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Kayle Build Guide by Aphareus
Kayle - AD Solo Top (IN DEPTH) <Updated 10/1/2012>By Aphareus | Updated on October 1, 2012
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 Introduction - Welcome!
Kayle, the Judicator. This character is really enjoyable, and one of the fastest to learn champions. She's also very versatile, allowing you to build her however you like. In this guide, you'll learn how to build her as an effective AD Solo-Top.
Kayle, whilst still being a Fighter, is also a support. Thanks to her Divine Blessing, she can sustain her allies as well as herself, along with her ultimate, Intervention briefly granting her or ally invulnerability. This grants her the survivability required in the top lane.
In a world far away where an ancient war still rages, Kayle was a great hero - the strongest of an immortal race committed to destroying evil wherever it could be found. For ten thousand years, Kayle fought tirelessly for her people, wielding her flaming sword forged before time itself. 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.''
... This is my first guide. I haven't actually made it to level 30 on my summoner (28 currently), and I haven't actually been playing very long(2 months). I also don't know how to work this website at all <_>.
EDIT:: <8/18/2012> Got to level 30 :). Tried out AD Kayle on a couple of ranked matches, worked out nicely. However for my team, not so much xD.
HOWEVER. I've been able to make this build work throughout my gameplay, and so far has shown promise. This is how I play Kayle, and you could use it as a foundation or just merely brush it aside. Regardless, there are many ways to play this character since she's so versatile. She's also quite safe and can get out of many sticky situations thanks to her heal and invulnerability. Oh and, I'm positive in my win/lose :). jk im a nub dat dont no how2play kayl plz report me4unskill play.
After recent plays, i have figured out that AD Kayle is viable in the Twisted Treeline (3v3)..
EDIT:: <8/23/2012> THIS shows that Kayle is Tier 1 for Twisted Treeline :). I don't know what he means by hybrid, but AD/AS Kayle works just fine :).
Or better yet... I'll just give some proof things. Whatever.
...And more to be posted...
- High DPS (~366-406 AD, with 2 attacks per second!)
- Moderate HP (~2.1k, without items)
- Decently Fast (380, with tier 2 boots.)
- Ranged Attacks!
- Can Heal self/Become Invulnerable.
- No Skill-shots.
- Easy farming/Last-hitting.
- AoE Damage.
- Usually focused.
- Has no form of escape.
- Only two attacking spells.
- Doesn't/Doesn't have much CC.
- CC kills Kayle, (IE; Stun, Silence, Exhaust)
Greater Mark of Attack Speed - Primarily to increase your attack speed, because Kayle has a great AD output as it is. This also allows you to build into AP/AS hybrid Kayle, allowing you to build more higher yielding AP Items since you have attack speed runes.
- Greater Mark of Attack Damage - This is a viable option as well, however you are sacrificing a large amount of attack speed, and you lose the effectiveness of Holy Fervor and Reckoning.
Greater Seal of Armor - This increases your survivability in lane as well as jungle, if you prefer. This is a standard AD-Carry rune, or even a standard character rune. I don't recommend any other seals. :)
Greater Glyph of Attack Speed - Same as the marks, yields you up to 21% Attack speed with the marks, and allows for versatility.
- Greater Glyph of Scaling Ability Power - This is viable for AP Kayle, which is included in the 3rd Experimental guide.
- Greater Glyph of Scaling Magic Resist - This is more viable for a tankier build, due to the new meta shunning them glass cannons. :( THEN AGAIN Guardian Angel?!?!? jk.
Greater Quintessence of Life Steal - This allows you to survive longer throughout the game, and this is the equivalent to two Doran's Blades! This is used for primarily an AD Kayle, allowing for jungle or AD Carry; because... Just... yeah. If anything else, just get a flat AD rune or flat AP rune rather than this depending on your preference.
- Greater Quintessence of Attack Damage - Viable option for a higher damaging Kayle. I prefer the survivability from the life steal, because Kayle does a lot of damage, really fast.
- Greater Quintessence of Scaling Ability Power - Viable option for AP Kayle. 'nuff said.
On a side note, i'd like some discussion whether or not to use Greater Quintessence of Life Steal or Greater Quintessence of Attack Speed or Greater Quintessence of Attack Damage. I'll probably quote them here or something. Thanks!
I chose these masteries because you hit all the necessary AD Masteries, increasing your output and survivability in lane, while adding extra survivability by increasing your armor/magic resist as well as health.
- You may choose Havoc , however, if you take out Havoc for 3/3 on Vampirism and take a point on Lethality , you will have increased potential with your critical strikes and sustainability. However, Havoc works well with the additional effect of Reckoning, but doesn't have as much potential as 210% critical damage or rather, 260% critical damage with Infinity Edge.
- This set of masteries gives you additional MP and MPRegen, whilst giving you the standard AP masteries.
- This set of masteries gives you more defence/magic resist as well as health for survivability rather than MP/MPRegen for sustainability.
Exhaust - This is a very viable summoner spell, especially when you're solo topping as Kayle. This not ONLY slows down the opponent allowing you to chase and run away, but it cuts their AD and Attack speeds by a tremendous amount! This allows you to 1v1 with simplicity, and increases survivability, even though Kayle has a lot of that already thanks to her Divine Blessing and Intervention.
Flash - This allows you to jump through walls! Most AD carries require this to escape those baddies, or even to chase! This is just a standard one, not much to talk about; however it has plenty of uses to make it required. I'll just say it gets you out of sticky situations, and just leave it at that.
Ignite - This is also a viable summoner spell for AD Kayle, allowing you to cut their healing, as well as dealing TRUE damage over time. This allows you to finish someone without the inevitable chase, saving you most of your MP that would be wasted on Divine Blessing or Reckoning.
Heal - This is an OK summoner spell at best, i'd say that it's for those who don't know the character quite yet, and needs survivability and sustain to efficiently learn the character. Other than that I wouldn't get it, but it is very much indeed viable.
Surge - This is a viable summoner spell due to the attack speed increase. This helps a lot during the early game thanks to the AP boost and attack speed boost. Righteous Fury and Reckoning scale off of AP, as well as Divine Blessing.
Teleport - This is to increase the mobility, and allows you to back freely. I wouldn't take this summoner spell, but it does work for most solo tops.
Guaranteed, these will/should be your items throughout early game and mid-game. These emphasize on Kayle's AD while adding some Attack speed.
The Berserker's Greaves are the standard AD Carry boots, and work great for Kayle, because not only does it give speed, it gives attack speed.
Bloodthirster allows for increased AD/Life Steal, and will primarily be your survivability in a 1v1. If you are to prioritize an item, this should be at the top of your list after stacking some Doran's Blades and getting boots.
Black Cleaver works well for Kayle. Especially because it stacks with her passive. Yay for melting Armor! Not only this, but it also grants you a lot of AD and attack speed. :)
A perfect item.
After you finish shopping for your faaaabulous new shoes, and your nice new gadgets, you begin to want morrreee.
After Black Cleaver, I usually go after that one item, the Phantom Dancer! Yeah. Sweet deal huh. This works nicely with Kayle, granting her some critical chance, as well as attack speed and movement speed!
The Trinity Force is waaaaaay too expensive to build and gives unnecessary bonuses to what we actually need. (My Opinion only, don't shoot me please :[) Although, you may get it because the Sheen effect and Phage effect, along with the critical chance from Zeal make it worth trying.
When you kill 40 minions/monster/champions, your bloodthirster gains 40 AD and 8% Life Steal; making Kayle 393.7 AD and 26% Life Steal in this build.
Both of these are viable, and they are equally expensive. Madred's Bloodrazor has half the AD bonus and no critical chance/damage bonuses. However, the bloodrazor allows for Kayle to increase her damage towards tanks, and also Reckoning increases the damage of Madred's Bloodrazor by 10%, along with her AD. The bloodrazor is completely situational, and only is good if the opponent team built tanky, or in general has a lot of health. Otherwise Infinity Edge shreds more than Madred's Bloodrazor, by a long shot. Either way, if you actually bought all the items I listed, that's roughly ~16k, whether or not you got Madred's Bloodrazor or Infinity Edge.
( Build #2 ) This build, is more of an off-tank variant, giving some CDR, as well as on-hit ability with some AD damage as well thanks to the Infinity Edge. Sustainability from the Zeke's Herald as well as some HP and CDR, HP from Frozen Mallet, and Armor/MR from Madred's Bloodrazor and Wit's End respectively.
( Build #3 ) This build is AD-AP-AS Hybrid. There's on-hit damage from the Madred's Bloodrazor, as well as AP damage for Righteous Fury's on-hit and Reckoning 100% AP Damage from Nashor's Tooth and Hextech Gunblade. Thankfully, there's a bunch of sustain from Hextech Gunblade and Zeke's herald.
( Build #4 ) Under the Team Two section for the builds (Cheat Sheets), you will find other options. The first one is a Madred's Bloodrazor option, where you substitute Black Cleaver to increase your attack speed, while losing ~15 AD. The only plus side to this alternative is that you get 40 armor, and the passive from Madred's Bloodrazor.
( Build #5 )This however, is more of a tankier version. It includes more MR and Armor, to go with the 'tanky' meta; since the original build is more glass-cannon-esque.
( Build #6 ) This alternative is another AP/AD Hybrid. OPTIONAL: Phantom Dancer , Trinity Force , Malady .
Holy Fervor is Kayle's passive skill, and this allows for you to shred one's armor AND magic resist every time you land a basic attack. This works well with Righteous Fury as it grants you ranged attacks to melt them away at a distance. This also works well with items with on-hit effects, such as Malady, Wit's End, Madred's Bloodrazor, Black Cleaver, Guinsoo's Rageblade, etc.
Reckoning is pretty much Kayle's only attack spell, aside from basic attacks. This skill is not a skill shot, and has mediocre range. The damage is scaled by both AD and AP, and creates a slow to the target champion/monster. This slow lasts for ~4 seconds and increases all damages dealt towards this target by Kayle and only lasts the duration of the slow. This spell uses a decent amount of MP, so be careful when you're going aggressive.
DAMAGE SCALING: 60 / 110 / 160 / 210 / 260 + (100% AD) + (100% AP)
- AD: (Build #1) 260 + 393 + 0 = 653
- AD: (Build #4) 260 + 387 + 0 = 647
- AP: (Build #6) 260 + 233 + 362 = 855
Divine Blessing is one of the two skills that makes Kayle a support champion. This spell has almost the same range as Intervention, her ultimate, and heals the target ally champion or Kayle herself, along with giving a speed buff for a short duration. The amount healed is scaled by Kayle's AP. This skill is also one of the most MP demanding.
HEAL SCALING: 60 / 105 / 150 / 195 / 205 + (35% AP)
- AD: (Build #1) 205 + 0 = 205
- AD: (Build #4) 205 + 0 = 205
- AP: (Build #6) 205 + 126.7 = 331.7
Righteous Fury is the second, and last offensive spell Kayle has. This increases the range of Kayle's basic attacks and causes damage to splash around the target. The splash damage is scaled by Kayle's AP, and requires little-to-no mana whatsoever. However, Kayle doesn't have very much total MP, (hover your mouse over Kayle) so I suggest not to spam this.
DAMAGE SCALING: 20 / 30 / 40 / 50 / 60 + (40% AP) ( + AD )
- AD: (Build #1) 60 + 0 = 60 ( + 393 AD ) = 453
- AD: (Build #4) 60 + 0 = 60 ( + 387 AD ) = 433
- AP: (Build #6) 60 + 144.8 = 204.8 ( + 233 AD ) = 437.8
- ITEM BONUS: Infinity Edge (Build #1): <393 x 250%> + 60 = 1042.5
- ITEM BONUS: Infinity Edge + Madred's Bloodrazor (Build #4): <387 x 250%> + 60 + 4% HP = 1027.5 + 4% HP
- RECKONING BONUS: ( Build #1: 1042.5 + 10% ) ( Build #4: 1027.5 + 4% HP + 10% ) ( Build #6: 481.58 + 10% )
- TOTAL DAMAGE : (AD) Build #1 : 1146.7 <in one basic attack>
- TOTAL DAMAGE : (AD) Build #4 : 1130.2 + 4.4% HP <in one basic attack>
- TOTAL DAMAGE : (AP) Build #6 : 481.58 <in one basic attack>
Intervention is the ultimate spell, and also is the last spell that makes Kayle a support. This spell is very game changing depending on it's use. Refer to this. This uses a decent amount of mana, so save AT LEAST 100 MP early game, so you'll be able to grant invulnerability to yourself or your ally.
I prefer to start out with Righteous Fury for the ease in farming. It makes last hitting more simpler due to the fact that you are given ranged basic attacks rather than melee; putting you at an advantage over most opponents.
I then get Reckoning because of the nice boost of damage that Kayle gets whenever her target/opponent is slowed. That's 4 seconds of 6% damage boost! You can at least get around 3 hits with Righteous Fury.
Afterwards, I get a point on Divine Blessing just for safety. At this point, you and your opponent should be both level 3, and that's when most people start harassing or going aggressive because they have most of their skills that they require. Other than that, Righteous Fury should keep you at a safe distance to continue farming as normal.
Throughout the game I like to either max-out Reckoning or Righteous Fury Depending on how aggressive/passive the opponent is, or I have to be. If I want to be aggressive, I max-out Reckoning Because of the 10% damage boost when the skill hits level 5.
However, if I end up in a 2v1 situation at top for example, and my jungle doesn't really gank (Most situations) then I max-out Righteous Fury to increase damage of the splash attacks as well as the magic damage from the skill as well. This clears up the minions before your tower takes substantial amounts of damage forcing the opponents to back away.
I then max-out the latter, keeping Divine Blessing as the last skill to max-out, other than Intervention. This is because it takes 100 MP at level 5, and if you max it out first, you'll drain all of Kayle's MP due to the fact that she has only ~575 by level 9.
Intervention, like all other ultimates, should be ranked up every chance you get because that invulnerability is one of Kayle's key features.
This is the part... where you spawn at nexus. Welp, time to go in depth. I usually go for Boots of Speed and 3x Health Potion. (You may get a Doran's Blade if you are confident against your opponent, and can out sustain with the additional life steal.) When you get to your lane, you either guard the jungle's blue/red, depending on spawn position. (If you're purple team, you have to guard red buff, if necessary. Blue team, you have to guard theblue buff. Again, only if you have to.)
Use your first skill point on Righteous Fury. This allows Kayle to get a ranged attack, that splashes. This eases last hitting, especially to the minions out of your reach. Try conserving mana by using normal melee basic attacks rather than using Righteous Fury, and only use Righteous Fury to harass, push, or play safe.
Be careful and mindful when the opposing team has a jungle. Take note on what buff they get first, and what position that buff is at. Usually the jungle ganks the location closest to the buff. I only get wards past 3-5 minutes in the game, because jungles aren't very effective pre-level 3; plus the fact that Kayle has Divine Blessing to increase speed to run, as well as Exhaust, Flash, and Reckoning.
When you first go back, purchase a Doran's Blade, Berserker's Greaves, and a Sight Ward, or Health Potions if you really need it. On your second back, get another Doran's Blade and a Vampiric Scepter, and another Sight Ward if you still need one. Then just keep farming and getting kills here and there to obtain the cash money $$$$$$$$$ for your hella expensive merchandise.
Are you pushed to their tower, without Intervention and don't feel like tower diving? If so, then there's something called Golem 's! GASP wtfomg dat is teh junglz jawb!!!1111111. Most jungles are often busy ganking other lanes or holding it, so you can go grab those bad boys, and by the time ol' Nocturne is done, them Golem 's are back.
Then you notice that your Xerath mid is pushed all the way to your tower and is getting poked to his death 'cause Katarina is like I throw my daggers at you mang!!11 * Death Lotus* Then you press the tab button only to find Nocturne is dead! Well gosh darn it what can you do? For starters, use Divine Blessing and fly the f*** over there, your mid needs help. Thanks to Exhaust, Flash, and Reckoning, your gank should be super effective! If you or your mid goes low in health, Divine Blessing and Intervention! Z0mG h4x!!!!!11111 ...an enemy has been slain. Then of course, go back to lane and farm some more.
During combat, you'd want to open off with Reckoning, and then activate Righteous Fury. Because you opened off with Reckoning, your basic attacks not only get a ranged splash attack, but an increased damage thanks to the bonus effect of Reckoning. Once the slow effect from Reckoning runs out, use Divine Blessing to give you a speed buff in order to pursuit chase. Then of course, repeat. Save your Intervention and only use it when you're close to death, just like how a Tryndamere would play, or rather use it to tower dive, because Intervention blocks all forms of damage, including tower's basic attacks and true damages from Ignite.
During the laning phase, around early to mid game, your jungler, assuming you have one, will be able to; or rather start ganking.
Are there any M.I.As (Missing in Action) or possibly, an enemy jungler/laner ganking you?
- YES and YES: Then I highly suggest you go back to your turret, unless you or your jungler can take both (Or 3, if they don't have a jungler and mid is ganking you) champions. Refer to steps 2 and 3 if you feel like clutching it.
- YES and NO: You may engage, but you have to be more cautious and map-aware thanks to people roaming about. Refer to steps 2 and 3 for safety and initiation. Refer to this, for warding and map awareness.
- NO and YES: This isn't possible. If someone's ganking you and isn't mia - well.. um.. just... next part.
- NO and NO: Then refer to steps 2 and 3 for initiation and safety :). You're good to go.
- YES and YES: Then proceed to step 3.
- YES and NO: Then let your jungle do whatever he can, and try to dump whatever mana you have left to support your ally. The safest thing you can do is to Intervention or Divine Blessing your jungle, just to sustain him/her longer. If you do not even have mana for that, then try and use Righteous Fury, although that is the most unsafe of things you can do when you're out of mana. However, you are helping your ally.
- NO and YES: Proceed to step 3, however, tower diving is slightly more difficult the earlier in the game you are. With communication however, you can dish out a few kills, as you do not always need Intervention to sweep things up. It's only for safe measure, as it IS most likely your only off-escape-skill.
- NO and NO: Well, assisting this gank will be dangerous as ever, unless your jungle is fed. Be wary of being focused because you ARE out of mana, and your jungle is fed, or rather the enemy simply runs away. Try to eek any assistance as possible, otherwise I'd just let the jungler hold your lane.
Does your jungle have any form of CC (Crowd Control) IE; stun, snare, root, and/or suppress.
- YES: Then let your jungle initiate the gank. Once they do, you'll be able to get free hits on the enemy because of the CC. DO NOT however, open up with any of your skills. Once the CC ends its effect, then you may open with a Reckoning, as it adds a slow effect after they're done being stunned, maximizing all damage dealt. If they Flash away, you may do the same, or merely Divine Blessing and pray to God that you'd catch up. Otherwise; i'd just Flash foward and Exhaust and then continue the same combo as listed above.
- NO: Unfortunately, you're going to have to initiate. Open with a standard combo, ( Reckoning > Righteous Fury/ Divine Blessing > Whatever you haven't used yet > repeat > Intervention if tower diving, repeat.) You may also use Exhaust if you find yourself getting prioritized in an engagement rather than them running away, to cut their movement/attack speeds, whilst removing all their AD.
When you're solo top, generally you want to ward the areas where most likely the opponent mid/jungle will pop up and throw a surprise party. For those who do not really ward, generally you should ward inside the bush right outside your lane. This enables you to see if someone is preparing for a gank. You may also use a Vision Ward to kill the opponent's ward as well, both work just fine.
However, you can also ward just outside baron, right where the ramp from blue team's blue buff is so you may see whether or not an opponent from the middle lane is going up, or whether or not your lane opponent at top is ganking mid. You can also see junglers pop in and out from the ramps.
Other good warding places:
- Tri-bush below purple team's outer turret.
- Purple team's red buff.
- Blue team's blue buff.
However, in the Twisted Treeline (3v3) map you can ward the following (If top):
- Dragon ( Ebonmaw )
- The bushes below and to the side of your outer turret.
- Red buff. (If you're bot laning, this is all you need to ward.)
In the mid-game you find yourself having way more cash-money than before, and have significantly gained levels as well as strength. So has the other team. This is when you find both teams to purchase expensive equipment; ones that you need to get yourself. The craving for the latest tech, the latest merchandise.
By this time, the time to back is right. Otherwise you can back if:
- You killed your opponent.
- Your opponent is M.I.A. - Call that first before you back.
- You've pushed significantly past their outer turret.
- Your team aced the opponent team.
- You have Teleport.
NOTE:: As a rule of thumb, if the enemy solo top is still laning, you should as well. However, you MUST come down eventually and help your team in team fights as champion kills reward more than mere creep kills.
With that in mind, you can ask yourself the following:
Is there even a reason for you to leave your lane
- NO: Well, obviously don't leave then. To only tell if you need to leave your lane; is however, when everyone is dancing around mid-lane, waiting for some sort of misplacement or initiation.
- YES: If your jungler is giving you red/blue buff, or, a team fight is bound to happen (No initiations yet), Your opponent is ganking mid-lane, etc, then you should pursue whatever that occurrence is.
Is your opponent still laning?
- NO: Then push enough so that you break the tower (If you haven't already.) Otherwise, farm the remaining minion wave and go down to assist your allies. You do not want to push any significant distance past this because your opponent is most likely missing in action, and if you start pushing towards their inner turret, the enemy's priorities will shift, thus getting yourself killed.
- YES: This is where you ask yourself; "Does my team need assistance?" - because adding yourself to the team composition adds yet another AD-Carry, allowing your team to have the upper hand since the opposing team has someone else, farming at top lane.
However, you are taking the risk of letting your opponent begin to out farm you. Which is why you asked yourself that question. You're basically asking yourself this: "Are we able to get kills?". If you are unable to answer yes, then unfortunately the engagement shouldn't even happen in the first place. This of course, is because your opponent is making money just by merely farming, and you have left the lane unguarded to pick up champion kills. If you do not manage to get any kills, you have put your opponent at a significant lead the longer you take. But, if you're sure of getting kills, meaning answering yes, then obviously go. This will put you and your team in a higher lead, nearly acing the game. This will allow you to push mid, getting a few towers, and even maybe Baron Nashor .
When it comes to late game, and everyone is built, team battles are inevitable. Unless everyone afk'd, then I'm afraid you're going to have to carry this game, unfortunately. Otherwise, your main focus is to stay in the middle of the team. Not only are you kind of an AD-Carry, you're also very squishy, and probably get focused a lot. Your main focus is to Reckoning and hack down their AD Carry or AP Burster, with Righteous Fury, and Divine Blessing or Intervention Your AD Carries/AP Bursters, or yourself, if you're carrying. Try not to be selfish about it, and choose the most valuable character, as they are more needed than you, and could possibly just win the game.
Although Kayle has no obvious form of initiation, there are ways to initiate with her. You COULD, just walk into the bush that your enemies are waiting in, and then use Intervention on yourself, while your team follows you in. But that's more of a waste and doesn't actually initiate anything, leaving you dead, and the team fight as a 5v4.
Intervention can be used on those whom have an Area of Effect spell. You can use Intervention on Karthus as he activates Defile and starts bursting the primary objective. Yes, this is what TSM did in the IPL Face off... Yes, it's a good strategy.
For instance, you can also Intervention Katarina as she uses her Death Lotus. But don't use it on a person like Kennen or Fiddlesticks or Morgana when they use their ults, because they could just use a Zhonya's Hourglass.
Other than that, your primary objective is to be like any other AD Carry, stay alive, melt their team.
List of things I need to add sooner/later
- Evidence of this build not sucking  <needs more proof>
- Revisions to all the mistakes I made  <guide is still in progress>
kbye im gonna go. Just leave suggestions and what not if you'd like. 's just my first guide. No biggie.
1/10/2012 > Changed masteries to include some CDR as well as MPen. Also changed around most of the builds.
28/8/2012 > Changed masteries, and added why to remove Havoc in the masteries section. Added Champion spotlight, and organized some more. Added damage scaling for ALL skills and basic attacks.
27/8/2012 > Revised, and organized build. Not much to say.
24/8/2012 > Added a new AD Kayle build, added Twisted Treeline Warding tips, added more 'proof' wins or w/e. Enjoy!
23/8/2012 > Organized Table of Contents, reorganized chapter layout, added more content in "GAMEPLAY", Revised throughout.
20/8/2012 > Added more pictures.
19/8/2012 > Added another game to the wall of proof. Hit level 30, updated guide. Added explanation of skills under "Champion Spells" and added a recolored banner at the bottom for ***** and giggles. Adding pictures and warding guide.
18/8/2012 > Added in alternative builds under "Experimental"
16/8/2012 > Fixed build error, saw that Berserker boots weren't priority.
16/8/2012 > Added more viable summoner spells.
16/8/2012 > Spell checked/revised sections.