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Spells:
Teleport
Ghost
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
Intro
This build hurts, and it gives you the mobility you need early in order to survive and level.
I've looked at many builds, many start with a mana building item, but this isn't as necessary as I first thought. The new de-buff on the passive speed boost when using Divine blessing almost makes her a burst attacker. So I emphasised on this giving her boots of speed first of. this lets you kill and run effectively early on.
Then Malady is simply the perfect Kayle Item. It's cheap and gives you attack speed and AP. Exactly what she needs.
The rather early Guinsoo's Rageblade Hurts opponents. ALOT. Stacks on exactly the stats you've been working on gives you the AP you need without getting several items.
Then Hextech Gunblade adds spell vamp, making her quite un beatable late game.
The black Cleaver give you kills. After your already Impressive Rageblade stacks It's armor reduction lets you really pack a punch and this is when you can really start helping your team mates in team fights.
Nashor's Tooth was actually the Item that I used to get early on, starting off with the early mana regen, but it's large attack speed boost and mana regen boost makes you the endgame credit to team you need to be. Using your heal at this point to save allies and gaining your team the advantage in team battles.
Then Malady is simply the perfect Kayle Item. It's cheap and gives you attack speed and AP. Exactly what she needs.
The rather early Guinsoo's Rageblade Hurts opponents. ALOT. Stacks on exactly the stats you've been working on gives you the AP you need without getting several items.
Then Hextech Gunblade adds spell vamp, making her quite un beatable late game.
The black Cleaver give you kills. After your already Impressive Rageblade stacks It's armor reduction lets you really pack a punch and this is when you can really start helping your team mates in team fights.
Nashor's Tooth was actually the Item that I used to get early on, starting off with the early mana regen, but it's large attack speed boost and mana regen boost makes you the endgame credit to team you need to be. Using your heal at this point to save allies and gaining your team the advantage in team battles.
Early on go for minion kills, but as soon as a champion gets in range of your reckoning let em have it, BUT DON'T CHASE.
Only use your Righteous Fury to attack, using your Reckoning uses up ALOT of mana and should only be used against champions.
Healing your team mates is as important as healing yourself, decide in each individual if he could use the health or in fact the speed boost better than you could.
Later game you get into team fights. WATCH YOUR ALLIES HEALTH BARS! You may well be the deciding factor in who wins and loses and using Intervention at the right moment to save an ally can do wonders. Intervention however as an ability should be used not only to save chamions at the last moment, but most often it should be used to avoid damage, if you see a warwick about to use his alt, even if you will survive well enough, it may save you later if you've the extra health to spare.
Only use your Righteous Fury to attack, using your Reckoning uses up ALOT of mana and should only be used against champions.
Healing your team mates is as important as healing yourself, decide in each individual if he could use the health or in fact the speed boost better than you could.
Later game you get into team fights. WATCH YOUR ALLIES HEALTH BARS! You may well be the deciding factor in who wins and loses and using Intervention at the right moment to save an ally can do wonders. Intervention however as an ability should be used not only to save chamions at the last moment, but most often it should be used to avoid damage, if you see a warwick about to use his alt, even if you will survive well enough, it may save you later if you've the extra health to spare.
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