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Spells:
Ghost
Teleport
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
that is what a recomdaded and for me I have found
Runes
(Magic Penetration Marks): I run MPen marks on kayle because ALOT of her damage ends up being magic damage (from not only AP but madreds as well). These give you just a little bit of an edge going into the fight.
+ (Mana Regen Seals and Glyphs): I run flat mana regen because most of kayle's mana problems are early game. After you get your nashors the mana problems tend to subside. You could run Mana regen/level if you wanted, it makes a clear early game difference early.
(Flat HP Quintessences): Kayle is not a very tanky hero. Actually on the contrary, she is a 4bar mage early game unless you get some sort of HP, and since i chose to get the meki pendant as opposed to the dorans, i feel as though getting health quints is necessary. You could go dorans ring too if you'd like, its all preferential.
(Magic Penetration Marks): I run MPen marks on kayle because ALOT of her damage ends up being magic damage (from not only AP but madreds as well). These give you just a little bit of an edge going into the fight.
+ (Mana Regen Seals and Glyphs): I run flat mana regen because most of kayle's mana problems are early game. After you get your nashors the mana problems tend to subside. You could run Mana regen/level if you wanted, it makes a clear early game difference early.
(Flat HP Quintessences): Kayle is not a very tanky hero. Actually on the contrary, she is a 4bar mage early game unless you get some sort of HP, and since i chose to get the meki pendant as opposed to the dorans, i feel as though getting health quints is necessary. You could go dorans ring too if you'd like, its all preferential.
Ghost: Ghost is a great skill for kayle. When combined with all of her speed it lets her keep up with any hero in the game (except for a rolling rammus... :( ... ). This will give you the ability to maneuver around their heroes or even run around to the back of the fight DURING a fight to get a kill on the carry, and worst case scenario, run away when you are low.
Teleport: use teleporter and you can always away when you're on a wave of minions or destroying a tower and need to arrive as quickly as possible. or what I like best when you see an enemy with low health and you want to kill and minions of yours is close to it, I do the following teleported me and I use the (Q) to slow and then (E) to hit and if you then use the runs to reach and follow ghots Slow and hiting
Teleport: use teleporter and you can always away when you're on a wave of minions or destroying a tower and need to arrive as quickly as possible. or what I like best when you see an enemy with low health and you want to kill and minions of yours is close to it, I do the following teleported me and I use the (Q) to slow and then (E) to hit and if you then use the runs to reach and follow ghots Slow and hiting
If you are having problems with the skill order the way it is shown (maxing your E first followed by heal), you can also continue along a different path, going E>W>Q>Q>W>R>Q>Q>Q>W>R (up to level 11).
This route will give you more of a nuking power, but less of a farming consistency. It is all personal preference. I prefer the one shown in the actual skill build, but this one is also viable. It will give you a HARDER early game nuke, but less early game survivability as well, because you will get that 16% additional damage by level 9, but wont have your E up constantly, it will have a 3-4 second cooldown inbetween each cast.
This route will give you more of a nuking power, but less of a farming consistency. It is all personal preference. I prefer the one shown in the actual skill build, but this one is also viable. It will give you a HARDER early game nuke, but less early game survivability as well, because you will get that 16% additional damage by level 9, but wont have your E up constantly, it will have a 3-4 second cooldown inbetween each cast.
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