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Kayle Build Guide by StealthdeviI

AP Carry Runeglaive Kayle Jungle

AP Carry Runeglaive Kayle Jungle

Updated on September 19, 2015
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League of Legends Build Guide Author StealthdeviI Build Guide By StealthdeviI 10,726 Views 0 Comments
10,726 Views 0 Comments League of Legends Build Guide Author StealthdeviI Kayle Build Guide By StealthdeviI Updated on September 19, 2015
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Introduction

With the recent buffs, Kayle has seen a bit more play then she used to, with a sated devourer core, into an on-hit build. I however always missed the late season 4 jungle kayle, the AP Burst Kayle. With the nerfs to sated devourer in PBE, I believe that this build will become much more optimal.


With this build, you have better split-push potential, and more front-loaded damage
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Skill Descriptions + Uses



Holy Fervor

When Kayle attacks a champion, the target loses 3% Armor and Magic Resistance for 5 seconds. This effect stacks up to 5 times.


Just straight percentage MR reduction, useful passive, but not something you really need to keep track/think about.

Reckoning

Blasts a target, dealing 60 / 110 / 160 / 210 / 260 (+60% of ability power) (+1.0 per bonus attack damage) magic damage, applying a stack of Holy Fervor and slowing its Movement Speed by 35 / 40 / 45 / 50 / 55% for 3 seconds.


Reckoning is your low cooldown, targetted mini-nuke, it also applies a stack of your passive, you want to use it on a priority target most of the time, but it's quite a low cooldown, so using it on tanks isn't bad either. This can be used in combination with your "W" to kite/peel most champions easily, as it slows them.

Divine Blessing

Blesses a target allied champion, healing them for 60 / 105 / 150 / 195 / 205 (+45% of ability power) health and increasing their movement speed by 18 / 21 / 24 / 27 / 30 (+7% per 100 ability power) % for 3 seconds.


A small heal in the early game to help our your clears, scales quite well into the late-game. a fairly decent speed boost in the late-game as well. can be used in combination with your q to kite.

Righteous Fury

Passive: Kayle's basic attacks deal 10 / 15 / 20 / 25 / 30 (+15% of ability power) magic damage on hit.

Active: Kayle harnesses her righteous fury to increase her attack range by 400 for 10 seconds. These attacks splash, dealing 20 / 30 / 40 / 50 / 60 (+30% of ability power) additional magic damage to her target with nearby units taking 20 / 25 / 30 / 35 / 40 % of her attack damage plus magic damage. This splash damage does not affect turrets.


One of the defining abilities of Kayle, makes her a range champion for the duration, with the build highlighted above, you should only have a 0.08 second downtime on this ability. Making her effectively permanently ranged. Scales really well with AP into the lategame. It's worth noting that it doesn't splash off turrets.

Intervention

Kayle bathes a target ally champion (or herself) in a holy light, rendering them immune to all damage for 2 / 2.5 / 3 seconds.


Another defining ability of Kayle, Basically complete immunity for 2-3 seconds. People new to Kayle often use this as a pseudo Tryndamere ult, however this ability is better used to negate burst, be it when on full health or on low health. This ability can be used on allies as well, so if your behind, you can still make yourself useful by protecting your strong carries.
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Pros / Cons

Pros:
- Mostly easy to play (no skill shots)
- Sustain and speed from heal
- Good burst on low cooldown
- Good sustained damage
- Decent Dueling in all stages of the game
- Consistent power spikes throughout the game
- Good Kiting
Cons:
- Low range
- Squishy without ult
- Ult can be hard to use efficiently
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Early Clearing

Kayle's early clears, are decent, she can go gromp/krugs > blue/red > scuttle > Wolves/razerbeaks in first clear.

While clearing wraiths, you want to stand on top of one of the small wraiths, this ensure that the splash from your "E" hits all the razerbeaks.

While clearing the red/krugs/wolves, you want to tag the big neutral, then drag them out a bit, this also ensure that the camp is grouped up, so that your "E" can hit the whole camp

If you cast youe "W" as your attack animation is finishing, you can get the heal without delaying your next sutoattack
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Runeglaive Clearing

After your Runeglaive, your clear becomes very good, you want to e > proc runeglaive > autoattack until runeglaive is off cooldown > q > proc runeglaive.

If you're either low on health, or your "Q is on cooldown, you can replace it with "W"

If you cast youe "W" as your attack animation is finishing, you can get the heal without delaying your next sutoattack, this also procs runeglaive on the attack that was just about to finish.
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Playstyle

Kayle hit's a few powerspikes throughout the game, however i feel she's best when you're allowed to farm up, similar to the devourer build. However this build provides more flexibility, as your not committed to farming the jungle. Once you **** 4+ items, don't be scared to duel anyone that isn't fed.
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Playstyle - Mid/Lategame

- Teamfighting
Highlighted in the net chapter

- Split-pushing
Kayle is a good split-pusher, she pushes fast, kills towers fast with runglaive, and duels extremely well, with a combination of her ult, skirmishers and her kiting ability.

When Split-pushing near the red-buff side of the jungle, consider smiting krugs for the huge burst on towers.

When split-pushing Blue-buff side of the jungle, make sure you smite wolves for the extra vision, to keep yourself safe.
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Playstyle - Teamfights

- Flanking
The advantages of flanking is that it gives you direct access to their backline, which kayle just destroys, Q>E and begin autoattacking, most squishies will die in a few autos. Make sure that essential cc has already be blown, and the tanks are distracted.
If your going well/even, and use your ult properly, you should be able kill atleast one of their carries, especially if you make use of skirmishers saber.
- Peeling
The advantages of this, are that you help shred their frontline, and keep your carries safe, you have a decent speedup/heal, ability to make a target immune to damage, and a slow. Make sure you make use of skirmishers saber.
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Viable Items

I dislike most of these items, and i'll highlight why.

Void staff isn't really necessary on Kayle, is she already has a lot of magic penetration from her passive (up to 15%), and i personally believe the other items to be better, however it is viable if the enemy team has a lot of mr.

Hextech Gunblade, This Kayle build is mostly AP, and AD isn't really needed, while it is viable, there are much better items.

Runaan's Hurricane is core on many Kayle builds, however I personally dislike the attack speed heavy builds, and it doesn't synergize with this build as well as it does with the devourer build

Rod of Ages is a popular item on many AP characters, but Kayle doesn't run out of mana too easily, and she doesnt make as much use of the health either. She needs her runeglaive + Nashors + sorcs, so by the time you get this item, it'll be fairly late in the game, and the stacking nature of ROA makes it sub-optimal.

Similar to ROA, Kayle doesn't really need the mana from Seraphs/Archangels, the active on Seraph's is a bit of a panic button to shield a ton of burst, but Kayle already has an ability that achieves the same purpose.
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Outro

So this is a guide showing my personal way of playing Kayle jungle, which i feel has fallen out of favour. For me it is more satisfying than the usual build, and i hope anyone who tries it will feel the same way

Feel free to comment with any suggestions/feedback/corrections, as this is my first guide
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