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Kayle Build Guide by Randaldo

Kayle - 4 Second Rule

By Randaldo | Updated on September 19, 2011

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She shielded her delicate features beneath her enchanted armor, the sole remaining masterpiece of an extinct race of craftsmen. Though a beautiful, striking creature, Kayle, now as then, avoids showing her face; war has taken a terrible toll upon her spirit. In her quest for victory, she sometimes would try to lift the wicked up from their morass of evil, but more than often she instead purged those she herself deemed beyond redemption. To Kayle, justice can so often be an ugly thing. Ten years ago, Kayle's war against evil was nearly won... until her rebellious sister Morgana, a pariah amongst their people, suddenly gained powerful new allies: magicians of a hitherto unknown world called Runeterra. Morgana traded servitude to a number of the summoners in Runeterra's League of Legends for powerful new abilities that, if mastered, threatened to bring Kayle and her people to their knees. To save her world, Kayle had no choice but to make a pact with the League herself. She approached the leader of the League, High Counselor Reginald Ashram, with a deal of her own. In exchange for a thousand years of Kayle's service, Ashram halted all League interference on Kayle's world. With Ashram's disappearance five years ago, Kayle has new causes on Valoran: find out who or what caused Ashram to disappear, defeat her sister Morgana upon the Fields of Justice, and bring her own brand of justice to the League of Legends. "In the League of Legends, Justice comes on swift wings." 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[tip_playing_against] => *Intervention only grants Kayle or her allies immunity to damage. Slows and stuns can still be applied, so trap them if they're being overzealous. *Kayle is usually a fragile target. Once you see her ultimate cast, switch to attacking her. *Be sure to look at what items Kayle is building to determine what role she is fulfilling on her team. 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[ranked_description] => Kayle's basic attacks against enemy champions reduces their armor and magic resistance by 3% for 5 seconds (stacks up to 5 times). [description] => Kayle's presence inspires her allies, increasing the Attack Speed of all nearby champions, including herself, by 10%. If an ally dies while under the effects of her aura, Kayle receives twice their Attack Speed bonus for 10 seconds while she attempts to avenge them. 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[ranked_description] => Blesses a target allied champion, healing them for {60/105/150/195/240} {0.45} health and increasing their movement speed by {18/21/24/27/30} (+7% per 100 ability power) % for 3 seconds. [description] => Blesses a target friendly champion, granting increased movement speed. 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These attacks splash, dealing additional magic damage to her target with nearby units take a percent of her attack damage plus magic damage. This splash damage does not affect turrets. [ranked_description] => Passive: Kayle's basic attacks deal {10/15/20/25/30} {.15} 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} {0.3} 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. [description] => Ignites Kayle's sword with a holy flame, granting Kayle a ranged splash attack. 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[ranked_description] => Kayle bathes a target ally champion (or herself) in a holy light, rendering them immune to all damage for {2/2.5/3} seconds. [description] => Shields Kayle or an ally for a short time, causing them to be immune to damage. 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Top Lane
Ranked #6 in
Top Lane
Win 54%
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Intro

Okay, my experience with Kayle, has been fun. I've played around with multiple play styles, I.e, Pure AD, Pure AS, AD/AS, AS/AP, Pure AP, AS/On-Hit-Effects. My favorite at this point is definitely AD/AS, for the simple fact that while Kayle's Q can be pretty damaging to an opponent not stacking health, her true power is in her E ability.
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Items

There's a reason to the order of items I've listed. I always prefer to go (Kage's Lucky Pick > Philosopher's Stone > Nashor's Tooth > Ionian Boots > Stark's Fervor > The Black Cleaver > *Sell Philos Stone > Phantom Dancer *or w/e you feel you're lacking at this point).

I start with the Kage's Lucky Pick for the simple reason of the Gold/sec, and AS. It's relatively cheap. Following that up with Philosophers Stone, It's cheap and the Health/Mana per second are a nice bonus to the Gold/sec. I love the Nashor's Tooth for these reasons, +50AS, 55AP, 10mana/5sec, 25% CDR. I follow this with the Ionian Boots, to cap off the CDR and the movement speed, on the cheap. Stark's Fervor is nice, I'm sure there's better and if there is please let me know I'm always looking for new ideas on builds/strats, but I like it for the 20AS, 20% AS, 20% Lifesteal, 30health/5sec, -20 Enemy Armor Aura's. I mean the benefits here are just amazing. The Black Cleaver I placed in here to get that extra AS and to finally add some AD, I know the AD is LACKING to this point and this one item cannot make it up, but it's worked just fine for me so until I can seriously review and test a replacement item I'm going to continue to count on it :D, 30 AS, 55 AD, and the nice part: On-Attack: Enemy armor -15 for 5 seconds, up to 3 stacks. Total Cost at this point 10,915 Gold.

As the game moves on into the last stages, I'd suggest replacing your Philo's Stone with either a Phantom Dancer, or possibly something AD heavy, as at this point your philo's stone has outlived its usefulness. AND IF the game continues even further obviously upgrade your kage's pick into something more useful than +20% AS.

Now I'll give a review on the overall outcome of doing these items.

Total AS Bonus: 140%
Total AD Bonus: 55
Total AP Bonus: 55
CDR -40%
Lifesteal: 20%
ManaPerSecond: 3.6 or 18/5sec
HealthPerSecond: 9.6 or 48/5sec
Enemy Debuffs: Stark's Fervor (-20 Armor Aura)
The Black Cleaver (-15 Armor/attack 3 Stacks MAX lasts 5 seconds)
Holy Fervor (Kayle's Innate Ability) (-3% Armor/Magic Res./attack 5 Stacks MAX
lasts 5 seconds)
The AS I average at is a little over 2 hits per second. So. Within 4 Seconds (4 Seconds has an important key role in this build/strat) I've hit a champion 8 times, their armor is now looking like this: (-20 Aura(-15/hit * 3)(-3%/hit * 5) = -65 Armor + -15% Armor (impossible to know the exact armor for an infinite amount of scenarious :D) but you see the benefit. Also noting a -15% magic res. as well.
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The Attack

Now after reading up on the Items Chapter I'll continue on. The importance of the 4 second Rule, Kayle's Q ability "Reckoning", not only deals initial damage, but slows the target's move speed by 35% for *4 SECONDS*, now during this *4 SECONDS* Kayle will deal +10% damage to the target Champion. Oh and the initial hit is: 260 + (AP * 1) + (AD * 1), so its a nice hit to start with.
OK now the run down, find a target, (Pop E, "Righteous Fury" > Pop Q "Reckoning" > Spam autoattack until Reckoning is up, pop Q again. It will take around 5 seconds before you can use Reckoning again. The 4 Second Rule comes into place between your first Reckoning and your second. After Reckoning 1, you will be auto attacking for 4 seconds, at 2 hits per second. 8 hits. These 8 hits will be boosted by your Righteous Fury and the +10% dmg from Reckoning 1. Time for some numbers.

Run in: Pop Righteous Fury > Pop Reckoning (260 Base + (55(AD)) + (55(AP)) = 370dmg & +10% dmg > Auto attack for 4 Seconds, 8 hits. Each hit under the effects of Righteous Fury are: AD + 60(AP*0.2) This build has only 55 AP, so the total per hit is = 226.9 + 10% dmg IS 249.59; Splash dmg to any nearby minions/champions: 40% of AD + 60+(AP*0.2) = 133.36 Not really a whole lot of dmg right? welllllll, 8 hits later what do we have? Grand total for 4 Second Burst: 249.59 x 8 = 1996.72 Direct Dmg, 1066.88 Splash Dmg, If the champion is still alive after this slap him/her with another Reckoning for 370 Dmg and repeat. That's about the gist of it. None of these numbers included the benefits of replacing the Gold/sec items from the beginning. All this not including the Armor/Magic Res. Debuffs.

All numbers are based on Level 5 Abilities, as I would not write a guide for abilities that weren't capped lol.

Oh, the Gold/Sec with both items and based gold gain rate comes out to... 2.4/second, 30min match = 4320 Gold, if the fight drags on the gold just increases further.

Please no rude remarks or anything of the like, this isn't a be all to end all guide it's just what I've tested and what's worked for me, and like I stated earlier if you know of a better item, strat, etc. let me know :D. Thanks, Goodnight.
League of Legends Build Guide Author Randaldo
Randaldo Kayle Guide

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Kayle - 4 Second Rule