25/30/35/40% of her attack damage plus magic damage.The total bonus damage is 4/10/16/22/28 (+0.3/1 AP)

Cooldown- 16/16/16/16/16
Mana Cost- 45/45/45/45/45
Range- Self

This is what makes on-hit Kayle even better. The added bonus damage and the fact that it adds range increases the usefullness of it. With 37.5% cooldown reduction (Blue buff and Elixir of Brilliance), you can permanently keep this skill going so you don't have to be up close and personal, which is asking to get yourself killed.



Bathes Kayle or her target in a holy light, rendering them immune to all damage and abilities for 2/2.5/3 seconds.

Cooldown- 90/75/60
Mana cost- 100/75/50
Range- Self-1200

The ultimate "I'm not gonna die" button. The reason Kayle is support. It truly is underestimated, and some people hardly use it or use it at wrong times. It gives your carries the ability to go in for 3 seconds and destroy everything in sight while suffering no damage. It allows you to save a teammate from getting focused and turn the fight around. It allows you to tower dive and take a lot less damage. It allows you to be tower dove and live, possibly even picking up a kill. It truly is useful at all levels.


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Runes

I take Greater Mark of Hybrid Penetration because a majority of the damage on-hit Kayle does is magic and the additional armor pen helps early game. Greater Mark of Magic Penetration are also good runes if you don't have the hybrid penetration ones. Greater Quintessence of Attack Speed and Greater Seal of Attack Speed help to increase the overall attack speed at level one, making Righteous Fury attacks more deadly. Although I take Greater Glyph of Scaling Cooldown Reduction, Greater Glyph of Cooldown Reduction works well with keeping Righteous Fury up before Greater Glyph of Scaling Cooldown Reduction does at level 13. Greater Quintessence of Health also works if you feel too squishy early game. If defensive stats are your thing, Greater Glyph of Magic Resist and Greater Seal of Armor can fill up those slots. If you want to start out with almost 20 magic penetration, Greater Glyph of Magic Penetration and Greater Quintessence of Magic Penetration should fill your glyph and quintessence spot.


Another rune set I am currently testing because of the new mastery tree: Greater Mark of Magic Penetration Greater Seal of Attack Speed Greater Glyph of Scaling Cooldown Reduction Greater Quintessence of Attack Speed

Updated; this setup gives 3% more attack speed and the much needed cooldown reduction and along with Elixir of Brilliance, keeps Righteous Fury on cooldown for a little over a second without needing blue buff and late game with Elixir of Agility you break 2.3 attack speed. With no armor penetration, you will have to be a bit more careful last hitting when the minions start having armor but if you do make a slight mistake; the extra attack speed usually pays off.

For the ranked set; Greater Mark of Attack Speed means you can start with boots 3 pot and safely lane while still having sufficient attack speed to last hit minions and trade harass. Greater Seal of Scaling Mana Regeneration helps with the mana regeneration as this build has none. Greater Glyph of Scaling Cooldown Reduction gives much needed cooldown for the late game.


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Masteries

Even with the new masteries, I feel 9/0/21 is the best with Kayle. With Swiftness and Divine Blessing, your movement speed increase is noticeable. Mastermind keeps those summoner spells on a lot lower cooldown. Sorcery and Intelligence provides 10% cooldown, which is 1% more than the last tree. Transmutation is somewhat useful, if you watch your health bar each time you use Righteous Fury on a cluster of minions you will heal for about 20-30 off spell vamp. You can always throw that 1 point into Improved Recall as another good option. Meditation and Expanded Mind help your mana pool and keep it sustained.


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Summoner Spells




Ignite and Reckoning lead to a percentage more true damage and Ignite itself can help secure those kills when an enemy makes it away with less than 50 health. The point into Summoner's Wrath compliments both aspects of any hybrid; and I'm not one to complain about 5 more attack damage and ability power.

Flash is just amazing on any champion as a universal escape mechanism and a catching up tool. Use Flash to get over walls or to escape a tower dive as Intervention runs out. Catch up to those with ghost and hit them with Reckoning and heal yourself with Divine Blessing to catch up.

OTHER VIABLE SUMMONER SPELLS


Ghost is always a nice summoner spell; its cooldown is a lot lower than Flash and it has continuous movement rather than a one-shot use. Combined with Divine Blessing you move a lot faster and can get away or catch up much easier.



Exhaust is extremely useful for shutting down AD carries, catching up, and escaping with its 40% movement speed slow. It allows for a better chance of winning teamfights and 1v1's because it shuts down your opponent and nullifies their carry usually making them go down quick. Summoner's Wrath fits perfectly; so it is another viable option.



Teleport allows you to get back to lane faster, push a minion wave or even a tower, protect your own towers, and prevent those backdooring champions like Master Yi and Tryndamere from getting easy towers. It also gives you the option to teleport close to a teammate to either save them, with the slow from Reckoning or Intervention, or to secure a kill. Teleporting to wards is also extremely useful to position yourself in a teamfight or enter a teamfight at any time.



You technically are support, and becuase Clairvoyance is a spell that all supports should have, you have the option to take it. It is nice having at least one Clairvoyance on the team and because of the new mastery tree; a point into Summoner's Insight is easy to do.



Clarity, along with Summoner's Insight gives much needed mana to your AP carries or anyone low on mana, especially during the laning phase if you have an aggressive laning partner. It also helps if you are new to Kayle.


I have come to really like Surge. Surge with about 2.1 attack speed caps your attack speed. It also adds ~26 damage to Righteous Fury. If Surge stays as is, I am tempted to drop Ignite and pick up Surge, although that extra true damage will be missed.


Guide Top

Items

Core



Start off with a Dagger to boost your inital hits of Righteous Fury and a Health Potion. At this point you have a choice; if their team has a lot of CC, or are AP heavy, you are going to want Mercury's Treads. If you really want Berserker's Greaves, you can opt for an early philosopher's stone to be built into an Eleisa's Miracle to further secure your health/mana regeneration during the laning phase and give you that much needed tenacity. If they don't have a lot of CC, Berserker's Greaves are the way to go. You could opt for Sorcerer's Shoes but that would give you 25% less attack speed. After playing around with items a little bit, I found that Malady was an amazing addition to Kayle early game. You pretty much do true magic damage after all 4 atacks and Holy Fervor are applied, doing a nice amount of damage if you want to harrass with Righteous Fury. I choose Wit's End for the extra 42 damage per hit and the increasing magic resist. If you happen to lane against a heavy physical damage dealer like Jarvan IV or Tryndamere build Madred's Razors instead of the Wit's End to begin with.


Mid Game


At this point, Kayle is still squishy, so a Giant's Belt helps that problem. You could opt to build up to a Frozen Mallet now, but I usually get Madred's Bloodrazor first for the additional attack speed and the great passive. The passive slow on Frozen Mallet will still be 40% because Righteous Fury increases the range of Kayle's attacks, not stating they give her ranged attacks. As soon as you get Madred's Bloodrazor you will notice a huge increase in the amount of damage you do.

End Game
OR OR OR

For the last item, look at your team composition. Usually Guardian Angel is a strong late game item, as it allows you to cast Intervention on another ally and still be able to come back to life. Will of the Ancients can also be purchased if you have more than 1 mage, doubling the spellvamp and ap aura makes a significant difference to mages. Guinsoo's Rageblade compliments any hybrid character nicely and is another viable option. Of course, you could always opt for a Hextech Gunblade for the additional life steal and spell vamp along with a boost in damage and AP with another slow for you, but you won't have any supportive aura's for your team. After you do finish your build, don't forgot to buy Elixir of Fortitude, Elixir of Agility, and Elixir of Brilliance, and if the enemy team has stealth, Oracle's Elixir. These items allow you to kill every champion with ease (tanks included) and still walk away alive. If the game goes on a while after; replace Malady with Void Staff.

However, there are those games where you have feeders on your team or those who believe that harrassment > farming or you have no real initiator. When games like these come around, this build won't make you last throughout the entire teamfight, before their fed Tryndamere or LeBlanc starts to destroy your entire team single-handedly and your Intervention isn't cutting it.

If it's an AD carry, items like Frozen Heart, Thornmail, Randuin's Omen, and even something as simple as Ninja Tabi will help you and even your teammates a lot. I normally don't choose Thornmail unless I have 250+ armor and 3k+ health or the AD carry has no lifesteal. I opt for Randuin's Omen instead due to a nice passive and the teamfight changing active. The Frozen Heart will make your mana pool large enough to spam abilites and be just fine after teamfights to heal your teammates up enough to take a few towers after that ace.

If it's an AP carry, items like Banshee's Veil, Force of Nature, and Abyssal Scepter will help you a lot. If its the AP carry's CC, the Quicksilver Sash will soon become your best friend. Banshee's Veil will give your mana pool that edge, and the passive will block those unfriendly, painful abilities, not to mention that extra health never hurts.

Other situational items include Aegis of the Legion for that nice defense boost if your carry's don't build a whole lot of defense. If you are targeted first, Guardian Angel will give you a second life either to escape or to finish off those last remaining enemies who got away with less than 100 health. If the enemy team has little AP or their AP carry isn't doing very well, you can replace Wit's End with a Frozen Heart, Ionic Spark, or even a Guardian Angel/ Hextech Gunblade if you didn't get the option before. The new Zeke's Herald does give attack speed and is supportive so you can easily pick it up and the cooldown that it gives is very nice.

--These items can be your sixth item slot and, if you still need another, can be a replacement for Wit's End.


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Warding

Because you're practically alone solo top, you don't want anything too bad to happen to you. Warding helps you maintain this and it prevents you from being ganked as easily if you didn't have one. Now, I could post a giant map telling you what parts of the map to ward, but how often are you going to run all the way to bottom lane to drop a ward? Not very often, so I'll just stick with the top lane for now.



Try to buy at least 1 ward on every recall if you have the money to, they will keep you much safer than if you didn't.

Green spots are common warding spots that should give you sight of nearly every gank. I always put a ward in the river bush in case I miss the jungler running up the river.

Yellow spots are there if you want to ward the bushes if you feel you might get ganked by the jungler waiting in one of the bushes.

Keep in mind the wards are placed for either side (blue or purple) so ward on your respective areas, unless you decide to keep farming the lane if your turret or their turret falls.


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Ranked Kayle

1st Kayle game: 0/9/12. Was 0/3/7 during laning phase; then my lane partner dc'd and I was left to defend bot turret the best I could. Needless to say we couldn't win 4v5.

Next game I'll try solo top Kayle.



I think this Kayle belongs up top.

I also added what runes and masteries I used under the second build.


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Kayle's Ultimate: Intervention

There is a LOT of debate and arguement about what Kayle's ultimate Intervention is used for. Some say it's used for saving teammates. Other say it's used to prevent damage from being taken.

So, when should I use Kayle's ultimate?

To be honest, it varies upon the situation.

Turret Diving

If you and your laning partner both decide to turret dive the enemy, give Intervention to the person who is going to take all the hits, or if your Flash is up, use it on yourself. If nobody is mia/miss, dive him, use Intervention on either your laning partner or yourself, and flash out/walk away when you have the kill. Use Divine Blessing on yourself or on your laning partner if either of you has trouble getting out or needs it.


Getting Turret Dove

If you are unlucky and are at low health and the enemy WILL turret dive you, first look at their health. If they are both at half and you have enough mana for all your abilities, stay. The instant they start to hit you, cast Intervention on yourself. Nine times out of ten, they will use all their abilities on you to prevent the turret hitting them too many times. Reckoning the lowest health champion and activate Righteous Fury using Divine Blessing at least once. The turret and your attacks should get the first one and deviate the other from killing you.

Teamfights and Skirmishes

This is where Intervention really has a chance to shine. If your Brand keeps getting nuked by Veigar, use Intervention as soon as you see Event Horizon stun Brand. This will either get Veigar killed or he will burn his entire combo on somebody that is invulnerable.

The same goes with AD carries. If your Xin Zhao charges at a squishy, put Intervention on him as he charges in. He should have enough time to kill the squishy, and move on to other targets with full health.

Just because you are support doesn't mean you can't use Intervention on yourself. If you are the one getting focused, use your ultimate on yourself and kill the most threatening carries out there. This especially works against Mordekaiser. If you place Intervention on yourself or a teammate before he is able to build up a shield, he should be killed rather quickly; even faster if he decided to go straight AP.

Escaping

When you or a teammate do get caught out of position, and Nocturne decides to Unspeakable Horror, don't be afraid to Flash and Intervention so that they have better chances of getting away from that 1v5. It won't stop the fear, but it will give them the time to use their defensive summoner spell to get out alive.

Because Intervention has a fairly low cooldown don't be afraid to use it on a teammate recalling with low health; that Ezreal might want an easy 300 gold with Trueshot Barrage and you want to deny him that.


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Cooldown Reduction

At 40% CDR; Kayle's abilites will have-
Reckoning 4.8 second cooldown at all levels
Divine Blessing 9 second cooldown at all levels
Righteous Fury 9.6 second cooldown at all levels
Intervention 54/45/36 second cooldown

Benefits of 40% cooldown:

-You will be able to cast Reckoning two times per Righteous Fury

-Long skirmishes/team fights will see that you can use Intervention almost two times which is 6(!) seconds of invulnerability.

-9 second heals mean you can heal that much more often, and give movement speed buffs that much faster.

-You can permanently keep Righteous Fury up.

What you have available to you without inventory space:
10% from masteries ( Sorcery and Intelligence )
8.62% from runes ( Greater Glyph of Scaling Cooldown Reduction)
Elixir of Brilliance (a flat 10% cool down)
Blue Buff (formula is 16 + .5 times level)

However there are still junglers and those mages who usually have priority over blue buff and take it a majority of the time. Without blue buff you have 28.62% cooldown with an Elixir of Brilliance at level 18.

To keep Righteous Fury up all the time; 37.50% or great cooldown is needed. Items with higher amounts of cooldown Nashor's Tooth and Frozen Heart will both reach 39% cooldown. Nashor's Tooth gives all the mana per 5 you will need and provides another burst of attack speed. Frozen Heart gives you 99 additional armor, lowers enemy attack speed, and gives 500 mana, making you able to take more physical damage and giving you more than enough mana to use all your abilities without worry of running out. Shurelya's Reverie will also reach 37.5% and give a nice active; build an early philosopher's stone if you chose this route.


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What did the last Patch do for Kayle?

v1.0.0.127


Hextech Gunblade
- Attack Damage reduced to 40 from 60
- Ability Power reduced to 70 from 75
- Life Steal reduced to 15% from 20%
- Spell Vamp reduced to 20% from 25% and is now UNIQUE

Those who opted for Hextech Gunblade will only feel a difference in life steal/spell vamp; the 5 AP is barely 2 damage from Righteous Fury.

v1.0.0.128
Nothing

v1.0.0.129
Complete revamp of Mastery Tree and new Summoner Spells.

v1.0.0.130
Boots 3 pot for ranked will feel a little odd; however the ability to harass without getting destroyed by minions means you can Reckoning Righteous Fury them out of lane a lot faster than before. Blue buff's mana regen will mean more mana regeneration early game if you do happen to get blue buff by means of kills/steals/your jungler allows you to have it.

v1.0.0.131 (although League atm has it 1.0.0.130)
Winter Map is out, Kayle gets to play in the snow! Also new runes and the hybrid penetration replaced the marks.

v1.0.0.132
Sword of the Divine has been removed
- Replaced by Ionic Spark
Nashor's Tooth
- Total cost reduced to 2735 from 2885
- Ability Power increased to 65 from 55
Surge cooldown 220 -> 180

v1.0.0.133
Hextech Revolver spell vamp decreased to 12% from 15%

v1.0.0.134
- Zeke's Herald replaced Stark's Fervor
Much more viable for supports/tanks due to the cooldown reduction
- Locket of the Iron Solari introduced
Another viable item for supports without a heal that scales into late game well.

v1.0.0.135
Nothing

v1.0.0.136
Maw of Malmortius added, but nothing really changed Kayle considerably

v1.0.0.137
Divine Blessing
- Heal amount increased to 60/105/150/195/240 from 45/85/125/165/205
- Movement Speed increased to 18/21/24/27/30% from 15/17/19/21/23%
- Movement Speed duration increased to 3 seconds from 2.5
- Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80
The new heal is VERY noticeable, and Kayle's sustain is greatly increased.


Guide Top

Comments

If you feel that there is something that I should add, leave a comment. I try to update this guide at least once a week, adding more details and explanations responding to comments, and proofreading the guide thoroughly. Constructive criticism is always appreciated.

New masteries are here! The guide is going through editing process to clean out old mastery tree points and bbc code. After looking around at the other Kayle guides; I noticed that nobody has really updated to the new mastery tree. Little bit of self pride knowing that I was the first ;)

Went through annoying process of going from Photobucket to Flickr. I really liked the quality from Photobucket but I was forced to switch.


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