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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
Introduction




AD?!?
Yes. She scales much better with AD than AP (more below). People who put a lot of AP on her simply haven't done the math.
Her most important stat is attack speed.
Her 2 viable builds require a lot of attack speed.
1.



2.




- She has one of the best support ultimates in the game (when used correctly)
- She can quickly melt single targets, while steadily melting anyone close to them
(bring the rest of their team to half health while killing one of them) - She can speed up teammates (with a tiny heal attached)
- She has a nuke that also slows people


- much better health and mana
- slightly better damage
- slightly less attack speed.
If you build
Kayle like
Ashe, her auto attacks will hurt like
Ashe's
+ she'll AoE at the same time.
Imagine
Ashe with 40% of her AD splashing in a 300 radius (the same size as
Akali's
Twilight Shroud).
Also, give her a free 60 damage (the same as
Bloodthirster with no stacks) and that 60 damage splashes too. Imagine
Ashe's auto attack AoEing half the other team in team fights. Some people might think that's over powered.
Kayle's base stats are slightly better than
Ashe's.
Base Stats
Health Damage Attack Speed DPS
A few things keep
Kayle balanced.
Attack Range
Ashe: 600
Corki: 550
Kayle: 525 with
Teemo: 500
Sivir: 425
Kayle is melee like
Gangplank (125 range) and has to turn
Righteous Fury on for range. 10 seconds is usually plenty of time during a fight. Try to make sure the 6 second melee time happens outside of a fight.
Slowing a target
Ashe's
Frost Shot can be toggled.
Kayle's
Reckoning is a spell cast with an 8 sec CD.
Ashe's
Frost Shot is 15/20/25/30/35%
Kayle's
Reckoning is 35% at level 1
Ashe's
Frost Shot lasts 2 seconds.
Kayle's
Reckoning lasts 4 seconds.
Upfront burst
Ashe's
Focus gives extra crit percent for upfront burst on the first shot.
Kayle's
Reckoning does similar damage but is more reliable and can be cast every 8 seconds.
Farming
Ashe has more reliable farming early game because of her consistent range, but
Kayle easily makes up for it mid-game by quickly AoEing minion waves and forest creeps.
The more difficult farming early game is what makes Kayle feel underwhelming to many people. To make it go smoothly:



Also, give her a free 60 damage (the same as




Base Stats
Health Damage Attack Speed DPS
A few things keep

- less attack range
- the need for good timing with
Righteous Fury
- a less reliable slow
Attack Range









Slowing a target












Upfront burst




Farming


The more difficult farming early game is what makes Kayle feel underwhelming to many people. To make it go smoothly:
- Try to last hit with melee, if you can, to save mana and to keep
Righteous Fury ready.
- Use
Reckoning if you can't reach and
Righteous Fury is on cooldown.
- You may want to put a 2nd point into
Divine Blessing early. Healing for 85 instead of 45 will save you mana.

The AoE is truly what sets

Consider this
Upgrading a



That 800 gold gives 20 HP and 35 damage a sec in a ~325 radius.
A level 18

With




Different abilities work with different teams.
Holy Fervor raises damage on the target by a few percentage points, but everyone focusing the same target will benefit from this.
Divine Blessing is a great, short, burst of speed. The heal is weak, but better than nothing.
Intervention is just amazing when used at the right times.
Because of
Righteous Fury,
Kayle is a better farmer than
Ashe after the laning phase. Ashe needs the gold from
Hawkshot to balance it.
Hawkshot's true strength lies in its scouting ability.
Kayle has nothing similar.
versus
Balance
Volley and
Divine Blessing can both be used for closing gaps (offensive) or widening gaps (defensive).
Volley can hit more than one target, but can be wasted if creeps are in the way.
Righteous Fury's AoE more than makes up for this.
Pros for
Volley in fights
Volley hurts for 80 + AD
Divine Blessing heals for 205
During a fight, once
Ashe's AD is over 125,
Volley is worth more than
Divine Blessing.
hurts for 205 (at 125 AD)
heals for 205
Kayle's
Reckoning hurts more and makes up for this.
Volley also has a shorter cooldown.
CD = 4 seconds
CD = 15 seconds
Volley can be used to scout bushes.
Pro for
Divine Blessing outside of fights
Divine Blessing balances these points by being constantly useful as a speed boost and heal outside of fights.
versus
Enchanted Crystal Arrow can stun to initiate fights, stop runners, and provide an escape. It's a great ultimate.
Intervention is trickier to use but can often grant a bigger advantage in many situations.
The main objective of a good enemy team during a team fight, is to focus down the most important guy on your team (usually a carry or support). They will throw tons of CC and damage at him. When you see their focus about to die, throw
Intervention on him. He may be CCed, but he'll live an extra 2 to 3 seconds and he'll be able to fight after the CC wears off. Meanwhile, the enemy team wasted time and abilities while your team didn't.
I have used this to turn so many team fights around.
Don't be afraid to throw it on yourself if you're the guy going down.
Intervention is also great for tower diving.




Because of








Balance




Pros for



During a fight, once











Pro for






The main objective of a good enemy team during a team fight, is to focus down the most important guy on your team (usually a carry or support). They will throw tons of CC and damage at him. When you see their focus about to die, throw

I have used this to turn so many team fights around.
Don't be afraid to throw it on yourself if you're the guy going down.

I use attack speed Marks
instead of armor penetration Greater Mark of Desolation because it boosts both the magic and physical portions of her auto attacks. Note that her entire splash is magic damage, even though it's calculated using 40% of her AD.
Other attack speed runes are also viable on her because she gets so much out of it.
32.34% Attack Speed =
x3 +
x9 +
x9
Both Armor pen and Magic pen must be taken in the masteries.
I usually focus on a little extra survivability with both runes and masteries, because she does need to get closer than other carries and is more susceptible to AoE splash damage. Her base health is decent and with the HP runes Greater Seal of Vitality
she has 2446 at 18. Besides survivability, the HP synergizes with
Atma's Impaler giving 48 damage.

Other attack speed runes are also viable on her because she gets so much out of it.
32.34% Attack Speed =



Both Armor pen and Magic pen must be taken in the masteries.
I usually focus on a little extra survivability with both runes and masteries, because she does need to get closer than other carries and is more susceptible to AoE splash damage. Her base health is decent and with the HP runes Greater Seal of Vitality


Standard carry build


Other items






You shouldn't need



If you really want CDR,








I often get








The final 3 items








Other situational items

Either




Great armor penetration and attack speed. Especially useful against









Bottom line,


- AoEing minion waves makes it very easy for Kayle to stack
Bloodthirster to full.
Hextech Gunblade adds 75 damage to auto attacks, 135 to
Reckoning, and 39 to splash.
Bloodthirster adds 100 damage to auto attacks, 100 to
Reckoning, and 40 to splash.
Hextech Gunblade has as small nuke and slow.
Bloodthirster costs 625 less gold. After very few stacks it has a better gold/damage ratio.
Why the spell vamp isn't worth it
Hextech Gunblade has spell vamp, but 5% less life steal.
- Spell vamp doesn't work on the main target of
Righteous Fury, only the splash damage.
- The splash is a multi-target spell, so it only gets 8.3% spell vamp (1/3 of the 25%).
- The 25% spell vamp from
Reckoning doesn't give back enough to compensate.
Bloodthirster gives back more health in every case, except clearing a huge number of minions all packed together.

Great MR and amazing active.

A good defensive item.
MR, HP, CDR, and it's passive all work well with

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