Build Guide by ToxicToothpick
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.
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.
What This Build Does:
If done right, this build will allow a Kayle to inflict heavy and constant AoE damage on the entire team, while doing very heavy damage to a single target. It's mostly about strong attack speed combined with Reckonings buff and Righteous Fury. Very powerful at taking down towers as well.
About the Summoner Spells:
Teleport - Teleport is a strong personal preference for me, as I find it really helps to stay in team fights. Team fighting as Kayle is very important, as it's where this build shines the most. It also lets you help a creep wave destroy towers at times.
Clarity - Staying in the fight early game is important, as you want to stay in your lane as long as possible, and having Clarity allows you to risk ganking without them being able to turn it around the moment your mana runs dry.
Other Decent Summoner Spells:
Ignite - Very nice for finishing off targets, or keeping them from healing mid-beat down. My second choice, only reason I don't take it is because I prefer the other two as they help the team more.
Exhaust - Decent for both survivability and closing distance, however only works on melee champions (As far as survivability goes). Didn't get it for the same reason as Ignite.
Flash - Great for escaping death, however, with Kayle's ult and the speed boost from Divine Blessing, she is already quite good as escaping death. If you have survivability issues you can swap this out with one of the above, however.
Ghost - Same as flash.
Heal - It can, in some cases, be a helpful spell, but for the most part isn't useless for Kayle.
Revive - Horrible spell.
Clairvoyance/Fortify - Every team should have at least one of these, so get them if someone else hasn't. It's generally better for full utlity mastery champs to take them.
Always remember to edit masteries to match any Summoner Spell changes. My mastery build assumes you are taking Teleport and Clarity.
-High damage late game.
-If used right, a very decent ult.
-Destroys towers with relative ease.
-Has no disables, only a slow, and is very susceptible to disables herself (Divine Intervention will NOT BLOCK STATUS EFFECTS)
-Early game isn't amazing (There are better and worse early game champs.)
Early game you need to be careful. Kayle, before level 6, is a VERY easy kill (Even if you were to get health runes) and even after level 6 she can be brought down quite fast by disable-heavy teams. It's possible to kill squishes with a well timed Reckoning + Righteous Fury, but again be careful. It is generally better to go for last hits over champion kills, as it is safer. If you are getting harassed, take Divine Blessing at level 2, if not take Rightous Fury and get Divine Blessing at level 4. Maxing Reckoning is important for better harassment and better mid-game.
You should have your rage blade, boots, and be at least working on Malady now. Even if you are behind in items the strategy is the same. Basicly, stick with your team and drop your Ult during team fights to save lives, while hitting with Reckoning + Righteous Fury whenever possible to bring down a squishy.
Using the same combo of Reckoning + Righteous Fury once the item build is done, should do absurd damage to most champs and towers. As your 6th item it's really up to you.
You can get a Hextech Gunblade to kick down cool downs some more if you need your Ult more, you can get a Madred's Bloodrazor if the enemy team has a few high-health champs, or you can get a Starks Fervor if your team lacks it otherwise. You can also, obviously, get two of these if you sell your Doran's Ring.