Kayle Build Guide by G1aD0S

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League of Legends Build Guide Author G1aD0S

Max Gold per 10 Sleeper OP and why it's OP

G1aD0S Last updated on September 30, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 9

Honor Guard

Defense: 0


Utility: 21

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[READ THIS FIRST] Introduction Part 1 - If it's so OP, why hasn't anyone

First, let me explain why no one tries max Gold per 10.

First and foremost, getting max gold per 10 means your laning phase is going to be on the defensive mostly if your opponent doesn't mess up. A lot of people don't like this so they immediately give up on this.


"Oh, like you can totally just ditch the dumb gold per 10 thing if you farm well because you can then play offensive and make plays and stuff, like this build is stupid."


Best phrase to describe LeaguI:


Sooner or later, you or your team is going to get into a situation where sh*t happens and somehow the enemy is got super lucky and got a kill from outside your lane with little to no effort. It happens to pros during lvl 1 invades, it happens with noobs with scrub skills.

Point is IT HAPPENS.

And when it happens, you can't do much about it if the enemy is being careful to keep their lead and keep up their farm with yours.

That's why I play gold per 10, to keep up my end game control over the game. I've had many oppnents keep up with me in farm but I still get the advantage just purely from the sheer amount of gold I've generated. For reference, I average about 20k gold in about 30 minutes on good games, 16-17k gold in 30 minutes on bad games.

Playing gold per 10 Kayle is going into a fight knowing fully well that you may not win the lane. THIS IS WHAT SETS THIS GUIDE APART FROM OTHERS The other guides tell you what to do expecting you to not be at a disadvantage after laning phase. This guide anticipates that you will come out of laning phase at a disadvantage. How badly of a
disadvantage and how quickly you can recover depends on your skill with Kayle.

In addition to that, the gold per 10 needs time to kick in to crazy OP mode. If you have 3 inhibitors down by 18 minutes and you still haven't reached to the needlessly large rod step in the item build listed above, you're pretty much screwed.

However, if you HAVE gotten to the needlessly large rod step for some crazy reason, you actually have a small chance.
And if you stall enough to get as far as the Runnan's hurricane, you DEFINITELY have a chance.

Not gonna lie, that's how OP this build is.

Since getting max gold per 10 means you are giving up early game power for late game power and farming back fast to make up for the gold they got zoned from and for the Gold per 10 items.

This blocks out the champions that fall off and the ones that have poor farming abilities out from this method.

The left over champions now must be able to make use of the stats from nearly every stat the gold per 10 items offer.

That's pretty hard, nearly no one has good farming abilities, scales well into late game, and can make use of both critical strike AND Ability Power.

No one except Kayle.

Date of entry:

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Introduction Part 2 - Why Gold per 10?

The ability to become a game changing threat at 25-30 minutes NO MATTER WHAT HAPPENS as long as you can flash farm your way back is insanely powerful.

In this aspect, Kayle resembles Tryndamere. Late game, Kayle loses to nearly no one 1v1.

Yup, not even to vayne... I mean, she might have a chance, depending on skill match up, but with your 3 second invincibility, you still kinda have an edge over her.

Kage's Lucky pickphilosopher's stoneMore importantly, Kayle can make use of everything offered with the gold per 10 items and masteries. She needs the health + mana regen for lane sustain, she can use the AP from kage's lucky pick, and avarice blade is a great farming tool on top of being able to build into statikk shiv for burst potential.

But by far the most important reason why to play gold per 10, is because Kayle does so well on AS and since AS comes across as cheap compared to big AP/AD items, she can reach end game even faster on gold per 10 items.

Plus since you already use one of the gold per 10 items as apart of your build (avarice blade->statikk shiv), you actually only need to hold on to your gold per 10 items for a total of about 4 minutes to catch up to a standard enemy AP carry build in terms of % build completion. Of course, if you hold onto the gold per 10 for longer than that, the items will be paying for more than that. :)

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Introduction Part 3 - What if I don't go with Gold per 10?

Well, you COULD always just abandon the gold per 10, but then you can't guarantee that you will hit the end game fast enough to make a difference.

The main risk with going max Gold per 10 sacrificing lane dominance to guarantee yourself a minimum amount of gold to work yourself out of a sticky situation that handsomely rewards you based on your own farming/defensive/stalling skills.
If you are skilled enough, you can even be rewarded with even more gold than the enemy for the same amount of effort.

NOT going gold per 10 means:
It means that you are putting entire faith into your solo queue team and your "teamwork" to work yourself out of a sticky situation that rewards "teamwork".
Oh and btw, the Enemy team ALSO gets rewarded the same amount as long as they have the same kind of "teamwork".

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Playstyle Part 1 - AP Burst Kayle vs AS/AP Kayle

This is the main difference between my guide and other AP Kayle guides.

If you look closely at the other AP guides, they all focus on heavily on AP. Kayle built this way will do the same job as a standard AP carry: kill that one guy over there really hard.

There really is no big reason to choose Kayle over another AP carry other than her invincibility if Kayle is played this way. In a team fight, Kayle can at most burst 90% of two enemy's Hp bars. And maybe kill off a lingering third enemy.

Another issue I see with kayles all the time is them falling behind because they cant get any gold income to fuel their CDR needs.

So what if you have a lot of AP?
So what if you have 3 seconds of invincibility?
The most you can do with 3 seconds of invincibility is try to wait on a cooldown and make 3-4 auto attacks.
If your team is really far behind and all you can do is rely on a 8-5.5 second heavy nuke and an auto attack that's slow but kinda hurts, you are only going to kinda blow some winds in your team's favor, but not really much else if you get focused down.

In addition to being able to make MUCH more use of the ultimate, (3 seconds = 7-21 auto attacks ) the AS/AP build utilizes Kayle's most unique point: Her E (Rigjteous Fury)

Combined with nashor's tooth, kayle's autos have a total of 0.55 AP ratio on them.
Sound's easy, no?
So build more AP, right?


"Oh so you're saying build some AS, right?"


What I'm getting at is Kayle's AoE potential.

Listen up, Kayle's E is broken into two differnet parts, and not many people know that.
Part-1(treated as an onhit effect): Extends Kayle's range and grants onhit magic damage
Part-2(treated as a spell): magic damage with same amount of magic damage + % of Kayle's AD

Think about it.

Runaan's Hurricane:
+70% attack speed
UNIQUE PASSIVE: Your basic attacks fire minor bolts at 2 nearby targets, each dealing 10 + 50% of your attack damage and applying on-hit effects.

[Most Obvious Point] THERE'S A REASON WHY EACH BOLT IS ONLY 50% AD. 100% would make ADCs too OP.
However, Kayle's AP on hit AP ratios make her magic on hit damage deal just as much as an ADC's auto, AND IT'S NOT HALVED.

[Most Looked Over Point] So if BOTH Part-2 of Kayle's E AND JUST Runaan's Hurricane bolt hits an enemy, they get hit for 130 + 0.95 AP ratio + 0.9 AD ratio THAT'S FREAKING CRAZY FOR JUST AN AUTO ATTACK. Put that on 2.5 attack speed and it's not just, "I WANT TO KILL THAT GUY OVER THERE SO HARD." it's gonna be, "F*CK EVERYTHING IN THAT DIRECTION."

Statikk Shiv:
+40% attack speed
+20% critical strike chance
+6% movement speed
Unique Passive: Moving and attacking builds Static Charges. At 100 charges, your next attack expends the charges to deal 100 magic damage to up to 4 targets. This damage can critically strike.

Since this is your last item, you will have 2.5 attack speed when you get this item. Because Runaan's Hurricane will help you generate charges, this will fill in for the missing burst damage that you missed out by not getting pure AP.

If you hit 3 targets everytime you auto, You should be dealing the item's burst damage about every second. That's basically almost like giving your autos an AoE 100 damage per second.

Date of entry:

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Playstyle Part 2 - Still not convinced about AP Burst Kayle vs AS/AP Kayle?

Ok, lets do a late game teamfight scenario:

AP Burst Kayle (Example guide taken from here) VS AS/AP Kayle

(with just items + Runes on Kayle and ignoring resistances/Lifesteal+etc, too much math otherwise)

AP Burst Kayle's damage:
AP: 721
AD: 104
Attack Speed: 1.23
Damage per auto: 575
Damage per additional target struck: 330

Damage over 5 seconds:

Damage from Q: 981
Damage from litchbane (assuming you blow 3 spells in 2 second intervals): 1,772
Attacks over 5 seconds: 6

Damage dealt over 5 seconds if only 1 target struck with Autos: 6,203
Additional damage over 5 seconds per additional target struck with autos: 1,980
Max damage over 10 seconds: 14,123

Damage over 10 seconds

Damage from Q(once every 4.8 seconds): 1,962
Damage from litchbane (assuming the unlikely case that you blow all your spells in 2 second intervals): 1,772
Attacks over 10 seconds: 12

Damage dealt over 10 seconds if only 1 target struck with Autos: 10,634
Additional damage over 10 seconds per additional target struck with autos: 3,960
Max damage over 10 seconds: 26,474

AS/AP Kayle's damage:
AP: 286
AD: 129 (25 bonus AD)
Attack Speed: 2.5
Damage per Auto(no crits): 403
Damage per Auto(no crits) when 2 enemies are struck: 978
Damage per Auto(no crits) when 3 enemies are struck: 1553
Additional damage dealt per auto per enemy struck above 3: 174

Damage over 5 seconds:

Damage from Q : 571
Statikk Shiv minimumal damage(no crits): 200
Statikk Shiv maximum damage(no crits): 1,600
Attacks over 5 seconds: 12

Damage dealt over 5 seconds if only 1 target struck with Autos(no crits): 5,607
Damage dealt over 5 seconds if 2 targets struck per Auto (no crits, not including Statikk Shiv damage): 12,307
Damage dealt over 5 seconds if 3 targets struck per Auto (no crits, not including Statikk Shiv damage): 19,207
Maximum damage over 5 seconds(no crits): 22,895

Damage over 10 seconds

Damage from Q (once every 4.8 seconds): 1,142
Statikk Shiv minimumal damage(no crits): 300
Statikk Shiv maximum damage(no crits): 3,200
Attacks over 10 seconds: 25

Damage dealt over 10 seconds if only 1 target struck with Autos(no crits): 11,517
Damage dealt over 10 seconds if 2 targets struck per Auto (no crits, not including Statikk Shiv damage): 25,592
Damage dealt over 10 seconds if 3 targets struck per Auto (no crits, not including Statikk Shiv damage): 39,967
Maximum damage over 10 seconds(no crits): 47,517

Over an average 5 second teamfight, a late game Burst AP Kayle is likely to deal approximately 8,000 damage to the enemy team before calculating resistances, and that is assuming that kayle gets a litchbane and times her spells exactly 2 seconds apart from each of each other which is highly unlikely as her Q,E and possibly her W and ulti are usually used at the same time which lowers the damage down to about 7,000ish damage.

AS/AP kayle on the other hand, averages about 15,000 damage dealt to the enemy team before resistances, ASSUMING no crits were made even with a 20% crit chance AND still not factoring in the statikk shiv damage.

I pretty confident that I have made my case clear.

Date of entry:

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Pros/Cons - Why play Kayle this way?

This list of Pros and Cons is exclusive to this paticular playstyle of Kayle.
Note that this list may be inaccurate for a standard kayle build.

-Great farming potential
-HIGHLY influential in teamfights.
-3 Second Invincibility on a 36 second CD at max rank + 40% CDR
-One of the best sustained AoE champions in the history of LoL i think,
-Steady high dps
-really good at split pushing waves
- 3.5 gold per second with all 3 gold items + 2 gold per kill (As opposed to 1.6 gold per second)
-Helps team with dps via Passive (Armor + MR shred)
-Helps teams deal with poke to some degree via heals
-extremely high gold income even with a modest amount of farming
-jungle has lots of chances to gank if the enemy tries to zone you
-still useful with the utility that Kayle brings even if underfarmed

-a bit weak in lane
-VERY weak ESPECIALLY vs her counters (ie: swain) your best hope is to beg the top/mid laner to switch lanes and hope things work out alright if you get countered
-may need to dip into jungle's mobs for some gold if getting super bullied
-on the weak side of temfights in terms of dps before completing nashor's tooth/Rabadons
-people may be unaccustomed to playing Kayle this way

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Summoner Spells - So you don't get totally screwed in lane

I know you guys are going to say something about flash so let me say this first:


Its just a personal preference that I use ghost since I like it better when I have 2.5 attack speed. Other than that, its totally cool to use flash over ghost.

This is important. Don't go replacing this because this spell is one of the few reasons why Kayle can stay in lane. Plus, if the enemy isn't so focused on killing the sh*t outta you, you can pull in some decent items without missing out on farm since your gold income is pretty high.

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Runes - Maxing out on Gold

The runes are obviously, the max gold per 10 for the Quints and Yellows(Seals).

The Red (Marks) and Blue (Glyphs) are there for the defensive side so you don't get too wipe out too hard in lane.

You can honestly use any combination of reds and blues as you see fit. The ones I listed are just my personal preference.

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Masteries - So much Nice Utility

The 9 points into Offensive is a must for Arcane knowledge. These points are the bare minimum to stay relevant if an enemy tries to dive you. I take 4% CDR since the E CD is annoying at early levels without at least 10% CDR.

These 21 points are focused into making laning phase easier for you.
Whether by making teleport coming back asap so you can recall faster and teleport to gank or back to lane or generating gold and giving you bonus exp, I find that basically all of these points are necessary/extremely useful.

The 3% movespeed is needed since I don't really get boots.(more on that in the items section)

The pickpocket mastery is basically free gold whenever you decide to skirmish/trade with your enemy, especially melee ones.

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Items - From Max Gold to Max AoE

Starting items:

Start with the building blocks for one of the 3 gold per 10 items. I would recommend an Amplifying Tome if you feel like 1 pot + biscuit is enough or one of philo stone's 180 gold items ( / ) and pots if you're expecting a rough lane.

Note:If you are having a really hard time in lane, you could consider getting a Fiendish Codex sometime after your first gold per 10 item and before your third gold per 10 item

After finishing the 3 gold per 10 items

After you finish all 3 gold per 10 items, you probably want to keep your AP up to a bare minimum so get a Fiendish Codex if you haven't already which will also boost your CDR up to 20% so you can last hit better with your E ().

After this step, your core items are:

- Rabadon's Deathcap (For AP)
- Nashor's Tooth (For AS/AP/CDR)
- Zephyr (For AS/MS/little bit of CDR)

How you build these three items and what order doesn't really matter at this point, though my preferred method is up on the top of the page (might change as I am in the middle of testing a specific change to the build order listed up there).

Mid Game - Early late game

After the above 3 core items are completed, GET RUNAAN'S HURRICANE. This is your biggest team fighting weapon. Your mere presence with this item will actually force fights to sing in your favor. You will also clear minion waves in seconds with this item, no matter how may super minions or how many super minions.

The reason why this item isnt built earlier is because you will either lack the CDR to keep it up effectively (Incomplete Nashor's Tooth), lack too much movespeed (Incomplete Zephyr), or just lack the sheer AP (Incomplete Rabadon's Deathcap) to do miracles with this item.

The 5th item

My strong personal preference and recommendation for the 5th item is Wit's End for more AP damage and defense, but you can easily replace it with a Guinsoo's Rageblade or a Blade of the Ruined King.

Just make sure you keep this item an attack speed item if you want to maintain a 2.5 attack speed.

Last but not least:

Statikk Shiv:
Your last item that should bring you up to 2.5 attack speed and your final source of Maximum AoE damage. Brings you that extra movement speed too and builds out of your final gold per 10 item.

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My Results with Kayle - Meh gonna update this one later

lol atm my match history + kayle statistics is mixed with support kayle and apc bot lane kayles and all that crazy stuff, I have been able secure 5 penta kills this season with this build though if that's convincing enough. (check my stats in my lol client profile under the "Leagues" tab and check my kayle statistics if you don't believe me)

Just give me time to get a screen shot or two.

Also, plz riot, dont nerf kayle,
Closest thing to old Sivir atm and im loving the hell out of it.

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Random Tips - To play Kayle better

1) press alt + (skill key) to instantly cast the spell on yourself, this makes ulting/healing yourself much more fluid

2)press Ctrl + (skill key) to level up the skill when you level up, this can give you extra time to save yourself just as you hit level 6.

3)Watch your own minions to better predict the movements of enemy minions/farm better

4)the normal jungle camps respwan every 2-3 minion waves

5)want to make a really quick look at who can possibly stop you from farming/split pushing?
Don't bother with the minimap, hold down tab really quick, all the dulled out champions that aren't dead are mia.

6)If you are split pushing and all the enemies alive are highlighted, quickly keep pressing tab so you know immediately when they go into the fog of war

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Thanks for reading!

I wanna see how this guide worked out for other people outside of my elo.
It seems to be working for me well enough at my elo.

Be free to double check my math or give me feedback AFTER trying this build out.

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