Kayle Build Guide by RikudouDovahkiin
Sup Guide: Angel of Healing and Invulnerability!By RikudouDovahkiin | Updated on June 2, 2018
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Threats & Synergies
Tristana is one of the easiest match-ups for the 2v2 lane as far as I know, her damage combo is based on a obvious combo, when she all-in's you can/shall block all of E+R damage not after she damages with those movements, because all her is damage in this combo can be blocked like that, and shouldn't be able to kill your ADC. In lane wait for economical heals to revoke their damage done on your ADC. She also has a serious range- but your slow is a difficulty for her. Play around your ADC and do not let her do things for free.
Kalista has stack mechanic, so you have your Ulti, in poke-lane you can out-heal her poke, and your slow has a big impact on her passive so shouldn't be able to kite at ease, protect your ADC and play around your slows to lower her damage output since she greatly sensitive to slows as a ADC.
A Blitz naturally is a threat against passive laners, especially since you don^'t have a form of hard CC, his Ignite can make things harder if one of you gets caught. You will usually/can escape easily with a Talisman or Mobi build, speed-up your allies to help dodgin' skill then after his Q and W he becomes vulnerable to kiting, killing or catching since he's slowing himself as well, it should be less harder to punish him with an exact timing. Care for his Ignite; if you're sure that he's all-inning make your Heal 100% useful by using it at the right time if you have Heal 'course. He shouldn't be that hard unless something bad happens there, you will usually want to kite him and protect your ADC.
Such laners (in passive game-style), shouldn't be that much of a problem, since all of her poke will be negated by your strong heals, her W or E max'in shouldn't matter that much to you, care if she has Ignite, she has a full arsenal of usable/useful skills in 2v2, care for her free pokes as she has a quite range for a support, while her E shields and R heals the friend champion, it can be not enough sometimes for your R to respite enough time, especially since she has a strong healing, one-shotting her or ADC can be perhaps possible with snow-balling but care for your ADC whatever happens in the lane, at least it shall be a tough lane for her to dominate, your heals are can be really useful since she's a passive laner it can give enough time for your W's to negate enemy poke.
Karma is a poke-magy support who has sort of damaging spells, care for her engages as she can speed-up herself or a teammate to catch ya, dodging her Q's or basically having a quite distance in lane will often be useful, since her main source of damage is her constant Q's, you can heal your ADC and watch the right moment to engage her or her ADC, since you also have some useful CC you can attack as soon as her Q and shield goes off. You can bait her some Q's by little feints, that will help with it, care for her snare as you don't have any escape skill beside your Flash. Without Ignite she shouldn't be able to bully your ADC easily when we consider our healing power in lane.
- WELCOME - IN PROGRESS -
Hi I'm SirEagleEye TR server player, sorry for my poor Engrishu. I'm here to post a guide/build for Kayle, as I'm gradually improving guide nowadays; might be a detailed guide in the future.
Kayle is an alternative support and is still being played by some professionals, as a support main I shall be able to say that she is an alternative support yet has an economical/strong heal. I'm playing various supports, Kayle has her own place/gameplay and fun when compared to other supports. Kayle's support limits seem not very well known, she can potentially cover nearly 50% of ADC's health with W + Aery easily. I'm here ladies and gentlemen, she has her laning-section, items and a bit different from other enchanters, as you can understand from Knight's Vow.
But please do not forget that Kayle is no longer in the heart meta like previous old seasons, so even if you play without any mistake, possible defeats are inevitable in some cases.
“May it be a light to you in dark places, when all other lights go out.”~Galadriel
Her style can possibly be; a 4 hits per sec AS mage or a burst mage who builds high AP, since earlier seasons, riot changed or buffed her few times, those actions of riot (ulti cost ->0) lowering the potential damage output by pulling down AP numbers led hero to be an enchanter type support.[/color]
All of this means new items that strengthen heals can work for Kayle's Divine Blessing, without building pure AP she can still heal strong- not mere healing but also this build can offer versatile functionalities. She can hardly find a place for her in this meta, where top laners and jungles or mids have to be really strong in their way of their own aspect, while Kayle has no hard-CC that can be useful like Lissandra's CC.
In this worl-rift, she can be played as a support and those very combinations of support items can avail her positive. For now, let me give an example of how it can work; you know AP is needed for such spells to be more effective but Kayle as support, can reach a noticeable amount of AP and the enormous amount of healings with set-up; to explain how it will usually work, she has firstly her innate peeling, protecting and helping powers in her kit, Holy Fervor can shred enemy resistances, which makes Kayle dangerous for tanks, Reckoning has a special use with Summon Aery and fountain of life, which can trigger stronger healings alongside with CC, her Righteous Fury makes her a ranged champion for a time, that means you can still avail from melee items like Relic Shield, and poke in the lane from a distance while her Intervention makes her all special as a support, makes target invulnerable for a time; this can be used to absorb thousands of physical damage of an assassin, instead of shielding, mitigating full of damage for a brief time can be really useful when you have a hyper-carry ADC.
Since shield does not has an HP but instead has a time, it can be game changing with correct timing and make assassins escape in an awe, those are few the advantages and disadvantages of Kayle that we can mention swiftly;
Abbreviations, Terms and Things of course:
- AA: Normal attacks done by champions, which usually happens physical form of damage.
- AP: Ability power which increases magical damage done through items and abilities
- AD: Attack damage increases physical damage done through skills and attacks
- MR: Magic resistance to blocking enemy magical damage
- AR: Armour to blocking enemy physical damage
- CS: Creep score which mentions minion kills
- CC: Crowd control, that prevents enemy movement or skills and such
- NERF: Debilitation to certain champion, items and things, aka balance changes
- Dirty Farm: Taking jungle during laning phase to achieve advantage against opponent
- AI: Active items that can be used with the certain times and cooldowns
Green color usually means ability power (healing or damaging power) while azure means basically magical power and white-like blue represents usefulness, inspiration, red represents HP scalings or damage in this guide. Other colors such as orange are used for various things in this guide. Feel free to leave a comment if colors are wrong or doesn't match the feel or way too tiring to read.
For example, you achieve something similar to those stats [without Vision Path; Transcendence instead of Absolute Focus after; 40 mins]:
+300 AP +2700 HP +375-450+ MS +40% CDR +20-55% Healing +10% Spell CDR + unique actives and passives and so on,
you should remember that AP does not mean pure healing or damage always, as runes, Athene's blood stack also counting in too with healing bonus and healing becomes even stronger.
And now our guide adventure begins isn't it? I'm updating it feel free to leave constructive criticism, useful ideas and suggestions or questions...
+ Invulnerability Skill
+ Debuff Resistances
+ High Tier Tealing Magic
+ Good Item Synergy
|Kayle is an alternative support and is perhaps a shining healer sup in this boring unidentifiable meta, has the one of the most economical heal abilities in the game that a support can have, can prevent thousands of damage with well-timed Interventions, which makes her a great pick for hyper-carries, her poke and resistance lowering passive comes handy, and can peel team effectively with right gameplay...|
- Poor late-game
- Has no hard-CC
- Dependable Slow
- Can go avoidable
- Relatable Squishy
|Kayle can be sometimes forced to play passive or even get ignored by enemies; in some cases, her range and lack of active useful strong CC'disengages makes her a less powerful choice, her tanking capabilities are not great for her passive laning, beside the ulti she doesn't have that effective protection/peel in critical moments, where enemy becomes too bully and your teammates falls one by one feeling all alone. Not the greatest meta support, can fall at the late game...|
Kayle the Judicator
In this section, we can try to explain which skills, why, important tips, tips'n tricks and synergies between skills and build;
You can constantly heal your allies and protect them in critical situations which will return some fights to your favor; like a Talon leaps to your ADC while also Syndra unleashes her ulti to your ADC,
this now is a scene where many supports such as Janna has to go Saiyan alike mode and scatter enemy with great timings and perhaps effort, while a Kayle can look up at the sky with a gracious calmness that knows what she can do and what enemy can push to the maximum. She can response enemies with an impassable shield, she can handle the many situations unless it goes way too hard to handle and enemy start to ignore Kayle with their nearly 10 CC'es, her AA's through the Righteous Fury shall shiver enemy tank's res. by percentage amount which comes handy in some match-ups. She is an angel alike warrior after all in this world of broken promises...
|Holy Fervor (Passive): Many champions need the enough damage output to be effective, while some supports offers AD or magic damage like helps, Kayle has her own supremacy style with her passive, as it decreases enemy champion resistance per hit, making them more vulnerable to further phy/magic. attacks by this way, she can utilise this passive by hitting enemies with skills or through AA's. She can AA with the help of Righteous Fury and focus tanks to increase your team's damage towards them.|
Holy Fervor Many supports has their way of helping/increasing DPS, while Kayle decreases enemy resistances by shivering their armour and so, it shines when your team unable to deal serious damage to some resistance tanks, you can possibly make your allies skip some pen. items because of your passive since it will help with dealing damage through def. Use it if your ADC has a focus so he/she can easily handle them. In match-ups where armor-mr gives strenght debuffing them also weaken the champions who use those stats to amplify their damage by this way.
|Reckoning (Q): This ability is a aim-shot like CC that slows the enemy target, and slow lasts longs about 3 seconds, comes handy when chasing someone or escaping, can trigger Font of Life.|
Uses more mana than W, without maxing shouldn't be spammed that much at laning phase. Slowing the targets such as Thresh, Rammus, Hecarim or enemy ADC's that benefit from MS like Kalista can be heavily effective, with the Resolve rune it also makes the enemy champion a font of life thingy, hitting them with AA's heals allies, which also causes Summon Aery to shield the target with healing effect. An useful skill as a CC, in lane shouldn't be used frequently since it will drain mana for its damage, activating E and poking by this way can be less punishing for your sources. You will be usually using this on dangerous targets or vulnerable targets to leave them helpless, Q also stacks Holy Fervor so using it on a tank shall reduce their survivability in teamfights.
You will be usually want to combine this Q with W, slowing the enemy if overfeed or 2v1, then speed-up your ADC or carry, so he/she may easily catch ya, it also has a flat slow effect that can ruin many enemy plans, leaving some targets easier to kite for your ADC, we're maxing it second right after the Divine Blessing.
|Divine Blessing (W): And first signature ability of this build, Kayle heals the target champion or herself and grants a movement-speed burst that lasts for 3 seconds..|
Divine Blessing is bread and butter of Kayle especially in 2v2 trades, you will be usually sitting at lane or waiting and positioning yourself, enemies will be sometimes passive or aggressive, and Kayle doesn't have a high tier hard-CC, which makes her sometimes weak, this healing ability of Kayle basically heartens the tank of the team or ADC's easily, can be combined with healing items to carry bonus farther. In lane you can negate enemy pokes by using it right after to create a psychological pressure over the enemy, every serious their little skill or AA' pokes or many of their skills* can be healed with this skill. At laning phase using it many times on your ADC will make life easier for him/her, especially in match-ups,
where you're locked basically at the tower, while enemy still poking with long ranged spells, you can heal your carry constantly to prevent him/her from falling behind in minion at the laning phase, the skill itself has a relatively long cooldown at the early-game but also has an effective healing and economical resource usage which nullifies skill usable and comes really handy in passive laners even with that CD you can spam this to revoke the damage on your ADC's HP bar, you will want to use it sometimes as a speed buff, where an enemy or an ally needs speed to be effective, for an example, some running enemies with some sort of speed buff or an ally Hecarim; with your W you can change the strategic balance, if enemy can't catch- they can't kill, we will be using this skill in lane a-lot if we're planning sup, in-teamfights,
where you have your Redemption, Athene's Unholy Grail and such healing items your heals will be much stronger, you should heal your low-HP tanks to help their tanking mission, the tank is the role that someone handles the most frontline damage for his team, and they are effective at stopping those plain damage the bay, this means they are effective at using HP, a tank can use 500 heal for seconds while a squishy target can die in half-second even with 1k healing. It can heal around 30% HP of a tank in team-fights which is something huge when many small make a great, using it many times shall cling tanks to the very ether-quenching joy of life.
We're maxing it first since it's our primary healing so it may become more effective at retaking lost HP'es back.
It's a self-buff after all, and only works somehow ultimately devastating with AS builds as far as I know, since we'are support we will tend to build more different, and we cannot utilise this skill since its effectivity also is based on AS, so it has few benefits what we can utilise in lane easily, firstly it adds an on-hit passive damage that could be useful at helping ADC's farm last hitting adventure, then its also good for poking like Janna's passive Tailwind, makes our AA's a bit more daring especially and finally increases our AA range which helps with poking enemy champions, unlocking this ability at level 1,2 or 4 is possible, you will want to save mana and its not that bad can come handy against melee supports.
We're maxing this skill last.
|Intervention/color] (R): Ultimate ability of Kayle, the key skill of Kayle, signature shielding/status effect that few champions has something similar, Kayle surrounds the target with a shield of light, and makes them vulnerable to further damages for 2, 2.50, 3 seconds.|
This is another thing that makes Kayle support special, a shield that lasts few seconds yet can block thousands of damage dealing one-hitting skills with ease. Shield itself doesn't has HP like other shields and if target has a shield ability like Morgana's Black Shield, Intervention also protects the other shields as well, makes Morg's shield unbreakable, this ability is a timing based skill that has to be perfectly put into motion at the right moment, like it was in a action series or RPG, to maximise effectivity we should to use it strategical.
In laning phase, you can only protect with few seconds with your ultimate, so think before acting as it can be less useful against sustained DPS opponents, its good at blocking instant burst damage like a Tristana's combo, or Syndra's Unleashed Power, use it at the right moment and block all the damage, in 2v2'es same criterions are viable. If enemy bot lane has low sustained damage, you can block their first wave of skill barrage with Intervention instead of waiting last 1 HP to shield, because it will be less useful, its not healing nor warping time basically blocks damage, if you miss the best moment for blocking damage for example; like blocking both Karma Ezreal ultis, at a high HP, because they will already leave almost half-dead whats the point of shielding last few HP's.
You can possibly use it on tanks to save them or make them invulnerable to first rain of skills, so they can stay in fights longer for your team's good unless your carries getting one-shotted you can be a companion of your tank, since the best friend of a sup is classically tank. They shouldn't pass a frontline Fiora or another champion, it almost means certain death for the more squishy backline, and your quest as the support of your team is helping them with that. If an assassin waits the chance for one-shotting your carry, basically help your team normally as if it did not matter, then when assassin or assassins take action, time the best shield to mitigate most damage, so they may leave/escape followed by your tank's reaction, keeping up the team is important at that rate. If you have Redemption you can also use it combined with your Intervention to guarantee the healing effect and create a counter-attack resistance/chance for your team.
Level; 6,11,16, those points are reducing the cooldown and increasing shield duration, max it/invest points through ultimate skill whenever possible,
Summon Aery: This is our keystone for Kayle support, a summon companion, helps your both damage and peeling. Using your Righteous Fury on an enemy will send aery to him/her, deals an extra damage which helps us to be useful in terms of the individual performance, healing and shielding abilities send aery to friendly champion, and protects them with an additional shield. Aery has to return Kayle before attacking/shielding again, distance plays a role on Aery, which means it has somewhat 0 CD but with a long animation time. Healing an ally sends Aery, Aery shields a slight amount of HP shield, which is something like 40 at early game, a strongly growing/scaling rune throughout the game in terms of both healing and exterminating for an enchanter support.
|Kayle's ultimate is a vital invulnerability ability, which surrounds the target and makes them invulnerable to damage from champions, and creatures and normal towers. This rune helps with it, everytime we use ulti, its cooldown reduces by an amount for maximum of 5 stacks, other two options are not worth to change this for enchanter Kayle.|
|For Kayle, other two options are possible as well, however, staying above 70% rewards you with an additional amount of ability power, which amplifies the heal and damage done through spells, and is valuable for Kayle since she doesn't build AS, AP is needed to increase our healings, other options are also viable however this feels more solid on healings, I guess. Depends on game-style.|
|As the game goes on, so your AP increases as well. Other two options are much more situational alike, MS champions can value other and poke oriented supports can go Scorch, however having our AP increased means also stronger heals, increased haste buff with W, Kayle is a bit uncompleted at early game, this scales well into late well for Kayle.|
|This marks the CC'ed target by your Q, allies that attack with AA'es get healed which might result in your ADC survive a 2v3 fight with a very low HP left, attacking those marked targets also apply Ardent if you already have, helps and fills our lack of many peeling abilities by making Q another healing ability.|
|Your healing and shielding become stronger. Becomes additionally stronger to targets with less than 40% HP, and makes a difference, especially when you add Redemption to that, I guess Redemptions becomes 45% stronger to targets that with low HP, makes you a stronger healer, a basic go to go for the many healers and since this is a build of enchanter Kayle, we can easily take advantage of our strong healing ability.|
This page is our classical 'go to' go' page, however, perhaps we may examine other runes as well in future, but this meet the needs of Kayle by granting additional ultimate CDR, granting some sustain and strengthens Kayle's protecting capabilities, like how also Revitalize affects Summon Aery's shielding as well, mind a full stack Athene combines with Revitalize, a nice page to go with Kayle support.
Tristana is a champion who can take care of herself, positioning mobility, kiting and CC are the species that she can use well, she is a lane bully character that likes to freely make the magic combo take the kill then return,
with Kayle beside her, she can easily win some 2v2'es or can enter dangerous positions where she can kill few champions easily because of your ulti, a confident Tristana can easily make use of your power and healing and disable the enemy with teamwork, her too high mobility is a threat for you as well, it can prevent you from healing her or can cause positioning problems because how Kayle's playstyle is a bit passivist it can
be hard to follow.
Vayne is perhaps the matriarch of the hyper-carries, she can have a hard laning phase, usually can be easily intimidated since she has fairly a weak early- game, with Kayle beside her; she can stay in lane much longer with heals and farm in safety, later she can utilise speed bursts of Kayle to hunt or kite enemies down, while
if Intervention has been created for her; she activate last hour to start hunt, and you can support her with granting an invulnerability to make her confident with her movements, it can provide enough time to Vayne disable at least 1 or few enemies in some scenarios, in defensive matches you can possibly make her it out alive with your ulti amidst the assassins and create chance for her to farm properly, a light pact?
Kog'Maw is a mixed damage dealing hyper-carry, and he basically loves AA enhancing support such as Lulu to increase his damage, he likes extra MS to kite enemies and protection for his squishy core. If even it wasn't the best duo,
its still around the good level probably since high AS of Kog'Maw can value Font of Life rune very well in some match-ups, especially where Kog needs exact damage mitigating, you can help him with that, but your lack of hard CC's can be a bit problem for lane since he needs some frontline, some sup and Ardent Censer of course, play around him so it should be around good because of his bad-*** range and AS, taking Mikael can be beneficial for this duo since Kog's are usually hitting dangerous CC'es isn't it?
Those are the very few examples with short explanations, for further details; a bigger update is needed, I guess? Feel free to leave suggestions.