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Recommended Items
Runes: Standard Runes
1
2
3
4
5
6
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Standard
Flash
Teleport
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Nasus
Amumu
Ideal
Strong
Ok
Low
None
Amumu
Champion Build Guide

Greetings summoner!
I hope that you're doing well in your climb this season.
Welcome to my
Kayle guide!
A short description of myself before we proceed with the guide. I am Bonkk. I play in the Philippine server, having downloaded and played league while we were stuck in the horror that is the Garena server.
I'm a fairly new player actually, having started playing during season 10. I'm a top/support player with

You can search for my accounts in op.gg. My username is: Bonkk, and TMG Gobu. I look forward to helping others improve their gameplay, while also improving myself along the way :)
I poured my heart and soul to doing this guide, so hopefully you’ll enjoy it.
“Each bullet is a piece of my soul, each shot is a piece of me.” -Khada Jhin











+Very strong late game scaling
+Relatively easy to play
+Very high solo carrying potential
+Still has relevance even when behind, high utility champion
+Duo role flex pick
+Good waveclear by midgame
+Very strong level 1, one of the strongest in the game
+Flexible items builds and rune setups
+Very strong teamfighting
+Good splitpushing power
+Can play a supportive role in the team
+Deals hybrid damage
+Somewhat beefy and can tank a bit of damage (AP and AD bruiser build)
Kayle is a very strong solo queue champion, basically becoming a late game insurance for your team.

-Really weak early laning
-Gets bullied by strong early game champs
-Squishy (Crit and on-hit build)
-EXP and gold reliant
-Weak trading pre-6
-Melee form pre-6
-Many bad matchups early
-Player needs to be proficient in kiting
-Low impact in the early game(especially pre-6)
In order to balance her and prevent
Kayle from becoming too overpowered, she is cursed with a very weak early game, having low damage and overall impact around the map and for the team.



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For mana sustain to help alleviate some of |

The standard. A short ranged emergency blink on a 5 minute cooldown. Can be used to escape, chase, reposition or make flash ult plays. Take this spell in all games.
For map control and laning. This summoner spell makes laning more forgiving, as you can use it to go for a free recall whenever you get too low and can't fix the wave without dying. Teleport is also good for objective control and split pushing. This summoner can also be used to respond to a fight breaking out and you're too far to walk to the fight, though in the early game you would much rather stay in lane as
Kayle to continue soaking up gold and EXP especially when you don’t have your ult
Divine Judgment available, as your impact would be quite minimal unless it is a really close fight, or you do a clutch save using your ultimate
Divine Judgment on an important carry. This is the most consistent summoner spell for
Kayle.




Movement speed summoner. Duration extends for every kill/assist. This is good for extended mobility, allowing you to cover more distance over a longer period of time. This is more of a combat focused alternative in comparison to teleport.

Divine Ascent
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Radiant Blast
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Celestial Blessing
Starfire Spellblade
Divine Judgment
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Q max ability leveling sequence. This is a waveclear focused ability leveling, granting additional early damage to your Q radiant blast which is an AoE ability to help clear waves faster. This is usually recommended on crit build, on-hit build, or tanky AD build.

E max ability leveling sequence. This is a dueling focused ability leveling, focusing on maxing E for its on-hit damage passive and execute ability active. You would usually take this when going for an AP build,on-hit build, or when rushing
Kraken Slayer first item.


A variation of the E max ability leveling sequence. This sequence gives a nice balance of both early waveclear and dueling power, putting 3 points into Q radiant blast, then maxing E starfire spellblade after level 6.

Make sure to set your abilities to quick cast in the settings. This will enable you to do combos more efficiently.
AA-E
A simple and quick auto attack into E starfire spellblade auto attack reset. Can be used to proc


Q-AA-E
Q-AA-E- Open up with Q




Q-R-AA-E
Open up with Q



This combo can be used when you're out of position/in the middle of the enemy team, using your R

The only drawback to this combo is that there is a small cast time on your Q




R-Q-AA-E
If you aren’t able to open up with Q








R-
Flash

Catch enemies by surprise with the





Highest damage mythic item. Can be built on both AP, AD and on-hit Kayle. This item boosts the DPS of any Kayle build due to the massive amount of attack speed it grants, giving a total of 57% attack speed with full stack passive and applying on-hit effects twice every 3rd attack. Though do take note that while this item gives Kayle the highest damage out of all the mythic items, it does trade off survivability in exchange for the damage. This is a full offense no defense item, as it does not grant any form of survivability at all, basically making you a glass cannon which is why lifesteal items such as blade of the ruined king, bloodthirster, and immortal shieldbow is highly recommended. This is also the mythic to buy when going up against tanks. ![]() ![]() ![]() ![]() ![]() |
Best well rounded AP mythic for Kayle. Offers AP, health, ability haste and omnivamp, all of which are stats that are beneficial to Kayle. The additional true damage on the passive also works well against champions building magic resist. This is the standard item for AP Kayle, and offers a nice balance of damage and survivability due to both the HP and omnivamp it grants, in contrast to Guinsoo's rageblade which is your other AP mythic option which focuses more on damage alone. |
Well rounded AD mythic item. This is the AD mythic to get when looking for a good balance of damage and survivability. This item gives health, ability haste, and a spellblade passive. You should also build this item if the enemy has a lot of burst damage that would normally do lethal damage if you instead went for a more damage-focused mythic item like guinsoo’s rageblade, as the health this item grants you makes you pretty beefy, in conjunction with the overgrowth+conditioning rune combo. Blade of the ruined king+trinity force is pretty much the AD equivalent of the Nashor’s tooth+riftmaker item combo. |
Mobility crit mythic. The Kayleforce technology. This is a good crit item when you need the mobility via the Galeforce active when the enemies are slippery or if they have an important ability you need to dodge. This item offers good well rounded stats for a crit mythic and is a solid first item. |
Big crit damage spike item. This is the equivalent to an AD/crit version of Rabadon’s Deathcap except that it’s a mythic. This item grants additional crit damage, which is the only item in the game to do so. Infinity edge offers damage and nothing else, no attack speed, ability haste or any form of survivability or sustain, so this can only really be a good buy as a 2nd item on crit Kayle. |

Core item on AP ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Highest damage item power spike on AP Kayle. Grants the highest amount of AP, and the item passive grants a percentage increase based on your total AP. Buy this if you need more damage and nothing else, as that’s pretty much the only thing this item offers, though there is a bit of an increase in healing as well due to your W celestial blessing scaling off of AP. 1v9 item. Highly recommended if you’re ahead, or if there aren't too many threats on the enemy that can burst you down fast. |
Great item that offers AP, health, and a passive that slows enemies on all your abilities, and yes, that includes your AoE auto attacks. The rimfrost passive is amazing once you get your AoE auto attacks at level 11 with full stack passive, or permanent AoE attacks at level 16. And not only that, the 400 health it offers is pretty huge especially for an AP item, and the item is dirt cheap too. I highly recommend building this as 3rd item instead of Rabadon's Deathcap if you're really behind as Kayle, otherwise I would normally build this as my 4th item. Riftmaker in conjunction with Rylai's Crystal Scepter and conditioning+overgrowth runes will make you pretty durable and beefy. When the late game rolls around, you shouldn't fear getting one shot by assassins and should make you an extremely safe champion, coupled with your ultimate Divine judgment, W celestial blessing heal, and omnivamp from riftmaker. If you want even more safety and durability, buy Zhonya's Hourglass as your last item. |
Spellblade AP item. Grants a lot of pure offensive stats to Kayle along with a bit of ability haste and movement speed. The spellblade passive also synergizes well with Kayle, as she casts abilities in between her auto attacks allowing her to proc the spellblade passive pretty frequently. |
Magic penetration anti-shield AP item. Also grants health. You're either getting this or ![]() ![]() ![]() |
Magic penetration item. Can be built as 3rd or 4th item if the enemy team is stacking a lot of magic resist. This is cheaper than your other magic penetration alternative ![]() ![]() ![]() |
Safety item. Offers good defensive stats for a mage item, and can be a good buy against an AD heavy enemy team comp. Stasis active can also save you and come in clutch in certain situations and allow for outplay potential. |
Anti-magic AD item. This is Kayle's best magic resist item, due to both the on hit passive and the attack speed it grants, since your only other choice on Kayle is Banshee's Veil, which is an AP item but does not give synergize well with ![]() ![]() |
AD crit/on-hit item. Offers very nice offensive stats: AD, crit, attack speed and a single target auto attack empowering passive that ramps up damage when attacking the same target. Very strong 1 item power spike, I would even say that this is the strongest first item for Kayle out of all the mythic and legendary item options. This item is very flexible due to the fact that it can be built on both AP and AD setups due to the hybrid scaling on the item’s passive. This item can allow Kayle to start fighting enemies on equal standing and have kill pressure(though it depends on the matchup) as early as level 6, which is very early for Kayle, especially in comparison with every other first item. Kraken slayer is a good addition to AP, crit, or on-hit builds, boosting your single target damage by a lot and making you spike really early if rushed. |
Anti-tank lifesteal AD item. Great first item for Kayle when going up against tanks, bruisers and other health stacking champions. The stats the item provides are very good overall and having it as a first item is really good due to the lifesteal which allows you to stay healthy in lane in order to further help you safely scale and farm. The movement speed steal also works very well on top of Kayle’s W celestial blessing movement speed buff and Q Radiant blast slow which makes kiting a tad bit easier and allows you to better space against opponents. Strong 1 item powerspike, allowing you to duel certain matchups. |
Lifesteal crit AD item. Grants additional AD when you're above half health, basically a more forgiving Absolute focus effect, but on an item. This is your go-to lifesteal AD item when not building blade of the ruined king, but can be built together. This is a higher risk lifesteal item than immortal shieldbow, but more rewarding, as you gain additional damage when maintaining the 50% HP threshold for the passive. This is normally built as a 2nd/3rd or 4th item, as it does not grant attack speed. |
Lifesteal crit AD item. Anti-burst lifeline shield. This is like a poor man’s bloodthirster and can be built as a substitute when behind since this item is cheaper and safer than bloodthirster. This is also a much safer alternative to bloodthirster due to not requiring above 50% HP for the additional damage on passive, and the lifeline shield it grants which can save you from certain death against high burst damage enemies. |
Waveclear AD crit item. Offers well rounded offensive stats with the main selling point being the passive, which can nearly 1 shot the entire minion wave. This item is a double edged sword when rushing it, as the pushing power can work against you as it would be impossible to pull off a freeze with the energized passive perma 1-shotting the minion wave. I don’t really built this too often, as I don’t really find that Kayle struggles with waveclear, if I need extra waveclear power I would normally put 3 points into Q radiant blast or even max it first, which would be enough waveclear for me. The other AD items seem more suitable than statikk shiv on Kayle. |
Attack speed and movement speed crit AD item. Usually built as 2nd, 3rd or 4th, this item doesn't offer a lot of damage, but instead offers a lot of attack speed and movement speed which can complement your other higher damage dealing items. This is also a cheap item, so it can be built as a second item if your behind as crit Kayle. |
AD Armor penetration item. This item provides good stats, though lacks attack speed(none of the armor pen items do).The one thing that is amazing about this item is the passive bitter cold, which works the same way as the slow from the Rylai’s Crystal scepter passive, slowing enemies on your abilities, which also works on your AoE auto attacks once you get 5 stack passive on level 11, or the permanent AoE auto attacks at level 16. You can pick this up as your 2nd, 3rd item or 4th item, as long as you are above level 11 in order to fully utilize the synergy between the item’s passive and your AoE auto attacks. This is like the AD equivalent of Rylai’s crystal scepter minus the 400 health. You’ll pretty much pierce through the enemy’s armor items with the armor pen this item provides alongside the hybrid resistance shred from your Q Radiant Blast. |
Anti-tank armor penetration AD crit item. A good substitute for Serylda's grudge as an AD armor pen item when facing up against health stacking enemies. The Giant slayer passive works the same as the cut down rune, granting additional damage against enemies with higher max HP than you. Do not build health items when going for this item. |

Movement speed item. Buy this on your first back if you’re against a champion with a lot of skillshots that are dodgeable by sidestepping, as the additional movement speed will help with dodging. |
Armor and anti-auto attack boots. This is a good defensive boot to buy when facing up against heavy AD team comps. You can rush tier 2 boots early if you need the additional movement speed in order to kite or dodge important enemy skillshots. These boots have even more value against auto attack reliant enemies, such as marksmen due to the 12% reduced damage from auto attacks. |
Magic resist and tenacity boots. This is a good defensive boot to buy when facing up against heavy crowd control or AP team comps as the boots grant tenacity which reduces the duration of crow control inflicted on you. You can rush tier 2 boots early if you need the additional movement speed in order to kite or dodge important enemy skillshots. |
Slow resist boots. Take this if the enemy comp has a lot of strong slows, and few hard CC, such as if the enemy has Ashe and Nasus, or if against mobile champions and you need the additional movement speed, as this boot grants 60 movement speed instead of 40 movement speed from the other tier 2 boots which can help you catch up or get away from other faster champions, or use the movement speed to help you side step and dodge abilities. You can rush tier 2 boots early if you need the additional movement speed in order to kite or dodge important enemy skillshots. These are also the cheapest boots. |
Magic penetration boots. These boots give flat magic penetration. You can rush tier 2 boots early if you need the additional movement speed in order to kite or dodge important enemy skillshots. Can be a good buy against enemies that stack a lot of magic resist really early into the game when building AP, as this is realistically your only good magic penetration item that you can possibly get in the early game. You can think of these as damage boots. |
Attack speed boots. The standard offensive boots for Kayle. You will be building these boots in most games, as attack speed is a very beneficial stat for Kayle, boosting your total damage output. You can rarely go wrong with these boots. You can rush these boots early if you need the additional movement speed in order to kite or dodge important enemy skillshots. These boots have the best synergy with ![]() |

Offensive AP starter item. Offers AP, health, and mana regen. Choose between Doran's Ring , Doran's Shield or corrupting potion when looking for sustain in a starter item. You would want to take doran’s ring if YOU are able to occasionally poke/damage the enemy for the item’s mana regen passive. The item helps alleviate a bit of your mana problem due to the increased mana regen effect every time you poke/damage an enemy through your abilities or auto attacks. Doran’s ring also synergizes really well with presence of mind, as they both have similar mana regen effects, and with Kayle more mana=more health sustain, as you can convert the mana you gained into health via your W celestial blessing, which is really important on Kayle, as lane sustain is very important in order to safely scale up. |
Defensive starter item. Offers health and health regeneration. Take this against difficult lane bullies and poke champs as you gain some HP back with the enhanced health regeneration on the item’s passive whenever you take some damage from enemy champions. This is really good against damage over time champions, such as Teemo and Cassiopeia. Second Wind and Doran's Shield should make you survive most lanes. |
Sustain/poke/mana regen starter item. This is an all around good starter item for Kayle, it's a great starter item if you want a good mix of both poke damage and sustain. |
Offensive AD starter item. This is a good starting item if you aren’t in a super difficult match up and are able to fight the opponents. Doran’s blade offers AD, health and a small amount of omnivamp. This is also the item to buy if you are looking to cheese a level 1 fight as this is a good dueling item. |
Offensive AD starter item. This a more greedy first item compared to the alternatives, as this only grants offensive stat and nothing else, though it makes you spike faster due to faster item completion if your first item builds off of a long sword. |
Extra gold AD item. Take this if you’re in a lane where all you will be doing is farming. Cull start can be taken in difficult match ups where you can’t duel the enemy, reliably poke to proc doran’s ring mana regen, or if the enemy themselves don’t poke you much to proc doran’s shield health regen. This item also grants a tiny bit of sustain, granting 3 health per auto attack. |
Snowball item. Buy this against Sion or some other champs that die a lot, or if you're snowballing and winning lane hard. Can be upgraded to Mejai's Soulstealer if you're feeling greedy and are able to obtain and maintain the stacks. This item and Mejai's Soulstealer is a pretty safe item on AP Kayle, as you would be quite beefy, have a lot of sustain, and overall are very safe and unlikely to die and lose stacks. |
Buy this whenever you have some odd 150 gold to spare, the earlier the better as it gives more value in the early game due to the champions having smaller health pools. You can't buy this item if Corrupting Potion is your starter item. |
The most ideal first back item on AP Kayle/when rushing Nashor’s tooth. The flat 40 AP it grants helps you deal more damage and sustain through lane easier, as the additional AP also grants stronger heals via your W celestial blessing. Always buy this when you have 850 gold on your first back if you don't have any other specific counter items to build early on. |
Ability haste AP item. First back alternative to Blasting wand when recalling with 900 gold. |
Attack speed component item. Good first back when recalling with 700gold. You are buying this for the attack speed, though the additional on-hit damage is also nice. Do not buy recurve bow+berserker greaves together on your first back if you recalled at around 1800 gold, as you would have a lot of attack speed but no flat damage stats to back it up, unless in situations where the additional movement speed from tier 2 boots is needed and recurve bow is the only thing you can afford. |
Anti-heal AP item. Good early purchase on your first back if your laning up against a champion with a lot of healing like Aatrox, Warwick, Fiora, etc… |
Anti-heal AD item. The AD alternative to oblivion orb if you’re going for an AD build path. |
Mini Guinsoo's rageblade. Grants attack speed and damage on-hit effect. Build this as the first component item if you have spare 1200 gold when going for Guinsoo's rageblade. Also has a ramping attack speed passive, working similarly to Kayle’s passive divine ascent, and lethal tempo, granting additional attack speed for every auto attack up until a maximum of 3 stacks. |
Lifesteal AD item. Best first buy when recalling with 900 gold and are building towards a blade of the ruined king first item, making you sustain and go through laning a bit easier. |
Attack speed and AD item. Most ideal component item to buy first when building towards a kraken slayer or any other noonquiver-based legendary as first item. |
AD energizing item. This item grants you a mini fleet footwork passive, occasionally granting additional magic damage and healing you once you get full stacks on the item’s energized passive. You can stack up the energized passive by moving around and attacking. Kircheis shard is a nice early item that grants a bit of sustain and damage, and can be a good buy if you only have 700 gold when recalling, since sustain is very helpful for Kayle’s early laning. |
AD, attack speed and movement speed item. Best overall component item for trinity force/phantom dancer. Grants very good overall offensive stats for Kayle and a passive that grants movement speed after every auto attack. When going for Trinity force first item, hearthbound axe is a great first buy, as it has more value early on, as Kayle would still be melee pre-6 and doesn’t get the ranged penalty on the passive movement speed buff on the item(20% movement speed for melee vs. 10% movement speed for ranged). |

Which build should I choose?
Which build you choose depend on a few variables, and you must decide based on these factors: Your team comp and damage type, your enemy team comp and your enemy laner.
Here are my thoughts on each build and which items to build.
Ability Power
Kayle's most optimal build path if team has a good balance of mixed damage due to
Kayle having stronger AP scaling that AD scaling.
The standard and
Kayle’s most iconic build.
This build path offers the highest damage in the late game, spiking way harder than any other builds at level 16.
AP offers better utility as the heal and movement speed buff from W
Celestial Blessing scales off of AP.
The AP build also offers quite a bit of survivability due to the stronger heals and the AP items offering health (
Riftmaker,
Rylai's Crystal Scepter,
Shadowflame), there’s also the option to buy
Zhonya's Hourglass for an added layer of safety, which further adds to your beefiness and safety during the late game together with your ultimate
Divine Judgment, omnivamp(
Riftmaker), and the scaling rune combination of
Conditioning+
Overgrowth.
If you want to exchange survivability for more damage, you swap out
Riftmaker in exchange for
Guinsoo's Rageblade, sacrificing survivability for higher damage output.
If you do decide to build
Guinsoo's Rageblade, adding in a
Blade of the Ruined King,
Bloodthirster, or
Immortal Shieldbow in your AP build isn't a bad idea, as you don't have the survivability(omnivamp and health) that
Riftmaker would've granted you.

Kayle Most Optimal Build(Full AP)
The standard and

This build path offers the highest damage in the late game, spiking way harder than any other builds at level 16.
AP offers better utility as the heal and movement speed buff from W

The AP build also offers quite a bit of survivability due to the stronger heals and the AP items offering health (








If you want to exchange survivability for more damage, you swap out


If you do decide to build





Attack Damage
There are 3 main ways to build AD Kayle, and all are viable build paths since
Kayle is flexible and has hybrid scaling, so you are not limited by the confines of a single build path. Since
Kayle is an auto attack centric champion, crit and on-hit builds are very strong on
Kayle and have their own advantages in/against certain team comps. The AD builds also all spike in power way earlier than the AP build. The AD builds make you pretty strong in dueling post-6 with 1 item, whereas AP builds would require you 2-3 items to be noticeably stronger than a lot of the meta toplaners when going even.
Marksman build. You mainly rely on your auto attacks to deal the bulk of your damage.
This can be good if the enemy team doesn't have a lot of assassins that can quickly burst you down, as the crit build makes you extremely squishy since it basically turns you into a pseudo-marksman.
Crit build has pretty good early power, making you have kill pressure in as early as 1 item.
You can exchange
Galeforce for
Kraken Slayer if the enemy laner is immobile or if you need more dueling power in exchange for the mobility active of
Galeforce.
You can also take any of the
Last Whisper items (
Lord Dominik's Regards,
Mortal Reminder,
Serylda's Grudge) to build into armor penetration/anti-heal if needed.
Late game power is also pretty decent, but you are more reliant on your team's tanks to frontline for you.
Positioning is even more crucial with this build due to how squishy you are.
Very high damage AD build.
This is the anti-tank alternative to the crit build if you the enemies have a lot of armor/health stackers and you need to provide attack damage on your team.
You're still a bit squishy with this build, but more durable than the crit build due to the early sustain and a small amount of resistances this build provides.
If the enemy doesn't have any magic damage, you can swap out
Wit's End in exchange for an early
Guardian Angel or
Immortal Shieldbow for added survivability against AD champions.
You can also take
Kraken Slayer first item if you don't need the anti-tank properties or lifesteal the
Blade of the Ruined King provides early on, exchanging it for added early power.
Guinsoo's Rageblade can be delayed as a 3rd, or even 4th item depending on the situation of the game, but never buy it as a 1st item as it is too weak on its own, only providing some on-hit effects and attack speed.
Serylda's Grudge can be substituted for
Lord Dominik's Regards if you are up against champions that build a lot of HP, or
Mortal Reminder for champions with a lot of sustain.
The tanky AD build also has its strengths, being a close AD alternative to the AP build which makes you a bit beefy just like its AP counterpart.
Blade of the Ruined King and
Trinity Force item combination should be a close AD equivalent to
Nashor's Tooth and
Riftmaker.
This build path grants a lot of survivability and can be a good build if your team is lacking AD damage, but you also need the survivability the items grant, such as when facing off against a lot of assassins or burst damage champions.
If the enemy doesn't have any magic damage, you can swap out
Wit's End in exchange for an early
Guardian Angel or
Immortal Shieldbow for added survivability against AD champions.
There are 3 main ways to build AD Kayle.
There are 3 main ways to build AD Kayle, and all are viable build paths since



Crit
Marksman build. You mainly rely on your auto attacks to deal the bulk of your damage.
This can be good if the enemy team doesn't have a lot of assassins that can quickly burst you down, as the crit build makes you extremely squishy since it basically turns you into a pseudo-marksman.
Crit build has pretty good early power, making you have kill pressure in as early as 1 item.
You can exchange



You can also take any of the




Late game power is also pretty decent, but you are more reliant on your team's tanks to frontline for you.
Positioning is even more crucial with this build due to how squishy you are.
AD On-hit
Very high damage AD build.
This is the anti-tank alternative to the crit build if you the enemies have a lot of armor/health stackers and you need to provide attack damage on your team.
You're still a bit squishy with this build, but more durable than the crit build due to the early sustain and a small amount of resistances this build provides.
If the enemy doesn't have any magic damage, you can swap out



You can also take






Tanky AD
The tanky AD build also has its strengths, being a close AD alternative to the AP build which makes you a bit beefy just like its AP counterpart.




This build path grants a lot of survivability and can be a good build if your team is lacking AD damage, but you also need the survivability the items grant, such as when facing off against a lot of assassins or burst damage champions.
If the enemy doesn't have any magic damage, you can swap out





































Practice tool dummy |
Triangle |
League of Kiting |

Level 1









Level 2-5





Level 6









Level 9-14



You can also start taking the enemy's jungle camps after shoving waves once you get level 11 which gives you your AoE auto attacks making taking jungle camps way faster, which further puts you ahead in farm while denying the enemy jungle resources.





Level 15-18










Blue Side Starting Wards
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Red Side Starting Wards
You want to do a similar thing too when starting red side, but with this side you are less likely to do an offensive starting ward, as you don't have the krug camp ward trick in this side of the map. Again, watch out for invades and strong level 1 champions, and do a defensive ward if the threat is too high. |
Blue Side Offensive Wards
You want to place wards around these areas if you're: ahead, taken the enemy tower, even but with lane prio. |
Blue Side Defensive Wards
![]() ![]() ![]() |
Red Side Offensive Wards
You want to place wards around these areas if you're: ahead, taken the enemy tower, even but with lane prio. |
Red Side Defensive Wards
![]() ![]() ![]() |

In teamfights,
Kayle usually plays behind the front lines, looking to dish out as much damage as possible, while providing utility and protection to the team. The way you play out teamfights is also dependent on which stage of the game you are at, as the amount of impact
Kayle has on a teamfight at level 6 is way different than the amount of impact she has at level 11 as she scales very strongly with levels.
In the early game, you can’t really do much in regards to team fighting and skirmishes, you would much rather stay in lane and focus on farming. So while other top laners might teleport or walk to botside when first dragon spawns, most of the time you can’t match the impact they bring to the teamfight unless you do a really clutch ult, but most of the time you stay and take plates, waves and setting up the minion waves for your recall and when the enemy laner comes back, which is the more consistent play.
When mid game comes around and you find yourself in a situation where you're grouped for a fight, play like an ADC and start attacking front to back. At this point of the game you're still quite squishy no matter the build, so be careful with your positioning and stay behind your tanks and frontliners, while avoiding getting caught by the enemy's tanks and frontliners' CC.
Take a quick read at the "ultimate usage" section for more information regarding how to use your ultimate in a teamfight, but basically you want to use it to mitigate as much damage as possible, instead of panic using it AFTER you get hit by the damage.
It is also in this stage wherein you will start to ult yourself instead of your allies now that you are transitioning into playing mostly for utility in the early game to be more on damage in the later stages of the mid game.
Mid game is like the transition stage for Kayle, where you will notice her spiking in power pretty hard during the later stages of the mid game and becoming really strong when nearing level 16.
Late game is where Kayle shines.
Teamfighting in this stage of the game, you have to play like both an ADC and an enchanter, as you have properties of both.
But even with the strength of late game on your side, you still can get caught pretty easily if you misposition, though it is more forgiving on Kayle due to your ultimate
Divine Judgment's invulnerability.
Just like mid game you wanna play front to back like an ADC especially if you're going for the more squishier builds such as on-hit or crit.
The full AP build can allow you to play more aggressively forward, as you are tankier and have better sustain, though don't overdo it as you aren't a frontline tank that can soak up a ton of punishment.


Early Game Teamfights

Mid Game Teamfights




Late Game Teamfights







How to use your ultimate?
Deciding who to use your ultimate on is a very important decision making skill when playing Kayle, as it is your most impactful ability and can sometimes singlehandedly win a teamfight when used correctly.
















Objectives are high priority targets in the game that give you advantages in the form of gold, exp, vision, buffs, map control, and sieging power.



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Jungle Camps Counter jungle as much as you can by the mid-game if possible, such as when the enemy jungler/top or both are dead, your super ahead, or if your jungler is looking to invade, as this not only gives you or your jungler additional farm, but also denies the enemy jungler resources. ![]() Take an ![]() You can also take your jungler’s blue buff if neither your jungler or midlaner needs it, as ![]() When you or your team killed 3 or more of the enemy in at the same time, or emerged victorious in a teamfight and there are no other objectives to take, look to shove all the waves then decide to either counter jungle or take towers depending your team’s tower taking speed and the enemy’s respawn timer. |
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Rift Scuttler Rift scuttler is a very important objective early on, and as a toplaner, you should look to help your jungler contest and secure scuttle at around 3:30 if both junglers are pathing topside and will end up in a fight against scuttle, though be careful and know when to concede, such as when the enemy has very strong early game strength, as ![]() Look to set up a slow push if you can, to force the enemy toplaner to choose between helping contest scuttle and lose a ton of minions, or stay in lane and give the enemy the numbers advantage. If either one or both of the junglers are pathing bot, then there is no need to contest scuttle, simply cheater recall instead. This objective not only helps in the sense that you’re helping your jungler gain gold and exp, but it also gives vision(!!!) and a small aoe movement speed buff which benefits everyone. Later on in the game if your jungler isn’t taking the scuttle crab, take it yourself, as it is additional vision for your entire team which becomes all the more impactful the later the game goes on. |
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Towers You and your team should look to take towers whenever you can, as this gives you gold and opens up the map to your team's side, allowing for better counter-jungling, deeper minion wave crashes, and more sidelane pressure. |
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Inhibitors Destroy this structure to make super minions spawn which can provide pressure to an enemy's lane without you being there. Try not to take inhibitors down very early if you can't end the game or secure baron to end the game, since if the enemies have good wave clearing abilities, they can farm the super minions which provide more gold than regular minions, allowing them to possibly make a comeback. |
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Dragon Dragon is usually gonna be the first objective that both teams are gonna fight and contest over, as fights for rift scuttler happens way less due to the scuttle crab nerfs, splitting it into 2 small crabs in the early game instead of 1 regular sized scuttle. Dragons give a permanent buff to you and your team, up to a maximum of 4 dragons secured, in which you gain the power of Dragon soul which gives a way stronger permanent buff, and gives your team periodic effects. |
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Rift Herald Rift Herald is a very strong sieging objective. Once you or your team secured herald, try to have it placed on the lane who benefits most from an open tower for easier roam set ups for them. This usually goes to mid lane, to allow for better roams for the mid laner. Try to ping off your jungler from placing it in your lane, as it makes it a bit more difficult to safely farm and scale up, because the enemies might force you to overextended and get collapsed on when going for minions deep into the enemies' side of the map. Having the eye of the herald also gives you an empowered recall cutting down the recall time in half, so you might not want to drop Herald immediately so you can utilize this empowered recall. Whenever you're dropping Herald to take towers and tower plates are still up, look to use it when the tower has 2 and 1/4 plates to ensure that the Herald crash can take the tower out, making her go to the next tower for another crash. |
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Dragon Soul Provides a strong permanent buff to your team after securing 4 dragons. The buffs you receive are stronger than the regular dragons and depending on which dragon soul, may provide healing, movement speed, resistances and shields, damage, or slows. |
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Elder Dragon The win-teamfight buff. Try forcing teamfights once you have this buff, due to the massive advantage in fights you gain after securing this dragon, as it grants true damage burn and 20% HP execute. |
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Baron Nashor All around team buff. Securing Baron Nashor grants your team AD/AP, empowered recall and buffs your minions. The buffs are mostly used to help siege and take down towers and inhibitors with the help of the Baron-buffed minions. Try to group and force your way through towers as a team when you have Baron buff and are healthy enough to fight. |
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Nexus This is your end goal. Destroy this and win the game. K/D/A doesn't matter if you're not closing out games and ending, resulting in -24LP. If you're playing to win, play to take objectives, with the Nexus being the highest objective of them all. |

Champions that synergize well with
Kayle are usually champions that can make really good use of her ultimate
Divine Judgment, provide utility and boost
Kayle's damage, or have strong early game power to make up for the team's weaker early due to the
Kayle pick.




Tanks/Divers
These are examples of champions that can provide crowd control, soak damage, and provide peel and protection to the team's carries.
These champions also are great at getting deep into the center of the enemies, making your ultimate
Divine Judgment give amazing value to the fight for both its offensive uses(the AoE damage) and defensive uses(damage mitigation via targeted invulnerability).
These champions being the first ones in a fight are amazing at soaking up damage, and with the help of your ultimate
Divine Judgment they are able to soak up even more damage, as they are usually the first targets in a teamfight and take the brunt of the damage of most of the enemies' abilities thrown out when a fight breaks out. (more information on how to use your ultimate on the "Ultimate Usage" section)
Outside of the synergy with your ultimate
Divine Judgment, these champions also allow you to dish out your damage pretty safely with the help of the crowd control they grant and the damage they take for you, as
Kayle plays similarly to mages and marksmen, positioning behind tanks.
These are examples of champions that can provide crowd control, soak damage, and provide peel and protection to the team's carries.
These champions also are great at getting deep into the center of the enemies, making your ultimate

These champions being the first ones in a fight are amazing at soaking up damage, and with the help of your ultimate

Outside of the synergy with your ultimate


Enchanters
These are utility champions that help
Kayle and the team through shields, speed boosts, attack speed boosts, heals, crowd control, revives, etc...
These champions also help to protect and peel for your team so that you wouldn't need to waste your ultimate
Divine Judgment off of one person's mistake or mispositioning, allowing you to save your ultimate
Divine Judgment for another situation or fatal mistakes. Basically these enchanters grants you and your team another layer of safety on top of your ultimate
Divine Judgment.
Enchanters can also support
Kayle herself because you also benefit a lot from the attack speed, shields and heals these champions offer because let's not forget that you yourself also deal a lot of damage as a scaling hypercarry.
When building one of the tankier builds on
Kayle, you can afford to play quite aggressively forward, especially when your enchanter supports are able to shield and heal you from a lot of damage, allowing for more aggressive positioning and making it more forgiving when you misposition, as they help give you more room in case of mistakes.
These are utility champions that help

These champions also help to protect and peel for your team so that you wouldn't need to waste your ultimate



Enchanters can also support

When building one of the tankier builds on

Squishy Carries
These are the high damage and carry potential champions just like
Kayle who can really use the invulnerability her ultimate
Divine Judgment offers, especially when facing off against assassin and other burst champions.
They are usually immobile, making them more dependent on their team for protection and have very low room for mistakes in case of mispositioning or getting caught out.
The invulnerability you offer can turn fights around when used on these champions to mitigate fatal damage, as they usually have high damage.
These are the high damage and carry potential champions just like


They are usually immobile, making them more dependent on their team for protection and have very low room for mistakes in case of mispositioning or getting caught out.
The invulnerability you offer can turn fights around when used on these champions to mitigate fatal damage, as they usually have high damage.
Early Game Junglers
Junglers with strong early power is really nice to have in order to make up for the weak early game your team is gonna have with picking
Kayle, making your team comp have a good balance between early power and late game scaling.
These junglers are champions that are self-sufficient and doesn't need too much resources in the early game in order to have an impact on the map.
Junglers with strong early power is really nice to have in order to make up for the weak early game your team is gonna have with picking

These junglers are champions that are self-sufficient and doesn't need too much resources in the early game in order to have an impact on the map.

THIS IS SECTION IS UNDER CONSTRUCTION
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Aatrox the Darkin Blade Overall difficulty: 4/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3 |
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Akali, the Rogue Assassin Overall difficulty: 4/5 Suggested runes: ![]() ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Tip of Q (applies a slow), Q-AA, E-E2-AA-Q-AA, R-E-E2-AA-Q-AA, W-Q-AA (Q combos inside her twilight shroud) |
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Akshan, the Rogue Sentinel Overall difficulty: 4/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q-AA-AA, Q-AA-E-AA, |
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Camille, the Steel Shadow Overall difficulty: 3/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:AA-Q, Q2, E, W (Outer edge), R, E2-Flash, E2-W-AA-Q |
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Cho'Gath, the Terror of the Void Overall difficulty: 3.5/5 Suggested runes: ![]() ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3 |
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Darius, the Hand of Noxus Overall difficulty: 2.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Passive, Q (outer edge), AA-W, R, E-AA-W-Q-AA |
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Dr. Mundo, the Madman of Zaun Overall difficulty: 2.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R, AA-E |
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Fiora, the Grand Duelist Overall difficulty: 2.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q poke, AA-E-AA, Q-AA-E-AA, W |
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Gangplank, the Saltwater Scourge Overall difficulty: 2/5 Suggested runes: ![]() ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q poke, E-Q-E (ghost barrel), E-AA-E-Q |
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Garen, the Might of Demacia Overall difficulty: 2/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: AA-Q-E, AA-Q, E, R |
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Gnar, the Missing Link Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash |
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Gragas, the Rabble Rouser Overall difficulty: 3.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3 |
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Gwen, the Hallowed Seamstress Overall difficulty: 4/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E-AA, |
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Heimerdinger, the ReveredInventor Overall difficulty: 5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R-Q, R-W, R-E |
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Illaoi, the Kraken Priestess Overall difficulty: 3.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, AA-W, E, R, E-R-AA-W-Q |
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Irelia, the Blade Dancer Overall difficulty: 5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q-Q-Q-Q-AA, E-E-Q-AA |
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Jax, Grandmaster at Arms Overall difficulty: 2/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: E, E-Q-AA, AA-W-AA |
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Jayce, the Defender of Tomorrow Overall difficulty: 1/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: E-Q (ranged form), Q-AA-E (melee), E-Q(ranged form)-R-Q-AA-E(melee form) |
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K'Sante, the Pride of Nazumah Overall difficulty: 1.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E-Q3, Q3-AA-W-AA, R, |
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Kennen, the Heart of the Tempest Overall difficulty: 4.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: R, Q-W-E, R-Flash |
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Kled, the Cantankerous Cavalier Overall difficulty: 2.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash |
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Maokai, the Twisted Treant Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: E, Q-W, R |
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Mordekaiser, the Iron Revenant Overall difficulty: 5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, isolated Q, R |
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Nasus, the Curator of the Sands Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q, AA-Q, W, E, R-Q |
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Olaf, the Berserker Overall difficulty: 4/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R |
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Ornn, the Fire below the Mountain Overall difficulty: 3.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, R, W-AA, Q-E-AA-W-AA, |
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Pantheon, the Unbreakable Spear Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Passive, W-Q-AA-E |
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Poppy, Keeper of the Hammer Overall difficulty: 1.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q(especially the second part), E, R |
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Quinn, Demacia's Wings Overall difficulty: 1.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:E, Q-AA-E-AA, E-AA-Q-AA, R |
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Renekton, the Butcher of the Sands Overall difficulty: 2/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R, AA-E |
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Riven, the Exile Overall difficulty: 3.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: R, Q3, R2, Q3-AA-W-AA-E |
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Rumble, the Mechanized Menace Overall difficulty: 5/5 Suggested runes: ![]() ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, Q(overheat empowered), E, R |
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Sett, the Boss Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q-Q-Q-Q-AA, E-E-Q-AA |
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Shen, Eye of Twilight Overall difficulty: 3.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, Empowered Q(passed through you), W, E, E-Q-AA |
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Singed, Mad Chemist Overall difficulty: 1.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R, E-Q, W-E(fling root) |
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Sion, the Undead Juggernaut Overall difficulty: 3/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Bush Q, No vision fog of war Q, E, R, E-Q |
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Tahm Kench, the River King Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q, W, E, R, Q-R |
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Teemo, the Swift Scout Overall difficulty: 3/5 Suggested runes: ![]() ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:E, R, Q, AA-Q-AA |
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Tryndamere, the Barbarian King Overall difficulty: 1/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, Q, E, R |
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Urgot, the Dreadnought Overall difficulty: 2.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:E, R, W, E-AA, Q-E-AA-W |
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Volibear, the Relentless Storm Overall difficulty: 4/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q, W, E, R, E-Q-AA-W-AA |
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Warwick, the Uncaged Wrath of Zaun Overall difficulty: 3.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Passive, Q, W, E |
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Wukong, the Monkey King Overall difficulty: 3/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q, AA-Q, E-AA-Q-W, W-AA-Q-E-AA, R, W-R |
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Yasuo, the Unforgiven Overall difficulty: 2/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, R, Q3-R, E-Q3-AA-R |
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Yone, the Unforgotten Overall difficulty: 1.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E, R, E-Q3-AA, E-Q3-R-AA-Q-AA-W |
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Yorick, the Shepherd of Lost Souls Overall difficulty: 2.5/5 Suggested runes: ![]() ![]() ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:E, W, R, E-W-AA-Q, R-E-W-AA-Q |
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