Top or Mid
Last Item Suggestions
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.
Threats to Kayle with this build
|Gangplank||Don't worry about E (barrels) early game. They don't do much damage and are easy to destroy.|
|Karthus||Ult his ult (CALL UPON THE LORDS THEMSELVES) ezpz. He's stupidly squishy early, but dodge his Q's (exploding balls on the ground).|
|Lissandra||If she can land her Q's (ice shards that expand if they hit something), she'll be annoying at best. Destroy her mid game.|
|Rumble||Stay behind minions and harass harder than him.|
|Sion||Be wary of his passive and harass him hard. His E (yell projectile that can throw minions) can get annoying, but everything else is easy to dodge.|
Kayle has been around since the very beginning, receiving buffs and nerfs here and there, becoming a very dynamic champion. In one season, she's a god-the next, she's completely forgotten and rarely played again. To be completely honest, she isn't even in my personal top 10 of champions. The reason I even came to a making a guide is because I randomly had what seemed to be a sudden vision of what could work really well with Kayle after watching a League video on YouTube. But even in her career of ups and downs, she has managed to consistently be a highly versatile champion with many build paths to take into account. My goal with this guide is to always update when necessary and keep it relevant for as long as possible. For now, everything that is displayed is what I feel is one of the best ways to destroy with Kayle. Keep in mind that, if you read my bio, I'm not a serious ranked player, so I don't know how well it will do there. So, without any further ado, let's get on with it!
Pros / Cons
First, let's talk about what she has going for her over other champions and why she isn't the most used champion.
- Completely functional in just about any lane/role
- Heal with small speed burst
- Massive slows, especially mid to late game
- Can really burst mid to late game
- Her ult allows for mad outplays
- Early heals cost a lot of mana
- For someone highly reliant on her range, the cooldown early and just overall range isn't as good as others
- Completely dependent on items
- Often a target for buffs and nerfs, depending on the ever-changing meta
Overall, Kayle has much to offer to her team, even if she isn't doing so hot, but there are simply others who do this better. People like Thresh, Tahm Kench, or pretty much any top or mid laner offer slows, shields, speed buffs, tankiness, initiation, and just overall more damage, burst or sustained. The reason to play her? To show everyone that Kayle can do something big, like carry a game, even if her kit can be outmatched by other champions. I love underdogs in just about anything, as I am sure everyone is. Simply surprising everyone that Kayle can be a god is a good enough reason to play her in my book.
Next, let's talk about her abilities. Like I said previously, Kayle has much to offer to her team, even if she isn't doing well.
Holy FervorBasic attacks and Reckoning apply a stack of this each. What these stacks do is basically have your abilities and auto's do more damage progressively. Holy Fervor stacks remove 3% of your target's armor and magic resist for 5 seconds, stacking up to 5 times. As you can probably tell, attack speed will obviously be a huge benefit for Kayle. This is why Wit's End is such a great item to get on her. You get attack speed for the passive and it's own passive, while removing even more magic resist from your target, which is why AP is better than AD for her at the moment.
ReckoningThrows a magical ball of righteousness that deals 60/110/160/120/260 damage, scaling off of +60% of AP and +1.0 per bonus AD, while slowing for 35/40/45/50/55% for 3 seconds. While not the most damaging spell, even late game, it's what it offers besides damage that makes it really, really useful. The slow at max rank, along with the Rylai's Crystal Scepter, will cripple your opponent to only 5% of their movement speed for 1.5 seconds and 55% for an extra 1.5 seconds, not to forget adding a stack of Holy Fervor. So much utility in one package that you probably won't remember one thing from this paragraph.
Divine BlessingHeals a target allied champion for 60/105/150/195/205, scaling off of +45% of your AP, and speeds them up by 18/21/24/27/30%, scaling off of +7% per 100 AP, for 3 seconds. Not much else to this ability other than use it to chase, run, heal, or help an ally do the previous actions. Try to keep use of this during early game to a minimum as it won't heal you too much and costs enough mana to be considered sizeable. Only use it to get an early kill or run away from being that kill early game. Otherwise, use it whenever you see fit, as it isn't too much of a problem mid to late game.
Righteous FuryThis is the bread and butter of Kayle. The amount of potential that can come from this one ability is insane. This ability is really what makes Kayle Kayle. It has a passive that adds 10/15/20/25/30 magic damage on basic attacks, while scaling off of +15% of AP. The active however adds 400 attack range, 20/30/40/50/60 magic auto attack damage that scales off of +30% of AP, with splash damage dealing 20/25/30/35/40% of her AD plus AP. The damage scalings may not be off the charts, but it's the fact that this alters her auto attacks and pretty much converts them to AP, which allows for a whole lot of magic damage. This also means that items with on-hit effects work really well with her. This makes items like Runaan's Hurricane, Wit's End, and Rylai's Crystal Scepter really viable items on her. The extra attack range is also something to note, as it allows for ranged harass.
InterventionThis ability right here is a huge reason to pick Kayle over almost any champion. Intervention turns a target ally or yourself immune to all damage for 2/2.5/3 seconds. This will allow for mad outplays that will trick your opponent at the last second. Think of Tryndamere's ult but a bit shorter, not as much of a buff, and a lot more unexpected.
All of these abilities have some sort of use for your team, whether it's a slow, armor and mr shred, heals, speed, on-hit effects, or even straight-up immunity from damage. She has plenty to offer to almost any team composition and can play almost anywhere.
With Season 6, masteries became such a core part of the experience, keystones especially. The masteries listed work well with Kayle as she is a very harassing type of champion. I chose Fervor of Battle over Thunderlord's Decree , as everyone loves to take, because of this reason. She doesn't exactly have a combo like Zed, who just dishes everything out really quickly. You probably won't even be able to proc it early, as you only have 3 seconds to do so. But if you just absolutely can't go without Thunderlord's, make sure to max out Intelligence with it so you can get that extra CDR, as the build has an overload of CDR. You can also do the same with Windspeaker's Blessing , as your heal can get you out of some very sticky situations. Plus, if you aren't doing so well, you can at least be of some extra use with it.
Lastly, let's talk about Kayle's core items.
This is just a plain starting item that works well with Kayle because of the sustain that it brings. I would really only go with this at the start because early game Kayle really suffers without stats from items.
Kayle needs CDR to try to achieve the infinite Righteous Fury, attack speed to acquire 5 stacks of her passive as soon as possible, and just flat-out AP because she scales better with AP than AD. Nashor's Tooth here provides literally all of that and even comes with a UNIQUE passive that adds 15+15% of AP bonus AP on auto attacks, which corresponds completely with her Righteous Fury passive! While you won't notice a complete damage spike, as this is your first item, this is the perfect base item to start off with.
These boots right here will let you achieve the amazing infinite Righteous Fury. While you could probably have some CDR runes and maybe a couple masteries to achieve the infinite Righteous Fury and get Berserker's Greaves or Sorcerer's Shoes, I feel like that overcomplicates things and the runes being used here serve a much better purpose overall as your E is pretty much everything.
This is literal perfection for mid game Kayle, for the slow, health, and AP. This allows you to catch up to anyone trying to run away or kite away from them. It also provides some much needed health, which is a great addition to an already super useful item for her.
There's not much to say here other than getting some added defenses (MR), extra attack speed, and a UNIQUE passive that goes so well with her passive. Get this before Dead Man's Plate if you're going against AP. If the enemy team is completely AD, go with Zhonya's Hourglass instead, as it gives more AP, a useful stasis active for some extra outplay potential, and some extra armor.
You get some armor and health and a UNIQUE passive that is actually pretty useful in multiple ways. You build Momentum from moving that speeds you up and, when at 100 stacks, discharges on an enemy on the first auto attack you deal, slowing them and giving you a little more damage. Get this before Wit's End if you're going against AD. If the enemy team is completely AP, go with Spirit Visage instead, as it gives about the same stats against AP and goes really well with her Divine Blessing heal.
Now let's talk about replacing that Doran's Ring shall we?
This item got such a huge jump in everything with Season 6. It's made Jax a permaban once again and gave Ravenous Hydra passive to ranged champs. I personally haven't used it much and don't see much use for it on Kayle, but do what you want. It gives hybrid damage and the previously mentioned hydra passive after 8 autos.
This offers just overall extra AP damage as you head into the deep late game.
Useful for teamfights as you get to take advantage of your slows and splash damage. Rito also added some crit, which isn't that important, but it's there.
If you need extra magic penetration as more enemies are building MR against you into their full builds.
For some extra health, a small burn based on enemy health, and magic penetration.
All of these last items are completely suggestive as I have not even tried most of them or can't really say what would happen if some of them were bought. Choose any of them at your own risk. If you can't decide what item to get, I would say Rabadon's Deathcap, Runaan's Hurricane, or Void Staff depending on how the game is going.
Thank you so much for choosing to look at this guide. This is the first guide I've ever written for MOBAFire and I hope I support it to the very end and adjust it whenever necessary. It would be greatly appreciated if you could leave either a like or dislike and/or a comment, as it will tell me that I need to improve somewhere or just makes me feel good on the inside. I know I'm a little short on some pages, but I think I can skip out on the rune pages as I honestly don't know what to put in there that I haven't already said elsewhere. But I'm always looking for constructive feedback and tips, so don't be afraid to leave some! It took me a lot of time to make this and I hope it doesn't go to waste. With all that said, I hope you guys found this guide useful and informative!
* Added tags and a map (Summoner's Rift) for more specific settings.
Sorry for neglecting the guide for a while, I hope these changes will excuse my absence.
* Updated masteries and items for Season 6.
* Massive matchup overhaul.
* Added Masteries page, since masteries are more complex now.
* Edited Items page a little.
* Some changes here and there, nothing too big.