Kayle Build Guide by FalseoGod
| Health | 2292 |
| Health Regen | 20.5 |
| Mana | 975 |
| Mana Regen | 16.35 |
| Armor | 92.69 |
| Magic Resist | 42.06 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 385 |
| Gold Bonus | 0 |
| Attack Damage | 160.45 |
| Attack Speed | 0.909 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 40 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 8.1 |
| Magic Penetration | 5.49 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence

1
3
5
7
9

4
14
15
17
18

2
8
10
12
13

6
11
16

Masteries

Hello, and welcome to my Kayle guide! Within it, expect a lot of information about this champion, the options she gives you and a lot of alternatives so you may enjoy her and the league games you play her in.
About me: I'm FalseoGod, a EUW player, currently sitting at Gold elo. Kayle was one of the first champions I experimented with and played extensively, and I've accompanied her growth and changes from Season 2 up until now.
Hope you find this guide useful to improve your gameplay or simply getting an effective Kayle build!

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- AD: Attack Damage
- AoE: Area of effect (abilities that have a wide radius of impact)
- AP: Ability Power
- Carry: Champion who normally has the highest amount of raw damage per second (DPS). They are usually frail, so you should protect their precious damage, since they frequently define the course of teamfights
- CC: Crowd Control (abilities that stun/slow/silence, such as
Terrify etc) - Farming: The act of last-hitting minions so as to gain the gold they provide
- Gank: Act of getting one or more teammates to surprise attack your enemies from an unnexpected direction (you may be also ganked by enemy champions)
- Gap Closer: Term used to describe some champion's abilities that instantly dash them onto their target
- Jungler: Role where the Summoner goes through the bush area and beasts (creeps), whose position may be unknown to the enemy team. Among other things, he ganks, aids in lanes and gives buffs to laners/steals enemy buffs
- MR: Magic Resist

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Pros: + Range modifier with + Combines good melee stats (such as HP) with Ranged qualities; + Strong early game, specially versus melees; + A breeze to farm with; |
SPACE |
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Cons - Range modifier cooldown can sometimes mess you up; - Pushes lanes very fast if you abuse - Crowd Control can lock you down before you can cast a good - Early game mana managing can be hard; |

So as you read the guide, it must've occured to you "god, this guy wants me to decide if I want two different lane options or if I want to jungle. How am I supposed to do that?". If you did, here's a small list for each option so you know what you're going for:
A) Hybrid
- Hybrid Kayle is a build that bets on your early game a lot, emphasizing early damage. You will often hear that AD or AP Kayle are viable whereas this one is not, but they do different things;
- It uses Kayle's natural hybrid qualities (Q scaling, E's magical damage and shred with your auto-attacks) to deal damage. Season 3 items also improved this a bit with the Rageblade buff and other nice options);
- Due to item costs, this build can fall off around midgame in terms of overall damage. It catches thanks to survivability (because it's not so all-out) lategame;
- In all honesty, I know AD Kayle used to be a more "safe" choice for a competitive elo-seeking build. However, Season 3 changes have brought some great things to Hybrid Kayle;

B) AD
- Pure AD-Carry-like Kayle goes for your mid/lategame with A LOT of damage. It is quite squishy (unless you decide something directed towards bruiser; I cover this in itemization);
- This option uses Kayle's ability to hard kite (due to Q slow) so that you can still lane with safety. Q augmentation makes her hurt A LOT;
- Hard CC teams can destroy you fast;
- It is a good option if your jungler is tanky, someone like
Skarner,
Amumu,
Malphite, or else your team may be too fragile unless you build tankier;

C) Jungle
- An option for those who enjoy the jungle and love ganking junglers. Kayle usually brings A LOT of damage to the lane. Her early ganks, if you manage to reach your opponent with Q, are brutal;
- It's a good option if you have good lane CC (specially the toplaner and the support), so that your team retains a good body;
- Jungle Kayle's clear times are great and she can fight back invasions;
- Her ultimate,
Intervention, allows for tower dives at early levels, or even for baiting your enemies;

D) AP
- The "sleeper OP" as she's been called now and then, AP Kayle is going very strong currently;
- Her Q ratio makes this a great option, along with some hard AP, attack speed and survivability. She can dish a lot of damage, brings great utility to the game and snowballs really hard;
- Great pusher and ganker, great lane presence specially if you're given a
crest of the ancient golem

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Prioritizing your Q will give you a lot more damage, since raises it's own damage and the damage % you're increasing on your target.However, hard matchups/high sustain champions can make you run out of mana fast without great results. For these, you may consider leveling
In the jungle, you may consider two early points in W, but once you get

Hybrid
The idea is to use your strong AD side while giving you some AP advantages, mainly the magic penetration.
AD
Similar to your daily AD Carry Masteries.
Uses the Defense Tree masteries that allow for reduced CC and a more defensive early game. Good if you're thinking about going through a bruiser-oriented item path.
Jungle
A balanced investment in all the trees, giving you boosted buffs, betting on enduring the new jungle and still being able to dish some of your base damage.
AP
Almost a standard AP set, except for the focus on double pen. Since Kayle usually follows up

Best Options
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Flash
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Other Options
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Barrier
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For the jungle
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Builds
NOTE: The order of these is not fixed; as I said, build smart ;) If you're getting constantly CC'ed, do an early banshee's or you won't get to it at all, per example.
Typical hybrid Build
Hybrid versus AP Heavy Team
or
AD Build
Bruiser Style Build
NOTE: The order of these is not fixed; as I said, build smart ;) If you're getting constantly CC'ed, do an early banshee's or you won't get to it at all, per example.
Typical hybrid Build
Hybrid versus AP Heavy Team
or
AD Build
Bruiser Style Build

Ok, so you can either go top or mid, if laning. Botlane is kinda messy and requires your range modifier a lot, and in serious games I can't recommend you go there at all.
- If against a melee, remember to deny them minion kills (cs) so they loose gold and experience. This can be relatively easy versus some champs (like Akali) while harder versus others (Fiora);
- Remember that Kayle isn't hard to gank if the jungler/enemy laner has hard CC or a gap closer. You have a single disengage and a movement speed boost, both of which kinda costy. If you wanna push, do it cautiously. However, since you push fast this means you can also get the lane to the tower and gank;
- Careful while managing your mana, you don't wanna waste it all and have to recall because of mismanagement;
- Remember that you can setup ganks nicely, specially post level 6: your slow is good enough for your jungler to catchup - or as a followup - and
Intervention makes tower diving a less risky option; - When you recall, consider your gold, situation (doing good? bad? ok?) and buy accordingly (
The Brutalizer/
Haunting Guise if doing good/normal, doran's if doing bad, etc);

Here I'm going to try helping you thinking about some of your opposition and how you can face them. First of all, I'm going to divide them by "gap closers" - characters who have a skill that'll make them jump onto you - and those who aren't. Currently, I have no mid lane matchups written (although I did play many mid kayle guides) because I'm a bit lazy. If you have any special request, do ask.
Gap Closers
These will usually be your hardest foes. Gap closers are typically melee champions with high early game damage. My recommendation versus these is playing safe, perhaps getting a
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If you desire tips on other opponents (top or mid) just ask ;)

Start at red if:
- Your midlaner has decent CC to get at level 2: Mages such as
Ryze,
Swain,
Veigar can get decently reliable CC at their level 2, so this means you can gank for a huge chunk of their HP OR their flash. Don't forget you may go mid again if they wasted flash. Try using the entrances on the river closest to the turret so the CC delay from your mage gives you time to use
Reckoning and
Righteous Fury;
- You're on purple team (the top right side of the map) and want to gank top early;
- You're on purple team and know the enemy jungle must get blue. This is risky, but many tanky junglers like
Amumu and
Alistar are almost blue buff dependant for their first jungle trip. This means that you may take your team to invade their jungle, take their Red buff, steal their big wraith and immediately gank top. Their top will most likely be at level 1 and will take a HUGE amount of damage from you, risking death;
- You're on blue team (bottom left side of the map) and want to gank botlane immediately, usually because your team's support has great CC (
Leona comes to mind) or enemy AD Carry isn't very mobile (
Varus,
Kog'Maw)
Start at blue if:
- All lanes are particularly safe and you believe you might stay in the jungle for a bit. Ask for a bigger leash if you do this, or consider starting
Cloth Armor instead, althought it'll almost certainly set you behind - yes, you can use it for
Ninja Tabi or
Wriggle's Lantern, but Kayle needs those early ganks;
- You're on blue team (the bottom lef side of the map) and want to gank top early, by using the entrance closest to the enemy turret (the one leading to enemy golems);
- You're on purple team (top right side) and want to gank botlane early. This means your botlaners have few escapes, or that you want to give them a bit of a lead (it may set you behind though). Remember to use the entrance closest to their tower;
Other considerations
- If you're not considering an early gank and you know the enemy jungler starts at a certain buff and is a ganking jungler, consider stealing a buff from them. If so, ask for a big leash so you do not require
Smite. Examples of this is
Lee Sin, who always gets red and will probably go for an immediate gank. Steal his blue if you find this a good option;
- If you're a confident jungler and know the other jungler's timing, remember that you can get their face with Kayle due to her strong level 2;
- As a jungler, you will be congratulated if you do good, but everything will be considered your fault if you don't. That's the current disposition of most players. Ignore, try doing your job the best you can;
- Do not feel obligated to gank if there's no real opportunity for it. Pushed lanes, no real cc, thoroughly warded lanes with people who play safe come to mind. Going there will waste you gold and experience;
- Try evening out ganked lanes if you're nearby;
- Get wards. Ward keypoints (loads of guides talking about this, if you can't find any request me and I'll put the tips here). If you're considering counterjungling a lot, it's even more important to ward;
- If you're going REALLY well, consider an
Oracle's Elixir, but remember it's temporary now;

Well, that makes the guide. I'm open to suggestions and critique, be it in the form of how it is presented or other matters. I didn't include a section on warding because I thought this was already too extended.

Feel free to send me your results with Kayle! ^^

x7virus

JuniorMarchetti

Merenwen Séregon

LadyKazuki



Thank you to anyone who somehow contributed to this guide:
- All those who provided feedback and voted it, up or down;
- JhoiJhoi, Astrolia and anyone who somehow contributed to my current knowledge of Mobafire's BB Coding;
- All them graphics people, making me not become a lazy/scared bum and make my own credits;
- My team and LoL friends, who endure my occasional crybabying and tryharding;

25-03-2012:
- Added
- Updated the runes and masteries;
25-03-2012:
- Added
- Tweaked some details on the lane and mid phases to address Kayle's need for farm and how you must keep your game up
- Updated the Summoner Spells
12-04-2012
- Added
20-04-2012
- Added small Hecarim Patch Update
24-06-2012
- Added
- Reworked some bb coding
02-08-2012
- Added some more info (items and stuff), reworked a bit of the bbcoding;
27/09/2012
- Huge information revamp, with the inclusions of AD and Jungle Kayle
28/09/2012
- Updates after a review by tehAsian (thank you!)
08/12/2012
- Season 3 updates;
22/01/2013
- Visual and content revamp;
- Added AP Kayle Sheet;
- Added Credits sections;
06/04/2013
- Edited some runes
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