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Choose Champion Build:
Spells:
Exhaust
Flash
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
[1] Introduction - Welcome!



...An AD Solo-top build for Kayle...
... This guide now has pictures!! ...








Watch this if you've haven't, as it shows initial gameplay and skills, however do not build exactly like him, because it is different than my guide.




... The Story Behind Kayle ...

In a world far away where an ancient war still rages,




Ten years ago,









''In the League of Legends, Justice comes on swift wings.''




...Disclaimer...

... 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

EDIT:: <8/23/2012> THIS shows that


Or better yet... I'll just give some proof things. Whatever.

...And more to be posted...




...Pros/Cons...



Pros:
- 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.



Cons:
- Squishy.
- 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)




...Runes...

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 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 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







...Masteries...


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.

However, if you opt AP Kayle, (Build #5) use the following:
- 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.

If you prefer to use the tankier build (Build #4), and require defence masteries, use these:




...Summoner Spells...

... Recommended Summoner Spells...









... Viable Summoner Spells...





















...Core Items...


Guaranteed, these will/should be your items throughout early game and mid-game. These emphasize on Kayle's AD while adding some Attack speed.










A perfect item.



...Expanding your Build!...
After you finish shopping for your faaaabulous new shoes, and your nice new gadgets, you begin to want morrreee.








Then I go for another
Black Cleaver to increase the output of AD and Attack Speed, as it is more useful than a
Trinity Force Because we are building purely AD, and the attack speed/AD yield is higher and more cost-effective with
Black Cleaver.
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.



The






Afterwards, I finish off with an
Infinity Edge, because it grants higher critical damage, as well as critical chance, leaving you at a whopping 80% critical chance, and allowing you to hit 250% damage when you actually do crit! (Assuming you do). Meaning you hit 884 damage, and 984 damage with a fully stacked
Bloodthirster. And this happens 80% of the time every .5 seconds due to a nice ~2.0 attack speed. (Hue hue hue hue)


Fun Fact:
-
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.



...Expanding your Build! (CONT.)...


Both of these are viable, and they are equally expensive.









( 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





( Build #3 ) This build is AD-AP-AS Hybrid. There's on-hit damage from the










...Alternative Options...

( Build #4 ) Under the Team Two section for the builds (Cheat Sheets), you will find other options. The first one is a




( 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:







...Kayle's Abilities...

... Holy Fervor ...










... Reckoning ...





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
Damage was calculated by a fully stacked
Bloodthirster, and fully built.

... The range of
Reckoning ...


... Yes I did get executed just after ...

... Divine Blessing ...







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
Heal was calculated by the full build.
... The range of
Divine Blessing ...



... Righteous Fury ...








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>
Damage was calculated by a fully stacked
Bloodthirster, and fully built.

... The range of
Righteous Fury ...


... totally not long enough, but it splashes! ...

... Intervention ...




... The range of
Intervention ...


... Longer than your heal! ...




...Skill Sequence...


I prefer to start out with

I then get


Afterwards, I get a point on


Throughout the game I like to either max-out



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

I then max-out the latter, keeping






...Early-Game Gameplay...
This is the part... where you spawn at nexus. Welp, time to go in depth. I usually go for




...Laning Phase...

Use your first skill point on




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




When you first go back, purchase a





Are you pushed to their tower, without




Then you notice that your











...le combat tips...
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 combat, you'd want to open off with














... Teamwork with your Jungle ...

During the laning phase, around early to mid game, your jungler, assuming you have one, will be able to; or rather start ganking.
1.)
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.

2.)
- 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.

3.)
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.




... Some help for those who suffer from paranoia ...



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

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.
- Baron.
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.)




... Your Mid-game ...

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:
1.)
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.
2.)
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 maybeBaron Nashor.




...Team Battles!! how do i do dat...
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




Although







For instance, you can also








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.




...Change Log/Updates...

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

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.



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