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Choose Champion Build:
Spells:
Surge
Ghost
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
Introduction

In this guide I will teach you how to play Kayle as an Attack Speed/Ability Power Hybrid. At first, it may sound weird. But Kayle's

This build will make Kayle a strong carry, and is most effective if you're on on mid or solo top!
And, hey, I'm not an expert, but this build works very, VERY well for me.
Enjoy! :D
I'd suggest to have one offensive and one defensive summoner spell, though the defensive spell may also be used for offensive tasks and vice versa. I'll explain below.
Surge is the primary summoner spell in this guide. It grants Kayle both Attack Speed and Ability Power - Exactly what we want! This spell will help you get some early-game kills, and it won't lose it's effectiveness as the battle progresses, because the Ability Power bonus increases with each level. This spell allows some burst damage to be done!
While Surge by far is the best choice, you CAN use other spells, if you really want to:
Exhaust is a spell that can be both offensive and defensive. It's good when chasing, it's good when being chased. Not only does it reduce the Movement Speed of the enemy, it also decreases it's damage done. The reason I would consider it an offensive spell is that it greatly increases your chance to win a 1v1 - especially if you picked the Mastery
Summoner's Wrath
.
Ignite does quite some damage - TRUE damage, that is, meaning it ignores Armor and Magic Resistance - something we can't say about Surge. Also, if you follow my instructions on Masteries, you gain 5 Ability Power and Attack Damage when Ignite is on cooldown. It isn't much, but it's definitely a plus.
Ghost is one of the spells that can be both offensive and defensive. Just like Exhaust it's good when chasing and when being chased.
Summoner's Wrath
increases the Movement Speed bonus.
Flash can be useful in many situations. It CAN be offensive, but I think it's a waste to cast it to get one kill, if it could've saved your butt a minute later. If you rely on Flash and always expect to be able to escape because of it, it should NOT be used if not absolutely necessary.
Flash has a longer cooldown than
Ghost and that is the main reason I prefer Ghost. You can't escape with
Ghost if you get stunned, though.
Slot 1 - Offense

Surge

While Surge by far is the best choice, you CAN use other spells, if you really want to:

Exhaust



Ignite

Slot 2 - Defense

Ghost



Flash




Early game
- Start off with
Boots and a few potions. I usually buy 2
Health Potions and a
Mana Potion. Even though Kayle can heal, potions are necessary. Early in the game she has low Mana and you don't want to waste it all on healing wounds, that could've been healed by a potion. I'm not saying that healing is a bad idea - I choose the skill at level 2 - it's jusy very mana consuming if cast it too frequently.
- Early in the game, Attack Speed is more important than Ability Power. Therefore upgrading your boots to
Berserker's Greaves is a good idea.
- Now it's time for some of those Attack Speed/Ability Power Hybrid items. Buy an
Amplifying Tome and upgrade it to
Malady. Malady's Unique Passive makes your
Righteous Fury pretty painful - and Kayle's passive ability
Holy Fervor already decreases enemies' Magic Resistance. Note that it does not only increase YOUR damage to the target. If your allies deal magic damage to the same target they will also deal more damage.
Alternatively, you can buyWit's End instead. It almost grants you the same Attack Speed bonus and it deals more than twice as much on-hit Magic Damage as
Malady does. Also, it grants you Magic Resistance (and an on-hit Magic Resistance effect). It does not give you Ability Power, though, meaning that your
Divine Blessing and the splash effect from
Righteous Fury won't benefit from this item.
Wit's End should be bought if the enemy team is building Ability Power, as it can protect you from their magic.
Why not
I've been asked why I don't useGuinsoo's Rageblade?
Guinsoo's Rageblade in my build. The answer to this question is quite simple. First of all, it grants Attack Damage, a stat I am NOT focusing on in this build. It's not bad, though. The main reason why I'm using
Malady and
Nashor's Tooth is the Attack Speed bonus. Even when the Rageblade is fully stacked, it's Attack Speed bonus is not as effective as the bonuses from
Malady and
Nashor's Tooth.
Thanks to DarkTank2 for the question.
Mid game
- Now when you've got some Attack Speed, you'll want some Ability Power. Buy a
Fiendish Codex and upgrade it to
Nashor's Tooth - another Attack Speed/Ability Power Hybrid item. Along with some Ability Power and Attack Speed it also increases your Mana Regeneration and Cooldown Reduction. From now on your Mana should be fine. The Cooldown Reduction is also very important as it lets you activate
Righteous Fury (and other abilities of course) more often. If you follow this guide, the cooldown on
Righteous Fury should be around 9.65 seconds at level 18 - maybe sooner. The ability is active for 10 seconds and the mana cost is only 45, so you will be able to have it active at ALL times. Of course you're not supposed to if no enemies are near.
- Now it's time for some Ability Power!
Rabadon's Deathcap! Enough said!
Late game
- Now, THIS item is awesome:
Lich Bane! Ability Power, Magic Resistance, Mana, Movement Speed - all good stuff! But what makes it incredibly powerful is it's Unique Passive... After using an ability, your next physical attack will deal bonus Magic Damage equal to 100% of your Ability Power. Even though
Righteous Fury deal bonus Magic Damage it is STILL a physical attack. This means that the first hit with it will hurt quite a lot.
Alternatively, you could buyTrinity Force. Attack Damage, Ability Power, Attack Speed, Movement Speed, Mana, Health, on-hit slow effect. All good stuff! The main reason I prefer
Lich Bane is that it's Unique Passive adds your Ability Power as bonus damage on your next attack.
Trinity Force increases your Attack Damage by 150% for one attack. Using this build, you will get NO Attack Damage from items (unless you buy
Hextech Gunblade as the last item (explained later) other than
Trinity Force, if you decide to buy it. So the bonus damage effect will not be as effective. Also,
Lich Bane grants you more Ability Power than
Trinity Force AND gives you Magic Resistance.
- Last item... this one is a bit difficult. There are many options. I'm gonna go through some of them:
Rylai's Crystal Scepter
In general, this item is probably the best choice due to the on-hit slow effect (Righteous Fury triggers the effect). It also grants you quite some Ability Power. It depends on the situation, though. This should be picked if you are dominating the battlefield and are tired of enemy champions who escape with, like, 10 Health left (if you decided to buy
Trinity Force instead of
Lich Bane you should not buy this item, because you already have an on-hit slow effect). REMEMBER: you can already slow enemies with
Reckoning. The reason I like
Rylai's Crystal Scepter is that
Reckoning has a cooldown and cannot be spammed THAT much. Also, the AoE magic damage from
Righteous Fury will slow enemies around your target by 15% if you choose to by the Scepter.
Hextech Gunblade
Even though I have not focused on Attack Damage in this guide, it's definitely not a bad thing! The Life Steal will not be VERY effective, but the Spell Vamp will make you hard to take down. Also, the Unique Active kinda makes up for the slow effect ofRylai's Crystal Scepter - but not entirely. You can consider it a second
Reckoning. This items should be picked if you're having a hard time surviving ganks.
Will of the Ancients
Will of the Ancients is a great choice if many of your allies are buying Ability Power items. The aura grants both Ability Power and Spell Vamp. This means that you will be healed for a percentage of the Magic Damage you deal - and nearby allies get the same buff! This items is GREAT when combined with
Malady and
Holy Fervor!
Rod of Ages
Health, Mana, Ability Power. It's effectiveness increases with time. Should be picked if you dominate the battlefield, but always end up with low health after the ganks. It will make you more sustainable.
Zhonya's Hourglass
Rabadon's Deathcap is the only items in the game that grants you more Ability Power than
Zhonya's Hourglass. Buying another Deathcap could be an option too, but the Unique Passive does NOT stack - keep that in mind. Therefore I think
Zhonya's Hourglass is a better choice. The Unique Active is great in ganks. But use it wisely. You can not take ANY actions when it's active. You can't even move. This should be used if the enemies focus on your during ganks. It allows your allies to deal some damage while the enemies are wasting there time trying to kill you. Remember that
Intervention can be used in the same way. The difference is that you can also cast it on allies AND the target is able to move and take actions. If you're in focus during ganks and you aren't happy with
Intervention,
Zhonya's Hourglass is the way to go.
Void Staff and Abyssal Scepter
These items are very similar to each other. They both grant you 70 Ability Power - so that's a tie.Void Staff gives you Magic Penetration and
Abyssal Mask reduces the Magic Resistance of nearby enemies. Soo, what's the big difference? I'll tell ya: the Magic Penetration will probably make you hit a lot harder. The Magic Resistance Reduction Aura, though, will make you AND your allies hit harder - when dealing Magic Damage - because the effect does not apply to your attacks, but simply decreases enemies' Magic Resistance. YOU will hit hardest with
Void Staff, but if some of your allies are bursting with magic damage
Abyssal Mask would help the team much more. So I would probably go with
Abyssal Mask. As a bonus you'll also get some Magic Resistance!
Summary
Item Sequence
Health Potion 50Health Potion 50Mana Potion 0Berserker's Greaves 1100Amplifying Tome 400Malady 2035Fiendish Codex 850Nashor's Tooth 2900Needlessly Large Rod 1200Rabadon's Deathcap 3500Sheen 900Lich Bane 2900Rylai's Crystal Scepter 2600
There's not much to explain here. The build is about Ability Power and Attack Speed, so that's what you'll want. One thing will be important, though: If you prefer
Flash from
Ghost you'll probably want
Summoner's Insight
instead of
Improved Recall
.




Summary
While items are very important, Runes and Masteries are not. Well, of course they make a difference, but they are not as powerful as items are. Masteries are "free" provided your level is not too low. But Runes cost Influence Points. Therefore, you shouldn't buy runes specifically for one champion, if you're not sure you really want to play him/her.
However, if you know you're gonna play Kayle a lot, and really want to master her, these are the runes you will need:
Righteous Fury - as already mentioned - hurts A LOT when Attack Speed and Ability Power are combined. Therefore
Greater Mark of Attack Speed should be chosen.
Alternatively, you could use
Greater Mark of Magic Penetration. Each hit with
Righteous Fury will hit harder, but you won't strike as fast.
Greater Seal of Armor does not grant you either of this build's primary stats, but protection will definitely come in handy as it makes you less fragile.
Greater Glyph of Ability Power. This will make your
Righteous Fury hurt a lot during the early-game ganks.
Greater Quintessence of Ability Power should be chosen. 4.95*3 Ability Power may not be very much late-game, but it makes a difference in the early fights. An alternative could be
Greater Quintessence of Attack Speed which gives Attack Speed bonus.
One thing to know about runes! The tier 1 and 2 runes are NOT very effective. I would recommend saving the Influence Points and waiting until level 20 before buying any runes. You'll do fine without runes the first 19 levels.
Precision
Fleet Footwork
Phase Rush
However, if you know you're gonna play Kayle a lot, and really want to master her, these are the runes you will need:
Marks
Marks specialize in Physical Attack and are the best runes if you want Attack Speed - apart from Quintessences of course.

Alternatively, you could use


Seals
Seals specialize in defense and Armor is a good choice.
Glyphs
Glyphs specialize in abilities. Choose

Quintessences
Quintessences are the best runes of all and you can only have 3 of them. They provide very high bonuses (for runes, that is). Runes are effective during the early game, but not very much later on.

One thing to know about runes! The tier 1 and 2 runes are NOT very effective. I would recommend saving the Influence Points and waiting until level 20 before buying any runes. You'll do fine without runes the first 19 levels.
Summary
Runes




This guide is pretty much based on
Righteous Fury, so it is of course to be maxed early. At level 7 I upgrade
Reckoning (which will also hurt quite a lot later in the game) and at level 8 I upgrade
Divine Blessing. From there, I max
Righteous Fury. The only exception is when I upgrade
Intervention at level 6, 11 and 16.
Reckoning should be maxed before
Divine Blessing.
This is what I do. I like getting lots of minions during the early game. That's why I max
Righteous Fury first. But if you'd rather deal some heavy damage to enemy champion right from the start,
Reckoning should be maxed before
Righteous Fury. Just keep in mind that
Righteous Fury WILL deal more damage per second when you've got some attack speed.
Reckoning scales really great with Ability Power. If you follow this guide, it will deal 260 + 335 magic damage at rank 5. That's a lot in one hit. The base cooldown of the ability is 8 seconds, but it should be around 6 if you buy the items I suggest. It can spammed to deal some HEAVY damage late-game. Thanks to Kurimen for reminding me how powerful this ability is.







This is what I do. I like getting lots of minions during the early game. That's why I max





Summary
For minion kills
For bursting champions early-game
Farming should be easy! There really isn't much need for jungling. Maybe kill an Ancient Golem from time to time to get the Mana Regeneration and Cooldown Reduction buff. It will increase your sustainability because you can cast
Divine Blessing more often without burning all your Mana, meaning you can heal yourself without having to worry about running out of Mana too much. Baron's buff is alway good, but don't try taking him down on your own!
Remember that the buff from the Lizard Elder is another way to get an on-hit slow effect!
The reason jungling isn't really necessary is that you'll get LOTS of minion kills.
Righteous Fury is great when killing minions. No matter how many there are, they'll all be DEAD after a few swings with that flame sword! Later in the game, you don't even have to think in order to last hit the minions. It just happens.
There IS a tip I'd like to share, though!
When attacking a minion wave, try changing your target when the minion you were focusing on is really low. The AoE damage from
Righteous Fury should take it down. This saves some time when farming. During the early game, you may be missing out on some minion kills, if you try this, but can't time your attacks correctly. But fear not! The S-key is your savior!
I don't think everyone knows about this trick, but pressing "S" will make your champion stop. It won't move, it won't attack. If you're worried about missing minion kills, hold down the S-key and release it, when you know you'll get the last hit. You're welcome.

Remember that the buff from the Lizard Elder is another way to get an on-hit slow effect!
The reason jungling isn't really necessary is that you'll get LOTS of minion kills.

There IS a tip I'd like to share, though!
When attacking a minion wave, try changing your target when the minion you were focusing on is really low. The AoE damage from

I don't think everyone knows about this trick, but pressing "S" will make your champion stop. It won't move, it won't attack. If you're worried about missing minion kills, hold down the S-key and release it, when you know you'll get the last hit. You're welcome.
Painful but "glassy"
Rushing for Attack Speed early in the game increases your damage per second quite a lot. However, you may be a little bit fragile. Don't get too close to those close-combat champions. With
Chasing


Intervention
At level 6 you are a pain in the butt to the enemy team. Be quick with that 




Sometimes it can be difficult to target the right champion with


Risky Kills
Don't you just hate it when you ALMOST kill an enemy... and suddenly he flashes back to the Turret? I do. But with


Thank you for reading my guide. You should now be ready to smite some foes! This is the first guide I've published, so I'd like some feedback. If you have any questions I'll try to answer them. If you have anything to add, I'll think about it and maybe add it to the guide. I'll be open to criticism.
I wrote a guide to Shyvana once, but I never published it, because I wasn't entirely happy with it in the end. I may have been a bit lucky those times when it actually worked for me. But I AM happy with this guide, and I can promise you that you WILL be feared on the battlefield if you manage to get the items. Be sure to get some minion kills - and preferably first blood!
I will make some corrections if I've made mistakes, and I will add content to this guide, if I come across anything of relevance.
Enjoy! :D
I wrote a guide to Shyvana once, but I never published it, because I wasn't entirely happy with it in the end. I may have been a bit lucky those times when it actually worked for me. But I AM happy with this guide, and I can promise you that you WILL be feared on the battlefield if you manage to get the items. Be sure to get some minion kills - and preferably first blood!
I will make some corrections if I've made mistakes, and I will add content to this guide, if I come across anything of relevance.
Enjoy! :D
- Lauge99
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