Kayle Build Guide by HeAt
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hey All, New build, new introduction. I've been getting tons of messages from people on this site to update my kayle build and... 40 ranked games later, with a 65% win rate, i think i have established a good balance. This is one of the build routes possible, focusing on more of a hybrid Kayle, I personally prefer this for ranked because it's easier to carry since you can provide secondary support.
I have the BUILD I use for AD here, but it is very standard and straight forward so this will be a description of my hybrid build. Hopefully you guys get to give this a try :) I wish you all the best!
if this helped you follow me on:
And so it begins... :D
Pros / Cons
- Very strong damage output
- Great Support (invuln, heal, speed, high damage)
- Very maneuverable (She moves very quickly due to her heal/speed buff) and survivable
- Great ability to single handedly carry (or as i call, noob proof)
- Counters melee top laners (olaf, singed, nasus, darius, etc)
*if you lose a game as kayle the highest probability is that either you lost your lane or somehow didn't do your job, kayle's efficiency is extremely skill based*
- Needs solid farm (at least 60 by 11 mins)
- Top's that have hard gap closers or tops that can outsustain kayle often beat her (countered by irelia, shen etc)
(Magic Penetration Marks): I run MPen marks on kayle because ALOT of her damage ends up being magic damage (from not only AP but madreds as well). These give you just a little bit of an edge going into the fight.
**The above can be replaced with armor penetration marks if you prefer more early harass or want easier farming**
: Using armor seals helps reduce the damage any melee dps carry can do against you top lane. If you prefer you can use HP/level, but these just help you win your super strong early game
: MR/Level glyphs will be useful post level 6, when you get into team fights. They'll help take less damage from magic AoE skills or multi target spells in fights, and the odd spellcast if you happen to be caught out of position
(Flat HP Quintessences): Kayle is not a very tanky hero. Actually on the contrary, she is a 4bar caster dps early game, without some health early the ability to be killed from a gank will increase.
Starting Items: Always start boots+ 3 potions, regardless of opponent. You need boots 3 pots to help yourself maneuver and last hit as much as possible, and also helps you kite with your Q>E
Guinsoo's Rageblade: The reason I use Guinsoo's Rageblade is because it is pretty much Kayle's DREAM ITEM. She makes use of EVERY stat it provides, and it is the most efficient source of AP when able to keep the stacks up!
Berserker's Grieves: They help supplement attack speed for Kayle, Best choice in the game right now for her for boots. If you must have alternatives get Mercury Treads
Trinity Force: The Trinity Force is so good on Kayle because she makes use of every stat on it. Firstly the Movement speed and Slow supplement her utility. The AP, AD, Crit, and attack speed all help inflate her damage, and the sheen proc is a SERIOUS help in lane or in fights. Kayle becomes extremely bursty with even Just her Q>E>hit with sheen proc. The slow from the triforce will help keep you in range after the slow from your Q wears off.
Hexxtech Gunblade: I personally get the hexxtech gunblade because of 1: how much more damage it provides you, and 2: how much more survivability you get from it due to the lifesteal and spellvamp. Also, the slow it gives you further helps in keeping people at an attack-able distance.
Nashor's Tooth: Though i never usually build the nashors past a Stinger , the nashors is still a very useful item for Kayle. Provides some mana regen, some AP and some very crucial attack speed, as well as some extremely handy CDR to keep your Righteous Fury up as much as possible
Guardian Angel: This is an endgame item, or you can get it whenever you feel you need more survivability. The g.a. provides a solid amount of Tankiness plus the alternative of burning your ult more sparingly in a team fight. If a serious teamfight comes and you and your other carry (ad or ap) are about to die and you have G.a. up, you can both stay alive by letting them kill you first (stay a bit ahead of that carry), right as youre about to die ulti the other one (so the other can stay alive and deal damage). They will then focus the other carry, so when you come back you can hit them freely since they will have altered their focus to the other carry (G.a. respawn is 2 seconds your ult lasts 4 at max level :D )
The thing about kayle that confuses me is she doesn't really have a sequence. You have to get a feel for her before you go into fights and such. A good initiation is popping your Slow (Q) then using Righteous Fury (E) to shred their health as they run away. I would always save your ult for your carries (or yourself) when they get low, dont waste an ulti on a tank unless you HAVE to. Use your ult on the person who will do the most damage with it in the fight. Ex. if you have a twitch and an alistar in a fight. If the alistar is dying and 4 of them are in a row, when twitch pops out and they switch, use it on twitch, not alistar, because it is likely that he can kill more than the 1 that died in the fight, when alistar couldnt.
Use your W as not only a heal but a speed buff. If you see someone chasing the enemy, pop it on them for a huge speed bonus, use it on yourself to get away, etc.
In lane, use your W sparingly, as you will need every drop of mana you have for other skills.
If you are against a melee champ and can afford to last hit with melee attacks, avoid using your E unless you want to apply pressure.
To apply pressure, shoot your Q at the enemy, when they have their back turned to you, press E and start going Patriot on them
Any time the enemy has their back turned to you, its a sign that you can get free hits off. Make the bushes your bi- i mean... prime utility, and use them to help you get harass in.
Ghost: Ghost is a great skill for kayle. When combined with all of her speed it lets her keep up with any hero in the game (except for a rolling rammus... :( ... ). This will give you the ability to maneuver around their heroes or even run around to the back of the fight DURING a fight to get a kill on the carry, and worst case scenario, run away when you are low.
Flash: I use flash primarily as a positioning spell, you can exchange this for something like ignite but i like using flash to get myself in that PERFECT position to take out the carry, or again, pull epic flashes over walls to get away :)
Hope you guys enjoy!
Alternative Skill Order
If you are having problems with the skill order the way it is shown (maxing your E first followed by heal), you can also continue along a different path, going E>W>Q>Q>W>R>Q>Q>Q>W>R (up to level 11).
This route will give you more of a nuking power, but less of a farming consistency. It is all personal preference. I prefer the one shown in the actual skill build, but this one is also viable. It will give you a HARDER early game nuke, but less early game survivability as well, because you will get that 16% additional damage by level 9, but wont have your E up constantly, it will have a 3-4 second cooldown inbetween each cast.
There's a screenshot from me working on this build in some ranked :) this was when I
came off my league of legends break and played nonstop kayle. enjoy :)
Kayle is strong early-mid and early late game
her mid game and very endgame start to scale off (20-25 mins and 50mins +)
Use her passive to help shred the armor and MR of the person your team wants to target (or the tank if they have a lot)
Save your ulti for carries other than yourself. A good kayle is one that can position well enough to use her ulti on someone else :)
Updated: 6/14/2012 GUESS WHO'S BACKKK :D
Original Release Date: Some time in EARLY 2011
09/08/2011 - Changes are as follows
- Changed first item to dorans ring, more early game viability
- Changed boots to boots of swiftness
13/01/2011 - Changes
Changed Mana Regen Glyphs to CDR Glyphs
Masteries Changed To Recommendations by
13/01/2011 - Added Alternative Skill Order Section
11/01/2011 - Fixed intervention at level 12 error, instead of level 11
11/01/2011 - Published