General Guide by RikudouDovahkiin
How to Kayle: Angel of Healing and Invulnerability!By RikudouDovahkiin | Updated on March 25, 2019
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Runes: Effulgent Beryl (Sup-Top-Mid)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order General Kayle S. Page
Threats & Synergies
Tristana is one of the easiest match-ups for the 2v2 lane as far as I know, her damage combo is based on a obvious combo, when she all-in's you can/shall block all of E+R damage not after she damages with those movements, because all her is damage in this combo can be blocked like that, and shouldn't be able to kill your ADC. In lane wait for economical heals to revoke their damage done on your ADC. She also has a serious range- but your slow is a difficulty for her. Play around your ADC and do not let her do things for free.
Kalista has stack mechanic, so you have your Ulti, in poke-lane you can out-heal her poke, and your slow has a big impact on her passive so shouldn't be able to kite at ease, protect your ADC and play around your slows to lower her damage output since she greatly sensitive to slows as a ADC.
A Blitz naturally is a threat against passive laners, especially since you don^'t have a form of hard CC, his Ignite can make things harder if one of you gets caught. You will usually/can escape easily with a Talisman or Mobi build, speed-up your allies to help dodgin' skill then after his Q and W he becomes vulnerable to kiting, killing or catching since he's slowing himself as well, it should be less harder to punish him with an exact timing. Care for his Ignite; if you're sure that he's all-inning make your Heal 100% useful by using it at the right time if you have Heal 'course. He shouldn't be that hard unless something bad happens there, you will usually want to kite him and protect your ADC.
Such laners (in passive game-style), shouldn't be that much of a problem, since all of her poke will be negated by your strong heals, her W or E max'in shouldn't matter that much to you, care if she has Ignite, she has a full arsenal of usable/useful skills in 2v2, care for her free pokes as she has a quite range for a support, while her E shields and R heals the friend champion, it can be not enough sometimes for your R to respite enough time, especially since she has a strong healing, one-shotting her or ADC can be perhaps possible with snow-balling but care for your ADC whatever happens in the lane, at least it shall be a tough lane for her to dominate, your heals are can be really useful since she's a passive laner it can give enough time for your W's to negate enemy poke.
Karma is a poke-magy support who has sort of damaging spells, care for her engages as she can speed-up herself or a teammate to catch ya, dodging her Q's or basically having a quite distance in lane will often be useful, since her main source of damage is her constant Q's, you can heal your ADC and watch the right moment to engage her or her ADC, since you also have some useful CC you can attack as soon as her Q and shield goes off. You can bait her some Q's by little feints, that will help with it, care for her snare as you don't have any escape skill beside your Flash. Without Ignite she shouldn't be able to bully your ADC easily when we consider our healing power in lane.
Champion Build Guide
How to Kayle: Angel of Healing and Invulnerability!By RikudouDovahkiin
- WELCOME - IN PROGRESS -
Hi I'm SirEagleEye(now Yoke of Ordeal) TR server player. I'm here to post a guide/build for Kayle, as I'm gradually improving guide nowadays; might be a detailed guide in the near future, thanks in advance for the feedback.
Kayle is an alternative support and got a complete rework, they stayed true to her general aspect of gameplay, invulnerability, healing and on-hit innate build and they also added at least 2 Extra AoE damage to her kit with the new R and Q, as a support main I shall be able to say that she is an alternative support yet has a strong feeling about her R despite she's weak in support role 'couze of her scaling nature. She can be played in various roles. Kayle has her own place/gameplay and fun when compared to other supports. I'm here ladies and gentlemen, she has her own laning-phase, and is a bit different from other top, sup or ADC heroes.
Remember when playing her, her item/ability kit is changing and it's probably not final build for her, and her items are quite flexible. So she has multihued style, still in the heart meta like previous old seasons, thanks to the rework, so even if you play without any mistake, possible defeats are inevitable in some cases because of her indefinite style, playing her effectively requies a good understanding of game and character's mechanics. Also she can par with many late-game monsters now..
“May it be a light to you in dark places, when all other lights go out.”
Her style can possibly be; a 4 hits per sec AS mage or a burst mage with high AP, since earlier seasons, riot changed or buffed her those actions of riot (ulti cost ->0) led her to be kinda a useless champion because she couldn't find her real place in the heart of meta, bonus being a bore hero.[/color]
All of this means new items that strengthen heals can work for Kayle's Divine Blessing, without building pure AP she can still heal strong- not mere healing but also this build can offer versatile functionalities. She can hardly find a place for her in this meta, where top laners and jungles or mids have to be really strong in their way of their own aspect, while Kayle has no hard-CC that can be useful like Lissandra's CC.
In this rift, she can be played as a support and those very combinations of support items can avail her positively. For now, let me give an example of how it can work; you know AP is needed for such spells to be more effective but Kayle as support, can reach a noticeable amount of AP and the enormous amount of healings with set-up; to explain how it will usually work, she has firstly her innate peeling,speed boost, slow, basic parts of protecting and helping powers are there in her kit, Radiant Blast can shred enemy resistances, which makes Kayle a teamfight utilitarian, pick a target to buff, speed up some other guy etc. Other than being a late carrylord, support Kayle has access to Radiant Blast which could trigger fountain of life and thus activate Ardent Censer through that lil healing on her allies, you can still avail from melee items like Relic Shield, and poke in the lane, sling spells here and there from a distance while her Divine Judgement makes her all special as a support, makes her target invulnerable for a time; this can be used to absorb thousands of physical damage of an assassin, instead of shielding, mitigating full of that damage for a brief time can be really useful when you have a hyper-carry ADC.
Since shield does not has an HP but instead has a time, it can be game changing with correct timing and make assassins escape in an awe, those are few the advantages and disadvantages of Kayle that we can mention swiftly;
Abbreviations, Terms and Things of course:
- AA: Normal attacks done by champions, which usually happens physical form of damage.
- AP: Ability power which increases magical damage done through items and abilities
- AD: Attack damage increases physical damage done through skills and attacks
- MR: Magic resistance to blocking enemy magical damage
- AR: Armour to blocking enemy physical damage
- CS: Creep score which mentions minion kills
- CC: Crowd control, that prevents enemy movement or skills and such
- NERF: Debilitation to certain champion, items and things, aka balance changes
- Dirty Farm: Taking jungle during laning phase to achieve advantage against opponent
- AI: Active items that can be used with the certain times and cooldowns
Green color usually means ability power (healing or damaging power) while azure means basically magical power and white-like blue represents usefulness, inspiration, red represents HP scalings or damage in this guide. Other colors such as orange are used for various things in this guide. Feel free to leave a comment if colors are wrong or doesn't match the feel or way too tiring to read.
For example,you achieve something similar to those stats on classical Kayle build:
+300-700 AP +2300 HP +375-450+ MS +100% MS buff +25-45% CDR +2.30 AS + unique actives and passives.
Also for example, its possible to achieve something similar to those stats on Support Kayle build:
+500 AP +2400 HP +375-450+ MS +100% MS buff +45% CDR +20-55% Healing/Shielding Bonus + unique actives and passives and so on,
you should remember that AP does not mean pure healing or damage always.
And now our guide adventure begins isn't it? I'm updating it feel free to leave constructive criticism, useful ideas and suggestions or questions...
+ Invulnerability Skill
+ Great late game scaling
+ Can deal mixed damage
+ Fun to play (last millisecond invulnerability)
+ Good item synergy
+ Rpg'ish gameplay (surviving the early game, dodging death, filling your flask at the fountain, buying items etc.)
|New Kayle is now more of a sophisticated character than a heal-spammer weirdo flying armor with fiery sword who often run out of mana due to using her ''become ranged'' spell required her to use her slow debuff Reckoning + Divine Blessing speed buff to catch enemies, which cost some serious mana to be able to engage properly, now she can prevent thousands of damage with well-timed Divine Judgements while still dealing great damage on the teamfights, which makes her a great pick for hyper-carries (yes since she's a hyper-carry too, why doesn't she use ardent on herself? -thinking emoji), her poke and resistance debuff comes handy, gains movement speed while flying towards enemy champions when Exiled, she can peel her team relatively effectively, put some serious damage in teamfights with many AoE's, she can definitely deal with tanks, assassins and ADCs at the late game, when she becomes a monster.|
- Poor late-game
- Has no hard CC
- Has high cooldown on her support ability
- Can be suspended in early game
- Relatable squishy, can be mana hungry
- Open to further nerfs
|Kayle can be sometimes forced to play passive or even get ignored by enemies; in some cases, in early-game her range and lack of strong CC'disengages makes her a less powerful choice, her tanking capabilities are not that great for her passive laning, besides that she can be easily avoided by the opponent team when fell weak, when enemy becomes too bully and your teammates falls one by one feeling, all alone, which can end with a swift defeat, considering our current meta, where matches last about 20-30 mins.|
Kayle the Judicator
In this section, we can try to explain which skills, why, important tips, tips'n tricks and synergies between skills and build;
You can constantly heal your allies and protect them in critical situations which will return some fights to your favor; like a Talon leaps to your ADC while also Syndra unleashes her ulti to your ADC,
this now is a scene where many supports such as Janna has to go Saiyan alike mode and scatter enemy with great timings and perhaps effort, while a Kayle can look up at the sky with a gracious calmness that knows what she can do and what enemy can push to the maximum. She can response enemies with an impassable shield, she can handle the many situations unless it goes way too hard to handle and enemy start to ignore Kayle with their nearly 10 CC'es, her Radiant Blast shall shiver enemy tank's res. by 20%which comes handy in some match-ups. She is an angel alike warrior after all in this world of broken promises...
Divine Ascent (Passive): This passive is what makes Kayle a glass-cannon, that needs to be well budded out till late game. Every AA till lv 11 grants Kayle additional 6% attack speed up to maximum of 5 stacks. This allows you to hit 0.90/s attack speed at level 1 without buying AS item.
At level 6 Kayle unlocks AFLAME, which is a part of her scaling passive, Kayle unleashes fiery waves at max passive stacks upon landing auto attacks to non-structure targets, which will damage enemies (non-structure) behind your target in a cone-like shape. It's a nice tool to have at early game when you get your Stinger or Berserker's Greaves, and becomes more effective when fully become exalted. You can use this to quickly push waves, or poke your enemy through minions.
At level 11 Kayle unlocks ARISEN and thus becomes a ranged champion with a aa range of 550. And her passive stacks grants her 10% AS per stack instead of 6%. At this stage of game, laning/teamfighting becomes easier due to your ascension, so if you're at max stacks, your fire waves will also become ranged that pair with your range. Now at level 11 you can farm more safely or keep poking enemy more constantly withiout having to wait your Q and E.
At level 16 Kayle unlocks TRANSCENDENT, Kayle becomes exalted and needs no more to stack her passive, becomes permanently Zealous her aa's no longer requies maximum stacks to unleash fiery waves, and finally, fiery waves from AFLAME deals 100% true damage which scales off with both AD and AP. Thats also why we build an unexpected Infinity Edge after AP items, because that 25% (or 50%) chance of crit also affects your true damage, with ofc. crit procs, since all of your other abilities that are not Celestial Blessing will get stronger with more AD. We get our procs, AP, CDR from early cores, later on game an unexpected Infinity Edge may 'reck your targets in mere seconds, thanks to Kayle's passive, your true damage is affected by both AD and crit multipliers, thats probably why many players build AD on her.
Radiant Blast (Q): This ability is a skillshot that shot after a half-second delay from where its spawned to the target direction, later upon contracting an enemy target, it takes a cross like shape and reaches further. We max this skill first 'cause everytime it's leveled up, CD wind-up time becomes shorter and also slow gets stronger as well as the damage. The thing with this ability is that it helps you survive the laning phase, where you have to get closer to CS, this skill can help you farming from a distance, which is nice and safe for Kayle's early. Its burst/slow is kind of a suprise attack when chasing, this is our main farming tool pre-6 before E becomes an AoE spell. Make sure you use it with the right angle because of spells area of effect, after AoE buff Kayle can quickly push the lane by killing ranged minions with Q + E.
After buying core item, Nashor's, + Transcendence + Cosmic Insight, at max rank (with adequate amount of mana) 'tis spell will reach its spammable nature with a CD of 5.2 seconds.
Celestial Blessing (Q): And first signature supportish ability of Kayle, upon using this on an ally champion, Kayle restores both her ally target's and herself's HP for a fair amount, considering it's duo heal, more importantly gives both targets a great burst of speed that scales with skill level and AP, around 600 AP + max skill lv, speed buff grants about 100% MS to each target, which make this skill a valuable part of her kit, allows her/her team to chase, avoid fights. Athene can boost healing done by Celestial Blessing for a fair amount, combined with healing power items, runes, healing done by Athene can near total 400 HP.
This is her main sustain tool, and can be used several times if mana is enough to hold in laning phase, so you can farm. Its a bit costy but can save Kayle's hide many times, especially if you're scared from unexpected ganks, you can max this ability second, or even first to get a fair amount of healing + speed burst to avoid getting killed.
In late game, Kayle can still support her team with constant heals + speed buffs, for example if your in a teamfight, point'n clicking this on a hypercarry can help them with their repositioning rather easily or Kite a tank. Also can be used to keep alive someone in the team, speeding someone up can save their hides too, you know. Depending on the situation this ability can be maxed first, or last.
Celestial Blessing is bread and butter of Kayle especially in 2v2, 2v1 chases, 1v1 duels, you will be usually sitting at lane or waiting and positioning yourself, she don't have a hard-CC, and this is what makes up for her lack of CC. This buffing ability of Kayle basically heartens the tank of the team or ADCs easily, help you sustain thyself in the lane, since this ability is a bit costy, make sure you don't overdo and deplete your mana too quickly for only the healing effect. Higher mana pool from biscuits, Manaflow Band, and The Dark Seal + Blue buff should allow Kayle to use this ability without constraint.
When you have items such as Athene's Unholy Grail, Redemption, Celestial Blessing's heal will get stronger, you should heal your low-HP tanks to help them with tanking mission, the tank is the role that someone handles the most of the frontline damage for his team, they're quite effective at stopping those plain damage at bay, by healing them you also make yourself even more time to auto-attack while they keep tanking, because they are effective at using HP, a tank can use 500 heal for seconds while a squishy target can die in a half-second even with 1k healing. It can heal around 30% HP of a tank in team-fights which is something huge when many small make a great, using it many times shall cling tanks to the very ether-quenching joy of life.
Also, remember, this spell's main functionality (other than sustain) is speed-burst buff, it lets you dodge deadly skillshots easier, which may be more valuable than mere healing effect in some situations.
|Starfire Spellblade (E): Starfire Spellblade is Kayle's passive AA buff, also an active AA-reset which deals extra damage depending on its target's missing HP.|
In laning phase, you can only protect with few seconds with your ultimate, so think before acting as it can be less useful against sustained DPS opponents, its good at blocking instant burst damage like a Tristana's combo, or Syndra's Unleashed Power, use it at the right moment and block all the damage, in 2v2'es same criterions are viable. If enemy bot lane has low sustained damage, you can block their first wave of skill barrage with Intervention instead of waiting last 1 HP to shield, because it will be less useful, its not healing nor warping time basically blocks damage, if you miss the best moment for blocking damage for example; like blocking both Karma Ezreal ultis, at a high HP, because they will already leave almost half-dead whats the point of shielding last few HP's.
You can possibly use it on tanks to save them or make them invulnerable to first rain of skills, so they can stay in fights longer for your team's good unless your carries getting one-shotted you can be a companion of your tank, since the best friend of a sup is classically tank. They shouldn't pass a frontline Fiora or another champion, it almost means certain death for the more squishy backline, and your quest as the support of your team is helping them with that. If an assassin waits the chance for one-shotting your carry, basically help your team normally as if it did not matter, then when assassin or assassins take action, time the best shield to mitigate most damage, so they may leave/escape followed by your tank's reaction, keeping up the team is important at that rate. If you have Redemption you can also use it combined with your Intervention to guarantee the healing effect and create a counter-attack resistance/chance for your team.
Level; 6,11,16, those points are reducing the cooldown and increasing shield duration, max it/invest points through ultimate skill whenever possible,
Summon Aery: This is our keystone for Kayle support, a summon companion, helps your both damage and peeling. Using your Righteous Fury on an enemy will send aery to him/her, deals an extra damage which helps us to be useful in terms of the individual performance, healing and shielding abilities send aery to friendly champion, and protects them with an additional shield. Aery has to return Kayle before attacking/shielding again, distance plays a role on Aery, which means it has somewhat 0 CD but with a long animation time. Healing an ally sends Aery, Aery shields a slight amount of HP shield, which is something like 40 at early game, a strongly growing/scaling rune throughout the game in terms of both healing and exterminating for an enchanter support.
|Kayle's ultimate is a vital invulnerability ability, which surrounds the target and makes them invulnerable to damage from champions, and creatures and normal towers. This rune helps with it, everytime we use ulti, its cooldown reduces by an amount for maximum of 5 stacks, other two options are not worth to change this for enchanter Kayle.|
|For Kayle, other two options are possible as well, however, staying above 70% rewards you with an additional amount of ability power, which amplifies the heal and damage done through spells, and is valuable for Kayle since she doesn't build AS, AP is needed to increase our healings, other options are also viable however this feels more solid on healings, I guess. Depends on game-style.|
|As the game goes on, so your AP increases as well. Other two options are much more situational alike, MS champions can value other and poke oriented supports can go Scorch, however having our AP increased means also stronger heals, increased haste buff with W, Kayle is a bit uncompleted at early game, this scales well into late well for Kayle.|
|This marks the CC'ed target by your Q, allies that attack with AA'es get healed which might result in your ADC survive a 2v3 fight with a very low HP left, attacking those marked targets also apply Ardent if you already have, helps and fills our lack of many peeling abilities by making Q another healing ability.|
|Your healing and shielding become stronger. Becomes additionally stronger to targets with less than 40% HP, and makes a difference, especially when you add Redemption to that, I guess Redemptions becomes 45% stronger to targets that with low HP, makes you a stronger healer, a basic go to go for the many healers and since this is a build of enchanter Kayle, we can easily take advantage of our strong healing ability.|
This page is our classical 'go to' go' page, however, perhaps we may examine other runes as well in future, but this meet the needs of Kayle by granting additional ultimate CDR, granting some sustain and strengthens Kayle's protecting capabilities, like how also Revitalize affects Summon Aery's shielding as well, mind a full stack Athene combines with Revitalize, a nice page to go with Kayle support.
Tristana is a champion who can take care of herself, positioning mobility, kiting and CC are the species that she can use well, she is a lane bully character that likes to freely make the magic combo take the kill then return,
with Kayle beside her, she can easily win some 2v2'es or can enter dangerous positions where she can kill few champions easily because of your ulti, a confident Tristana can easily make use of your power and healing and disable the enemy with teamwork, her too high mobility is a threat for you as well, it can prevent you from healing her or can cause positioning problems because how Kayle's playstyle is a bit passivist it can
be hard to follow.
Vayne is perhaps the matriarch of the hyper-carries, she can have a hard laning phase, usually can be easily intimidated since she has fairly a weak early- game, with Kayle beside her; she can stay in lane much longer with heals and farm in safety, later she can utilise speed bursts of Kayle to hunt or kite enemies down, while
if Intervention has been created for her; she activate last hour to start hunt, and you can support her with granting an invulnerability to make her confident with her movements, it can provide enough time to Vayne disable at least 1 or few enemies in some scenarios, in defensive matches you can possibly make her it out alive with your ulti amidst the assassins and create chance for her to farm properly, a light pact?
Kog'Maw is a mixed damage dealing hyper-carry, and he basically loves AA enhancing support such as Lulu to increase his damage, he likes extra MS to kite enemies and protection for his squishy core. If even it wasn't the best duo,
its still around the good level probably since high AS of Kog'Maw can value Font of Life rune very well in some match-ups, especially where Kog needs exact damage mitigating, you can help him with that, but your lack of hard CC's can be a bit problem for lane since he needs some frontline, some sup and Ardent Censer of course, play around him so it should be around good because of his bad-*** range and AS, taking Mikael can be beneficial for this duo since Kog's are usually hitting dangerous CC'es isn't it?
Those are the very few examples with short explanations, for further details; a bigger update is needed, I guess? Feel free to leave suggestions.