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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Flash
Teleport
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
Introduction
My name is Judgejoebrwn. Yes, the TV show judge. Seriously. I am. Okay, well maybe not seriously. But I can dream, can't I? He's pretty awesome.
Welcome to my first build on Mobafire. I've been a long-time reader here and have used many of the guides here to help improve my gameplay. After virtually giving up on Kayle after playing her a couple of times (a LONG time ago when I had much less experience), I read a guide that suggested the


Please keep in mind that I have not tried this build in ranked play just yet, but it seems to do well at level 30 otherwise.
I want to thank ])ark_Link for providing the base for the way I play Kayle. His build can be found here. I'd also like to take the opportunity to thank jhoijhoi for her guide-creation guide found here, as that certainly helped me make my guide much less boring than it otherwise would have been. I also noticed my Kayle build ends up being VERY similar to jhoijhoi's




Now, as Terry Hoitz would say, "Let's do some damage!"
BUILD ONE - PURE AD
SPACERunes




Greater Quintessence of Desolation X 3 - Best choice for an AD carry.





I feel this set of glyphs gives her benefits on every front, primarily early game so she can reap the benefits later.
SPACE
SPACE
BUILD TWO - AD/SUPPORT HYBRID
SPACERunes






Greater Quintessence of Desolation - Same as Build One.







NOTE: I think there's a misconception about most of Kayle's damage being magical as opposed to physical and therefore Magic Pen runes should be used instead of Armor Pen. I think this is due to the overall damage from Kayle at the end of matches showing greater magic damage than physical. I believe (but have not confirmed) that this is due to the splash effect of

Preferred
Flash - Much-needed escape tool. Extremely effective, especially combined with the speed boost from
Divine Blessing.
Teleport - Ever seen that giant wave of enemy creeps and thought "Man, it's like Xmas top lane. If only I could get there in time..." Problem solved, and Kayle REALLY needs the farm. Also useful for ganking, stopping/starting pushes, and clearing towers.
Here, you'll see me pick up 250+ gold in a matter of seconds from creep kills. And there are going to be larger waves than this, so try to pick them up whenever you can.
Viable
Ghost - Good for chasing, decent for escaping. Swap for Teleport and change the mastery point over to match.
Exhaust - If you fancy 1v1 battles, this may be to your liking. Typically
Intervention will win the 1v1 for you, though.
Clairvoyance - If you're the only support, it's good. But if you are, I might suggest to follow a different guide.
Ignite - Helpful for first blood and against heavy-healing opponents, but typically not something you'll want on an AD carry. Try to remember that you are one.
NEW WITH SEASON TWO
Surge - Potentially viable new summoner spell, granting increased attack speed and ability power for a solid duration. One could argue
Exhaust to be superior, and for 1v1 I'd agree. On the other hand, a team fight could prove
Surge to be more useful given the duration.
Promote - Back from the dead, it only works on siege minions. Doubt that this would ever be worth the slot, but someone may prove me wrong.
Useless
Well, everything else.



-Example-
Here, you'll see me pick up 250+ gold in a matter of seconds from creep kills. And there are going to be larger waves than this, so try to pick them up whenever you can.
Viable





NEW WITH SEASON TWO




Useless
Well, everything else.
BUILD ONE - PURE AD
SPACESPACE





SPACE
SPACE
BUILD TWO - AD/SUPPORT HYBRID
SPACESPACE





Since the passive change, hybrid items that add both AD and AP (
Guinsoo's Rageblade,
Hextech Gunblade, etc.) have lost a lot of their appeal to Kayle as their only dual effectiveness now is buffing
Reckoning. Kayle's new passive promotes the idea of reducing both the armor and magic resistance of the enemy. Combine the passive with
Arcane Knowledge
and
Weapon Expertise
, you begin the game with a good base. My item build plays to the strengths of the passive, making Kayle a very dangerous carry. Typically an AD carry can be hard countered by armor, but with Kayle's inherent magic damage from
Righteous Fury, she's not so easily countered. However, the enemy would do even worse to get a little bit of both armor and MR, due to the various penetration of both Kayle maintains.
The Nashor's Tooth Debate: I have read numerous other Kayle guides here and on SoloMid.net that advise AGAINST
Nashor's Tooth and I feel I need to express my opinion on this. Most of those against Nashor's cite their reasoning as
Righteous Fury does not need 100% uptime, and I believe that is the incorrect focus of the CDR. It's certainly a convenience to have, but by no means necessary. I personally feel the CDR to the OTHER abilities is most important. Dropping three seconds off the
Reckoning CD could easily mean the difference between securing a kill and letting an enemy escape, dropping SIX seconds off
Divine Blessing gives you an enormous increase in speed boost uptime AND life-saving capability, and dropping TWENTY-FOUR seconds off
Intervention...I mean...come on...just get
Nashor's Tooth. You won't regret it.
Season Two Edit: If you use the AD/Support hybrid build (Build Two), the above holds true in my opinion. However, if you decide to fill the AD Carry role to the fullest and choose Build One, I think
Malady fits better in it's place. You'll see that item-wise, that's the only difference. Malady is cheaper and actually offers more damage and syncability with Kayle's passive.
SPACE
SPACE
- Starting item of choice. Additional health for survivability and early-damage that, combined with masteries, makes last hitting substantially easier.
Sight WardSight Ward - Aim for these on your first trip back. Total is 975G. Movement speed, more HP/Damage, and gank protection.
Sight Ward - Your established early core items. Chances are you won't have enough to pick up
Malady on your second trip back unless you're dominating your lane, but upgrade your boots, pick up a dagger, snag another ward, and head back to your lane. Total cost is 2470G.
Assuming you're level 9 at this point (or higher),
Righteous Fury is now maxed and you have
Malady. This means you have 80 additional magic damage per swing AND 24 flat magic pen, 10% magic pen (masteries), and 15% magic reduction (passive) after just a few attacks. This damage is extremely powerful at this stage of the game and it's about to get better.
>
- This is where it gets fun. Pick up the
B. F. Sword as soon as you have the cash for it (I recommend 1725G to grab another ward]. If selling a
Doran's Blade will get you there, do it. It takes another 1215G to complete the cleaver, but man...the damage...well, let's recap:
Your build thus far (Core) -
Sight Ward
...and yes, wards are core, silly.
At level 14 with these core items:
Attack Damage - 160
Magic Damage - 80
Attack Speed - 1.6+
Flat Armor Pen - 16 ( Greater Quintessence of Desolation +
Sunder
)
Flat Armor Reduction - 45 (
Black Cleaver)
% Armor Pen - 10% (
Weapon Expertise
)
% Armor Reduction - 15% (
Holy Fervor)
...AND...
Flat Magic Pen - 0 (sadface)
Flat Magic Reduction - 24 (
Malady)
% Magic Pen - 10% (
Arcane Knowledge
)
% Magic Reduction - 15% (
Holy Fervor)
Now, I'm not going to get all mathy on ya, but that's a lot of damage.
From here, pick up
Giant's Belt for survivability and start building Infinity's Edge. Ideally, the game won't last much longer, but continue with the build listed if it manages to.
SPACE
This build is only realistically completeble AND viable if you (and your team) are dominating the opposition and the game continues without surrender, but it's probably the most entertaining way to end a game. While you may remain squishy, you'll be amazed how quickly you can mow down the opposition. If you manage to avoid stuns/silences long enough to get your ultimate off, you're very likely to kill an enemy champion in that 3-second window. Picking up
Vampiric Scepter and
Zeal after
Black Cleaver would be my recommended route as the movement speed, crit, and lifesteal combo for cheap will lead nicely into the final stages. Once you complete
Infinity Edge, the game probably won't last much longer. Always be last or close to last into a team fight if you take this build.
SPACE
SPACE
If you find yourself in an extremely tough game with extremely tough enemy carries, this build should keep you alive. The 1000 additional HP and the passive benefits from
Banshee's Veil should keep you alive against heavy AP champs, the HP + the armor from
Atma's Impaler will endure the heavy AD champs, and the crit + added damage from Atma's should keep you relatively competitive in the AD carry role. The CDR from
Nashor's Tooth is more suited for this build than
Malady.
SPACE






The Nashor's Tooth Debate: I have read numerous other Kayle guides here and on SoloMid.net that advise AGAINST






Season Two Edit: If you use the AD/Support hybrid build (Build Two), the above holds true in my opinion. However, if you decide to fill the AD Carry role to the fullest and choose Build One, I think

SPACE
SPACE
BUILD ONE - PURE AD
SPACE





Assuming you're level 9 at this point (or higher),






Your build thus far (Core) -




...and yes, wards are core, silly.
At level 14 with these core items:
Attack Damage - 160
Magic Damage - 80
Attack Speed - 1.6+
Flat Armor Pen - 16 ( Greater Quintessence of Desolation +

Flat Armor Reduction - 45 (

% Armor Pen - 10% (

% Armor Reduction - 15% (

...AND...
Flat Magic Pen - 0 (sadface)
Flat Magic Reduction - 24 (

% Magic Pen - 10% (

% Magic Reduction - 15% (

Now, I'm not going to get all mathy on ya, but that's a lot of damage.
From here, pick up

SPACE
END GAME (GLASS CANNON)
SPACE
This build is only realistically completeble AND viable if you (and your team) are dominating the opposition and the game continues without surrender, but it's probably the most entertaining way to end a game. While you may remain squishy, you'll be amazed how quickly you can mow down the opposition. If you manage to avoid stuns/silences long enough to get your ultimate off, you're very likely to kill an enemy champion in that 3-second window. Picking up




SPACE
SPACE
END GAME (DURABLE)
SPACE
SPACEIf you find yourself in an extremely tough game with extremely tough enemy carries, this build should keep you alive. The 1000 additional HP and the passive benefits from




SPACE






















Gaining levels is a secondary priority for Kayle. Cashflow is most important. For this reason, laning bottom with a tank or a support class is best. They will help keep the opponents in the lane at bay while you last hit like a pro. You will be able to activate
Righteous Fury on cooldown throughout the entire game as it's very cheap, so use that as often as possible to get your creep kills and keep your distance otherwise. If an enemy champion in your lane is melee, poke him often with your ranged attacks. If he gets cocky and overextends, hit him with
Reckoning and chase until the slow wears off. Less time they spend in the lane, the more you can farm.
Best Laning Partner -
Orianna
Great Laning Partners -
Lux,
Morgana,
Karma,
Taric,
Alistar
I'd put
Orianna at the top primarly due to her perma-ward-in-the-brush with
Command: Attack. Controlling the brush for free without being in it is going to help Kayle's farming ability substantially. In addition, she's got an absorb and an enemy slow/ally haste. The other partners listed all offer similar CC capability, an absorb or heal of some kind, and require significantly less farm (in comparison to Kayle) to be effective.
If the above is not possible for whatever reason, don't fret. Kayle is arguably one of the best solo-lane champions. Mid or top makes very little difference. Typically AP carries take mid, so feel free to take solo top. With the current meta of having a strong melee fighter at solo top, you should have a fairly easy time farming and harassing.
PLEASE NOTE: If the enemy team is without a jungler, you MUST play VERY safe if you're solo top. In a 2v1 scenario with the enemy controlling the brush, Kayle's fragile frame early on will get you into a lot of trouble if you remain aggressive.
LANING DO'S
LANING DON'TS


Best Laning Partner -

Great Laning Partners -





I'd put


If the above is not possible for whatever reason, don't fret. Kayle is arguably one of the best solo-lane champions. Mid or top makes very little difference. Typically AP carries take mid, so feel free to take solo top. With the current meta of having a strong melee fighter at solo top, you should have a fairly easy time farming and harassing.
PLEASE NOTE: If the enemy team is without a jungler, you MUST play VERY safe if you're solo top. In a 2v1 scenario with the enemy controlling the brush, Kayle's fragile frame early on will get you into a lot of trouble if you remain aggressive.
LANING DO'S
- Last hit like a pro
- Stay in lane as long as possible
- Recall only if a dire necessity or
Teleport is available
- Avoid harassment
- Keep an eye on the minimap. Utilize
Teleport to farm creep waves or to assist in kills.
LANING DON'TS
- Avoid harassing the enemy with
Reckoning. Doing so will deplete your mana.
- Do not overextend unless area is warded.
Season Two Edit: With the addition of a new, viable, fully offensive Kayle, you are no longer "required" to play support early/mid-game. Utilizing heal is no longer part of your primary duty, though utilizing
Intervention properly is still vital.
I know what you're thinking: "If I'm an AD carry, how can I also be support?". Easy. You're Kayle. This is, in my opinion, what distinguishes Kayle from most (any?) other AD carry.
For starters, most people think of Kayle as a support/magic damage dealer. If the enemy sees your team with a
Kayle and no other ranged AD (or AD carry), they're bound to think they can pigeon-hole magic resist and they will be fully protected. And they'll be dead wrong. If this happens, they'll realize their mistake around mid-game (once you grab
Black Cleaver) and their HP quickly deteriorates.
However, it is very important to realize that you are still capable of support and should utilize that.
Intervention - While you will probably end up using this on yourself end-game, DO NOT forget that you can save a teammates life with this ability. The 2-3 seconds can get a teammate behind a turret safely (early game), save your AP carry who got caught out of position, protect yourself or others from certain death from
Karthus's
Requiem or
Caitlyn's
Ace in the Hole, etc. Learning when and on whom to use this ability can make a good Kayle great.
SPACE
In this video, you'll see
Garen,
Jax, and
Karma get a little carried away and the use of
Intervention on
Teemo delays his death long enough for Jax and Garen to die. At the end of the clip, you'll see
Rammus powerballing in from the brush to tower dive to pick up the kill on Karma.
Look for these opportunities, especially early to mid game. Once you have Nashor's and Cleaver and begin picking up more kills, the enemy team will want you dead first. Transition your ult to yourself and you'll become extremely frustrating.
Divine Blessing - You're not building AP (outside of
Nashor's Tooth) and this ability scales poorly off AP anyhow. However, a 225-hp 9-sec CD heal can certainly bring someone back from the brink of death or keep a push going after a teamfight. Perhaps most importantly is the speed boost. Keep in mind that the boost is applied to whoever receieves the heal. Is your
Akali or
Xin Zhao JUST out of range to charge that 25-hp Shaco trudging through the jungle? Pop them with
Divine Blessing and secure the kill and assist. Or are you on
Shaco's team and afraid they'll catch him? Heal him and make him almost uncatchable. Your ability to make use of these opportunities can make
Kayle one of the strongest and useful carries in the game.

I know what you're thinking: "If I'm an AD carry, how can I also be support?". Easy. You're Kayle. This is, in my opinion, what distinguishes Kayle from most (any?) other AD carry.
For starters, most people think of Kayle as a support/magic damage dealer. If the enemy sees your team with a


However, it is very important to realize that you are still capable of support and should utilize that.





SPACE
True example: I'm laning mid,
Mordekaiser solo top against
Xin Zhao and
Maokai. At level 6 or 7, I head up the river with Xin about half HP hugging the brush and Maokai rapid firing saplings. Ping for Xin, Morde engages. They think they have an easy kill, Morde
Children of the Grave's Xin, I
Intervention Morde before he dies and unload on Xin. He dies, Morde gets Xin's spirit, and we pick up the double kill on Maokai.
SPACE





-Another Example-
In this video, you'll see






Look for these opportunities, especially early to mid game. Once you have Nashor's and Cleaver and begin picking up more kills, the enemy team will want you dead first. Transition your ult to yourself and you'll become extremely frustrating.







-Example-
In this clip,
Akali is retreating from
Talon and
LeBlanc. I catch Akali with a heal, though she still gets caught by LeBlanc's
Ethereal Chains. I land a
Reckoning on LeBlanc and Akali BARELY escapes with her life.
Reckoning - It may be the weakest of your support-oriented abilities in terms of capability, but having a low-CD 35%-slow nuke further increase your chances of helping a teammate survive on the run.
In this clip,






Here are some of my screenshots that show I've been successful with this build. Even games that were losses, this build still kept me with a positive kill/death ratio. That's certainly not the only thing that matters in a team game, but it does support this build's validity.
SPACE
SPACE

SPACE
First three games with new masteries, mostly new runes (don't have all the AS Marks yet), and
Malady rush. Specifics of each below.
SPACE
SPACE
Solid game with a 7-kill streak. And how about that damage split? Had the game gone longer, the gap would have widened greatly in favor of physical.
SPACE
SPACE
Laning with
Malphite against an aggressive
Zilean and
Tristana, I had quite a poor start this game (1/5/9). Granted, nobody else on my team had more than 3 assists, but that's clearly a sub-optimal start for a carry. Was still able to rally back with an unofficial quadra, a triple and a double kill. Next time I was killed, I was 11/6/13. Finished the game with another triple. You can see the gap widen here between physical and magic.
SPACE
SPACE
Solo top against
Olaf. Good damage split on this one, though attacking the enemy
Rammus probably brought the physical down a bit :D
SPACE
SPACE
SPACE
Here's virtually a best-case scenario build. Farmed well, game lasted longer than most, and...well, that's what happens.
SPACE
SPACE
With proper teamwork and playstyle, you just might never die.
SPACE
SPACE
...and no, that wasn't a fluke.
SPACE
SPACE
As you can see, you might not always lead in kills, but as a support you can still rake in the assists
SPACE
SPACE
With proper farm and some kills, you can see what your build can look like 30 minutes in.
SPACE
SPACE
Here's what a "typical" game might look like, albeit slightly longer than average. No severe outleveling or one-sided scores.
SPACE
SPACE
In this video, you'll see the output of a completed build. The squishy
LeBlanc is wiped out in 2-3 shots (kill coming from red buff),
Warwick with
Randuin's Omen goes down in just a few seconds with the help of
Olaf, and I dive
Leona at the Nexus' towers using
Intervention to avoid damage while picking up a triple kill. I added the results of that match below. Keep in mind the enemy
Talon started 9/1/1.
SPACE
SPACE
I have numerous other screenshots as well if more proof is needed, but would really love to add YOUR screenshots with this build. Please give it a shot and leave a comment and upvote if/when you fall in love with it.
SPACE
SPACE
BUILD ONE - PURE AD
SPACE
SPACE
First three games with new masteries, mostly new runes (don't have all the AS Marks yet), and

SPACE

SPACE
Solid game with a 7-kill streak. And how about that damage split? Had the game gone longer, the gap would have widened greatly in favor of physical.
SPACE

Laning with



SPACE

SPACE
Solo top against


SPACE
SPACE
BUILD TWO - AD/SUPPORT HYBRID
SPACE
Here's virtually a best-case scenario build. Farmed well, game lasted longer than most, and...well, that's what happens.
SPACE

With proper teamwork and playstyle, you just might never die.
SPACE

...and no, that wasn't a fluke.
SPACE

As you can see, you might not always lead in kills, but as a support you can still rake in the assists
SPACE

With proper farm and some kills, you can see what your build can look like 30 minutes in.
SPACE

Here's what a "typical" game might look like, albeit slightly longer than average. No severe outleveling or one-sided scores.
SPACE
In this video, you'll see the output of a completed build. The squishy







SPACE

I have numerous other screenshots as well if more proof is needed, but would really love to add YOUR screenshots with this build. Please give it a shot and leave a comment and upvote if/when you fall in love with it.
In case my not-too-long guide was still too long, I'll quickly go over the primary points discussed earlier in the guide.
Teleport to help.
[*]
Malady and
Black Cleaver are the staples of Build One.
[*]
Nashor's Tooth and
Black Cleaver are the staples of Build Two.
[*]Don't play very aggressive early on, but take any kills you can get safely.
[*]Lane with a CC-capable teammate if at all possible.
[*]Remember to utilize
Intervention for the betterment of your team.
[*]Avoid initiating teamfights.
[*]Most importantly, try to have fun! She's an exciting and rewarding champion to own with!
In conclusion, thank you for taking the time to read through my build. I would like to think that I put a lot of effort into it. Please comment and vote, leaving any opinions/suggestions/improvements you can think of. I will be updating this guide with images of my own scores using this guide as I can and encourage anyone who performs well using my guide to do the same. As mentioned earlier, if you help improve this guide I will be sure to say so at the top of the page. Best of luck!

[*]


[*]


[*]Don't play very aggressive early on, but take any kills you can get safely.
[*]Lane with a CC-capable teammate if at all possible.
[*]Remember to utilize

[*]Avoid initiating teamfights.
[*]Most importantly, try to have fun! She's an exciting and rewarding champion to own with!
In conclusion, thank you for taking the time to read through my build. I would like to think that I put a lot of effort into it. Please comment and vote, leaving any opinions/suggestions/improvements you can think of. I will be updating this guide with images of my own scores using this guide as I can and encourage anyone who performs well using my guide to do the same. As mentioned earlier, if you help improve this guide I will be sure to say so at the top of the page. Best of luck!
You must be logged in to comment. Please login or register.