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Choose Champion Build:
Spells:
Clairvoyance
Ghost
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
Introduction
centerNEEDS TO BE REDONE, UNTIL THEN DISCARD THIS PART /center
For my Quintessence runes, I prefer to either:
For my Glyphs, I like to pick up:
From Seals, I usually pick either:
And finally, for my mark runes, I decide to get nine of
For my Quintessence runes, I prefer to either:
These runes either give a little bit more bite to my attacks, or make it harder for enemies to kill me earlier on into the game, making it more viable to face check bushes.
For my Glyphs, I like to pick up:
I like to pick one of these types for either some additional AP at the start of the game, or to get some extra cooldown reduction at the end of the game to be able to use my skills more often.
From Seals, I usually pick either:
I use these to either get more durability in the beginning of the game, or to get a some extra mana so that I can use my skills more early on. If you don't seem to have any mana problems without the runes, then its up to if you would rather prefer Health or Armour at the beginning of the game.
And finally, for my mark runes, I decide to get nine of
- Greater Mark of Magic Penetration,
- Greater Mark of Desolation, or
- Greater Mark of Critical Damage.
I decide to get these runes for either some magic penetration, a mix of the two penetration types, or if I want to have critical damage early on into the game without items, respectively.
Recommended Summoner Spells
- Flash is a useful spell on nearly any champion, with the exception of possibly Ezreal.
- Ignite is good for early ganking at lower levels, for incase someone is going to get away with low health.
- Exhaust can be even better than Ignite in certain situations, especially later on once ignite does less damage than using auto attacks.
- Clairvoyance is a really good spell if you have a ward run out, or in the beginning to check the bush in the lane. However, I would only pick this up as jungler/support kayle.
- Ghost should be used if you are having a problem getting away, or if you find you need a speed boost to front lines more than a escape from enemies.
Viable Summoner Spells
- Smite should only be on your summoner spells if your jungling, but I honestly don't suggest going her jungler. There are much faster champions to play, and she has no hard cc for her ganks.
- Teleport can be extremely versatile, for being used for anything from stopping a tower from dying to surprise gank a enemy.
- Heal should be used only if you need additional health to get away, or if used in a team fight this spell can turn the tide of battle.
- Use Surge if you find yourself needing a bit more of an edge to that blade of yours during team fights.
- Only pick the Clarity spell up if you manage to find yourself or your allies with EXTREME mana problems consistently.
Unreliable Summoner Spells - You shouldn't need the Revive spell if your playing your character right. Ever.
- If you think you need this spell to save yourself from CC spells, then not even Cleanse will be able to help you escape. You should only pick this up if they have someone on their team like Blitzcrank, or maybe Ashe
- Promote is just an overall useless spell unless your trying to just annoy the enemy, rather then get kills. It just basically makes the minion harder to kill, that's about it.
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