Well since you guys started up our own sub-forums I decided to ask this here. I wanted to learn some new carries besides ashe/trist/mf, but I'm not 100% positive on her build? Tell me what you see wrong with this.
Masteries: 0/9/21 with SoS in defense.
Runes: Apen Red/Purp and Mp5pl blue/yellow
Items: D-ring x3 basic boots GRB + zerker greaves (If you're doing good right now triple elixir) Malady or BF sword or Nashor ( Triple pot again)
we're trying to make dedicated threads for all the champs, also i think the 'off topic' thread is currently serving as the q & a thread temporarily while we get things sorted out
Not sure why you open 3 Doran's Rings unless you're absolutely getting stomped in lane, it just delays your GRB. Otherwise it seems like you have the right idea, although I would personally open with E for last hitting. Plus, Q isn't so great early on since it's so mana intensive and most of the damage comes from Q + autoattacks, which you'd want your E for. I go E W Q then R>W>Q>E most of the time but I just rice for half the game with Kayle.
On November 04 2010 08:12 TieN.nS) wrote: Not sure why you open 3 Doran's Rings unless you're absolutely getting stomped in lane, it just delays your GRB. Otherwise it seems like you have the right idea, although I would personally open with E for last hitting. Plus, Q isn't so great early on since it's so mana intensive and most of the damage comes from Q + autoattacks, which you'd want your E for. I go E W Q then R>W>Q>E most of the time but I just rice for half the game with Kayle.
Is leveling E first viable at all?
I've been starting to play Kayle again, and it seems like finishing E by the time you finish your GRB would be desirable, since it lets you keep 100% E uptime with blue elixir + golem buff.
I'm personally big fan of yomumu ghostblade on kayle. Her main source of damage is physical damage, even with E active. It also increases her yomumu's active duration when you use auto attack while E buffed( its considered as meele attack, even if its ranged afaik)
On November 04 2010 08:12 TieN.nS) wrote: Not sure why you open 3 Doran's Rings unless you're absolutely getting stomped in lane, it just delays your GRB. Otherwise it seems like you have the right idea, although I would personally open with E for last hitting. Plus, Q isn't so great early on since it's so mana intensive and most of the damage comes from Q + autoattacks, which you'd want your E for. I go E W Q then R>W>Q>E most of the time but I just rice for half the game with Kayle.
Is leveling E first viable at all?
I've been starting to play Kayle again, and it seems like finishing E by the time you finish your GRB would be desirable, since it lets you keep 100% E uptime with blue elixir + golem buff.
Eh, all you need E for is the range anyway. All of her skills scale pretty poorly so it doesn't really make that huge of a difference, but I like the lanestaying power leveling W first gives (and if I'm not getting my heal, I'd rather level my damage amplifier in Q). I used to level E first for that same reason but I don't think it's that important. Again, I do just rice with minimal harassment in lane with Kayle so YMMV.
I like starting with 9-0-21 because which SOS is still imba, the 15% benefit is helpful at all stages of the game and with mp5/lvl blues and ylw w should be enough for healing and lanestaying power
I dislike stacking trip dorans on kayle seeing as runes and meditation r usually quite sufficient for mana and rushing grb provides so much more ap for not even that much more gold. I start dorans grb zerkers and then depending on the game get ghostblade or malady. Malady if there r enough dps casters that can benefit and ghostblade if not bcuz the arpen and active is such nice burst for kayles q e auto burst. Stack red green blue and win. This build is best if u can get a solo and know how to rice well.
As for runes, I think arpen reds mana blues n ylw are solid. Quints r up to the player, I know a friend who swears by movespeed to allow for easier setup of his q e but isn't that what u can use w for lol? I dig arpen on the quints as well, although im sure ap, hp, and flat damage are all viable on her
On November 04 2010 08:12 TieN.nS) wrote: Not sure why you open 3 Doran's Rings unless you're absolutely getting stomped in lane, it just delays your GRB. Otherwise it seems like you have the right idea, although I would personally open with E for last hitting. Plus, Q isn't so great early on since it's so mana intensive and most of the damage comes from Q + autoattacks, which you'd want your E for. I go E W Q then R>W>Q>E most of the time but I just rice for half the game with Kayle.
Is leveling E first viable at all?
I've been starting to play Kayle again, and it seems like finishing E by the time you finish your GRB would be desirable, since it lets you keep 100% E uptime with blue elixir + golem buff.
Eh, all you need E for is the range anyway. All of her skills scale pretty poorly so it doesn't really make that huge of a difference, but I like the lanestaying power leveling W first gives (and if I'm not getting my heal, I'd rather level my damage amplifier in Q). I used to level E first for that same reason but I don't think it's that important. Again, I do just rice with minimal harassment in lane with Kayle so YMMV.
Ya Against fairly competent opps u won't be able to get too many autos with e on your own opponent so I think q is generally the more solid of the two skills to level up first. But hell as long as u lvl w first and rice up you should be plenty strong by the first teamfigt Nehow haha Fk itouches so annoying to type on
General: Q is a nuke that increases the damage that the target takes in addition to slowing. Use this to focus someone down and whenever possible continue to attack the person you nuked.
W is a heal with a move speed bonus. You can use this for longetivity or for chasing.
E is what basically makes kayle scary. With a decent amount of cooldown reduction it's duration and cooldown are about the same at max level, effectively making you into a ranged champion.
R is now on a short cooldown with a very short duration. A well timed ult can turn a gank around in a huge way or be used to bait a ton of damage. I frequently use it for tower diving.
Setup: Runes - ASPD marks, mp5 per level seals and glyphs, flat HP quintessences. Mastery- 0/9/21 Summoner spells - I usually run with Ghost/Flash. Ignite and Cleanse are also fine instead of Flash. Champion skills - > EWQ then R>E>W>Q unless you're being harassed a lot, then W>E
Items - Start - Doran's ring, hp potion first trip to base - basic boots, and blasting wand or pick axe 2nd trip to base - Berserker Greaves (or if there is a lot of cc merc treads, but later), Finish rageblade
Eventually you'll want to finish a malady and Yomumu's Ghostblade after this. After those 5 items the game should be close to over but if it's not I suggest getting hextech gunblade started because you're probably facing some pretty tanky champions that you'll need the lifesteal to beat.
Strategy: By picking hp quints, strength of spirit, and doran's ring, you will start with a ton of hp (something around just shy of 750) at level 1 and make it very easy to hold your ground. Generally I spent 99% of my early game just focusing on last hitting. After level 3 it is extremely unlikely that any champion will be able to kill you outright unless you make a big mistake. If the enemy does not harass you a lot and force you into using Divine Blessing (w) often then you can use Righteous Fury (e) and harass them.
Generally I'd say try to get red and blue buffs whenever possible after getting level 2 boots and a rageblade. With blue buff and the utility masteries your spells are almost max CDR so E comes off CD nearly as its effect wears off.
Make good use of kiting with kayle's superior move speed with W and her slow. You should never get killed by most melee champions.
Use Kayle's ult to turn the tide of a battle by making an enemy waste as much damage as possible. You can also use it to surprise an opponent when theyre trying to 1v1 you in the mid game.
Try not to be a dick and ks people once you have your 4 main items. She doesn't gain much from additional gold.
On November 04 2010 08:34 TieN.nS) wrote: Rageblade after Ghostblade is bad. I don't care to do the math but I'm pretty sure just based on her passive Rageblade is a much bigger item.
On November 04 2010 08:34 TieN.nS) wrote: Rageblade after Ghostblade is bad. I don't care to do the math but I'm pretty sure just based on her passive Rageblade is a much bigger item.
Tried it both ways, don't agree.
Kayles dps with rageblade and zerks is superior in a teamfight lasting longer than 8 seconds (I think it might be better than ghostblade if comparing full stack rb and youmuu active) and i try to start a teamfight as kayle as soon as I get those two items. In general it's kayles core item because her skills give her survivability throughout a teamfight, not just the few seconds her ult is up; being able to dish out full grb stacks with ur zerks throughout a teamfight that makes kayle her own class of hard to take down ranged carry
On November 04 2010 08:34 TieN.nS) wrote: Rageblade after Ghostblade is bad. I don't care to do the math but I'm pretty sure just based on her passive Rageblade is a much bigger item.
Tried it both ways, don't agree.
Kayles dps with rageblade and zerks is superior in a teamfight lasting longer than 8 seconds (I think it might be better than ghostblade if comparing full stack rb and youmuu active) and i try to start a teamfight as kayle as soon as I get those two items. In general it's kayles core item because her skills give her survivability throughout a teamfight, not just the few seconds her ult is up; being able to dish out full grb stacks with ur zerks throughout a teamfight that makes kayle her own class of hard to take down ranged carry
The windup on rageblade is actually pretty significant, and having a free ghost every sixty seconds is riddddddddddddiculous.
I feel like I'm scaling much better when I go ghostblade first.
On November 04 2010 09:52 UniversalSnip wrote: The windup on rageblade is actually pretty significant, and having a free ghost every sixty seconds is riddddddddddddiculous.
I feel like I'm scaling much better when I go ghostblade first.
Doesn't blue elixir + golem buff let you keep Rageblade permanently wound up with W and E?
On November 04 2010 09:52 UniversalSnip wrote: The windup on rageblade is actually pretty significant, and having a free ghost every sixty seconds is riddddddddddddiculous.
I feel like I'm scaling much better when I go ghostblade first.
Doesn't blue elixir + golem buff let you keep Rageblade permanently wound up with W and E?
Don't think I'd buy blue elixer right after my first item lol
On November 04 2010 09:52 UniversalSnip wrote: The windup on rageblade is actually pretty significant, and having a free ghost every sixty seconds is riddddddddddddiculous.
I feel like I'm scaling much better when I go ghostblade first.
Doesn't blue elixir + golem buff let you keep Rageblade permanently wound up with W and E?
Don't think I'd buy blue elixer right after my first item lol
red, sure, not blue
Well yeah, but golem without blue should still let you keep it wound up for a reasonable length of time.
If you play safe or your team is good at keeping people alive then I'd suggest a mejai's on her. It can really buff up her damage.
And why wouldn't Kayle benefit from extra gold? GA, Zhonya's, several other items, or even just more cash flow for the triple pot pump make her that much more of a terror.
On November 04 2010 12:01 Scamp wrote: If you play safe or your team is good at keeping people alive then I'd suggest a mejai's on her. It can really buff up her damage.
And why wouldn't Kayle benefit from extra gold? GA, Zhonya's, several other items, or even just more cash flow for the triple pot pump make her that much more of a terror.
Kayle with a Zhonya's isnt as scary as lets say... Twitch with an extra Bloodthirster, or MF with IE...
Kayle has this period of does nothing, then a very explosive midgame that really isn't made any better by increased itemization and end game items.
She's just as powerful with 4 items as she is with 6 so it doesnt make sense to get more (over a champion that could benefit more from it).
Basically red buff kayle with a rageblade kills everything, so theres no reason to get more.
That's not really the point. You can hold back and let someone else take the kill if you're ganking but in every other situation you just kill and move on to the next target. So you get all this extra money.
Saying she's just as powerful with 4 items as she is with 6 is just silly. Either she'll do more damage or she'll live longer. It's not like you have the option to give money to your teammates, so you're not taking anything away from your teammates.
In fact, I don't get the general logic at all. There's ALWAYS a reason to get more!
On November 04 2010 12:46 Scamp wrote: That's not really the point. You can hold back and let someone else take the kill if you're ganking but in every other situation you just kill and move on to the next target. So you get all this extra money.
Saying she's just as powerful with 4 items as she is with 6 is just silly. Either she'll do more damage or she'll live longer. It's not like you have the option to give money to your teammates, so you're not taking anything away from your teammates.
In fact, I don't get the general logic at all. There's ALWAYS a reason to get more!
Well I think the point is that if you're choosing between re-applying elixirs and saving for the next items, there are going to be a bunch of cases where elixiring now is better, because it's better to make your midgame more explosive than to try and build for the late game (where the items won't make much of a difference).
I feel like it takes a while to get those Rageblade stacks up when fighting. It's like I have to unnecessarily need to use a heal to get my stacks faster. I tried LW after rageblade and it worked out pretty well. In the future I believe I'd get either LW or Malady depending on my team composition and which form of damage is needed more.
D-ring + heal pot > boots1 and pickaxe (for agressive play) or blasting wand (defensive) > Rageblade and Green and Red (green takes priority?) > LW/Malady/Youmous/Negatron Cloak/Chainmail
Arpen reds, mp5/l yellows, flat cdr blues, ms quints.
Would AD reds/quints be better now for the double dip into AP?
ms quints probably aren't necessary but I can't take them off anymore, I can't live at sub 330 ms.
Movement Speed Quints/Attack Speed Quints Attack Speed Marks MP5/lvl seals Attack Speed Glyphs
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I don't have a skill build for Kayle, I kind of take it as it goes in lane, sometimes I want Q sometimes I want W, usually I want E too farm as well as I can, and that's actually why I like movespeed quints I find it lets me farm better, but it might just be my mind playing with me :D.. I will get W earlier if I am getting harassed, I'll take W and Q at least once each before level 6
Ghost + Cleanse
for me.. R>E>Q>W
------------------------------------------- Doran's ring + Health Pot
Boots + Rageblade item... if you got sent back early or are struggling, Dorans Ring #2 is fine, lets you heal yourself more since you have mana coming in constantly. I don't really think the three D-Ring opening is ever worth it, don't slow down that rageblade
Guinsoo's Rageblade + berserker boots
then I have been getting exclusively Yoummos(sp?) Ghostblade
for those that don't know Ghostblade is absolutely amazing on Kayle, I'm not really sure what the exact stat bonuses are compared to other items, but the active is extremely powerful, as well as the armor penetration and cooldown. The crit chance and damage are really just icing on the cake for me.
then I get Guardian Angel, and then I wish I could gift my money to others(probably extremely op) or wish the game was over... :D, however there are times where I have gotten Madred's Bloodrazor when the other team is mostly tanks/high hp guys, and there have been times where I have gotten Starks
I completely avoid nashoor's tooth now, I don't like that item very much anymore... I used to love the mana regen from it, and now I wonder why I needed so much mana regen on Kayle.. I am not a big fan of infinity edge builds or madreds razor builds.. they are very expensive to get after rageblade(which I absolutely need first), and I feel the building up to them slows down my effectiveness. If I want to farm to 10000 gold then fight, I wouldn't be playing Kayle... Ghostblade just gives me this huge advantage all of a sudden, and extends my time of domination from not just red + ghostblade, too the rest of the game until it gets to extremely late game.
Remember after getting rageblade that spending 300-600 somewhere on elixirs everytime you come home is an amazing idea, especially if you will team fight. Some people just advocate 3 elixirs 24/7, but feel out the game, if there aren't many team fights and your not forcing them(which imo I don't mind the free towers, just go push them down, they actually need to send 3+ people usually to push you back/kill you if you have Red buff + cleanse and your ult).. late game just keep the 3 elixirs up, you don't really need to rush GA, those 3 elixirs usually just wreck teams so keep in mind if your going to be fighting. If you are just taking on small groups 1-3 people and not all out team fighting, you don't need much more than red / green.
There is no real complexity to Kayle, she is one of the easiest heroes to play effectively, and personally the easiest for me, just my little take on this fine hero :D, I love how.... aggressive you can be with her, along with how powerful you are.. yet you can also heal, and use your ultimate. When random scrubs suggest I build tanky, or as a support, I refer to the fact that I am supporting our team by killing off their team every chance I get.
Also as for berserker boots, there are rare cases I grab the merc treads.. they are also useful, but it just kind of depends on the other team, judge for yourself, experiment, see what works for you!
There is no real complexity to Kayle, she is one of the easiest heroes to play effectively
Pretty much this. It seems to me like there's only one way to go with Kayle. And that's by buying QRB, Nashors, and Hextech.
I always level E up first when I play her. Don't know why you'd level up Q first since it takes so much mana. Last hitting minions with E is easy and costs less mana. I also take attack speed runes on her though.
I don't like hextech or nashor's. Nashor's because you get a bunch of mediocre stats + a recurve bow for 2000 more gold than a recurve bow, and hextech because it just isn't good. I know it's efficient on paper but I've tried it many times on both kayle and jax and it basically does nothing.
Korean-style Kayle (and the one that's used most often) is GRB -> IE -> LW, with triple-pot timing as you go. Have to make the triple pots count, though.
Just spamming elixirs because you can is really dumb, and a huge waste of money, and I'd assume has to do with the 'feeling' that she doesn't scale as well into late game. She has other issues(psuedo-range, ult is hardly a free escape if facing multiple disables) that keep her from being as scary as the top tier carries right now, but scaling is not one of them.
On November 04 2010 16:18 Pandonetho wrote: I find the CDR and 55 AP to be pretty useful on her, personally. I dunno, I'm quite a fan of that item.
Hextech I grab because well, it's a hybrid item and I play Kayle as Hybrid lol, same thing with GRB.
But to each their own!
The CDR tends to be irrelevant if you can grab blue buff and are triple-potting effectively. Even if you can't get blue buff, Ghostblade + Blue Elixir + Runes/Masteries caps you, so why do you need the 10% more CDR?
On November 04 2010 20:24 red_ wrote: Just spamming elixirs because you can is really dumb, and a huge waste of money, and I'd assume has to do with the 'feeling' that she doesn't scale as well into late game. She has other issues(psuedo-range, ult is hardly a free escape if facing multiple disables) that keep her from being as scary as the top tier carries right now, but scaling is not one of them.
It's more that you do it once to tilt the game in your favor... and people start doing it constantly to try to rush a game end instead of working up the advantage.
flat HP/ArPen quints ArPen red mp5/lvl yellow AP/lvl blue
Did the math on a spreadsheet before, and I'm 100% sure that GRB + ghostblade (active) gives about as much dps as GRB+IE or GRB+MBR and noticeably more than GRB+nashor. of course, nashor gives CDR and mana regen, so it's not without it's uses. zhonya is terrible for dps. GRB + ghostblade + triple pot gives by far more dps than any other itemization for close to the same amount of gold.
On November 05 2010 01:02 azndsh wrote: currently running:
flat HP/ArPen quints ArPen red mp5/lvl yellow AP/lvl blue
Did the math on a spreadsheet before, and I'm 100% sure that GRB + ghostblade (active) gives about as much dps as GRB+IE or GRB+MBR and noticeably more than GRB+nashor. of course, nashor gives CDR and mana regen, so it's not without it's uses. zhonya is terrible for dps. GRB + ghostblade + triple pot gives by far more dps than any other itemization for close to the same amount of gold.
My only problem with the Ghostblade build is that team fights last more than 8 seconds, and sometimes they happen more often than every 60 seconds(or at least, there's some kind of skirmish, some chasing, a little regrouping, another skirmish, we've all been around something like that). You end up having to choose when to use the active(ideally when your GRB is stacked), and hope that's not also coinciding with the time they want to force your ult+escape(or god forbid they forced your hand and you ulted someone else, and then have to actually play a more typical passive positional carry). There's a ton of situations where you have to 'choose' to activate ghostblade, and then you have 'wasted' gold for the next minute(forced fight on tower, do you rush to blow it up, save the active for when their carry engages, etc).
Maybe this is my admission that I'd rather not make decisions I don't have to because it's not the strongest part of my game, but I just think IE works better. have yet to find a build that I find more 'fluent' than the GRB+IE build, even if it takes a little longer(1200 gold) to farm up. Forego your first round of elixirs and you almost get that gold right there.
On November 05 2010 09:26 GTR wrote: what do people think of hgb with kayle? i know i asked this a while ago but i want to know if the opinion is still the same now.
tbh, i'd rather have a critfinity than an htb, granted thats a 1k gold difference, but w/e
the vamp is kinda wasted imo, but otherwise its fine i guess, you certainly cant go wrong with it. Def goes after guinsoo's + zerks core ofc
edit: also new malady is pretty sweet, new malady > nashors imo, unless you're getting nashor's specifically for the cdr, which is kinda dumb given its price
On November 05 2010 09:26 GTR wrote: what do people think of hgb with kayle? i know i asked this a while ago but i want to know if the opinion is still the same now.
It depends on the enemy team comp. If they're very tanky then I'd go for gunblade for the leech. Otherwise infinity edge + last whisper is pretty much 1000x better against other carries and casters
On November 05 2010 09:26 GTR wrote: what do people think of hgb with kayle? i know i asked this a while ago but i want to know if the opinion is still the same now.
hextech gunblade looks like a really awesome item for kayle on paper, since u get both ap/ad, which then again double dip each other to get some extra from the passive, the slow from gunblade is not quite as useful to have since kayle already has a slow herself, the lifesteal are a good bonus to have i suppose...maybe u should try gunblade + LW instead of IE to see how it goes?
haven't played kayle for a long time now so i'm not quite sure..
i'm currently experimenting with malady/wits end / yoomus on alot of heroes, kayle included
basically at this point grb is a need, the second item could be any attackspeed item, third is inf edge. wits end is so underrated on a lot of heroes, it's extremely efficient for it's cost if they have mana. i'm still not sold on malady, i think wits end is just as good. yoomus seems like an amazing item for kayle. i'm not liking starks and nashors as much anymore because nashors is very little damage and a ton of gold for cdr and attack speed, and starks should always be situational depending on how many carries you have imo.
i'm a general note i really think wits end is underrated. it's a good item for mid game carries because it's so damn efficient, just the attackspeed and manaburn itself is worth the cost and you get some mr while you're at it. it's really good on most melee carries and a lot of ranged carries that might not scale as well into the late game, e.g. teemo kayle maybe even tf. it's actually amazing on kog maw as well.
Hextech as a lategame items isn't as bad as a lot of people act. :/ I actually really like it. Makes me hit like more of a truck and I get some health back too from the lifesteal/spellvamp. Plus you get a second slow. Your q does have a cooldown you know.
On November 07 2010 04:10 BlackPaladin wrote: Hextech as a lategame items isn't as bad as a lot of people act. :/ I actually really like it. Makes me hit like more of a truck and I get some health back too from the lifesteal/spellvamp. Plus you get a second slow. Your q does have a cooldown you know.
But I mean... it basically comes down to "do I want an IE or a gunblade" and on any ranged carry, hybrid or not, my answer is "IE".
I just bought Kayle and now my question is, what's wrong with her? She seems like a pretty awesome champ after my two test games but I never see her. I think I see her once in 100 games. So why is she so underplayed?
On December 08 2010 14:04 Stealthpenguin wrote: I just bought Kayle and now my question is, what's wrong with her? She seems like a pretty awesome champ after my two test games but I never see her. I think I see her once in 100 games. So why is she so underplayed?
There are better supports and better ranged carries and she's a huge farm hog.
My typical kayle build for solo queue where I will take mid and get riddicolously fed (pre patch nerf, if she was nerfed recently) d-ring rageblade zerker boots stinger HGB finish nashors triforce replace d-ring with something like GA, Banshees or Frozenheart and pump POTSSSSSS
So after watching some streams and seeing kayle do well, I really want to know how to play her. I used to play her alot, but after playing her a couple times, i found that i'm not very good with her right now >.>
She relies on blue buff way too much, even moreso than Nidalee. Imo double buff even more important for Kayle than triple pot, without it her midgame doesnt exist as she runs out of mana pretty much instantly. Also Wit's end lol.
On June 23 2011 11:41 Misder wrote: Big remake live.
Q seems to be better to level up now that E cooldown is the same. Also, passive nerf seems to hurt her a lot.
Thoughts?
Remake was removed in a hotfix. It was a mistake to have put it on Live on this patch. Remake will come out next patch instead. The changes made in this patch were not final as well. Seeing them on Live really confused me since I hear remake was coming out next month.
Can confirm Kayle will have a totally new passive. Her new focus will be making an AD or Hybrid Carry but still retaining a few 'support-ish' aspects. Her heal is going the direction of her ult where you want to use them at 'clutch' moments instead of just spamming heals like Nidalee.
I have been lurking around in the LoL forums for a while, finally wanted to actually post something.
Since Kayle has been remade, I wanted some advice/feedback on how to fully take advantage of those changes.
After playing tons of games with Kayle since the patch, this is how I roll Kayle at the moment:
Core Itembuild: -Doran's Ring / Boots+3pots -Guinsoo's Rageblade + Hextech Gunblade after that depending on the gameflow either Banshee's Veil or go with Trinity Force+IE
Skillbuild: R>Q>E>W taking 'W' at level 4 for the speedbuff. Masteries: 21/0/9 (I have been trying out 15/0/15 and 9/0/21, I feel like that with those setups it's hard to outdmg ur oppenent at the laningphase.) Runes: Marks - Armor Penetration Seal - Flat armor or Mp5/lvl Glyphs - AP/lvl or Flat mresist Quints - Flat AP
I guess this build was also used for the old Kayle as well, but the difference now is that you can be more aggressive with the Q+E in the early/mid game since you out damage most people. I think this is almost the same as Jax weeks ago.
With this build I feel I have a lot of dmg with the Q+E autoatk. You start the lane around 60AP with Doran's Ring so your Q is gonna be painful.
On June 28 2011 13:41 xiaoW wrote: I have been lurking around in the LoL forums for a while, finally wanted to actually post something.
Since Kayle has been remade, I wanted some advice/feedback on how to fully take advantage of those changes.
After playing tons of games with Kayle since the patch, this is how I roll Kayle at the moment:
Core Itembuild: -Doran's Ring / Boots+3pots -Guinsoo's Rageblade + Hextech Gunblade after that depending on the gameflow either Banshee's Veil or go with Trinity Force+IE
Skillbuild: R>Q>E>W taking 'W' at level 4 for the speedbuff. Masteries: 21/0/9 (I have been trying out 15/0/15 and 9/0/21, I feel like that with those setups it's hard to outdmg ur oppenent at the laningphase.) Runes: Marks - Armor Penetration Seal - Flat armor or Mp5/lvl Glyphs - AP/lvl or Flat mresist Quints - Flat AP
I guess this build was also used for the old Kayle as well, but the difference now is that you can be more aggressive with the Q+E in the early/mid game since you out damage most people. I think this is almost the same as Jax weeks ago.
With this build I feel I have a lot of dmg with the Q+E autoatk. You start the lane around 60AP with Doran's Ring so your Q is gonna be painful.
How do you guys feel about this build?
Generally speaking, Rageblade is a bad item. Not worth the gold. You're better off just grabbing gunblade earlier imo
On June 28 2011 13:41 xiaoW wrote: I have been lurking around in the LoL forums for a while, finally wanted to actually post something.
Since Kayle has been remade, I wanted some advice/feedback on how to fully take advantage of those changes.
After playing tons of games with Kayle since the patch, this is how I roll Kayle at the moment:
Core Itembuild: -Doran's Ring / Boots+3pots -Guinsoo's Rageblade + Hextech Gunblade after that depending on the gameflow either Banshee's Veil or go with Trinity Force+IE
Skillbuild: R>Q>E>W taking 'W' at level 4 for the speedbuff. Masteries: 21/0/9 (I have been trying out 15/0/15 and 9/0/21, I feel like that with those setups it's hard to outdmg ur oppenent at the laningphase.) Runes: Marks - Armor Penetration Seal - Flat armor or Mp5/lvl Glyphs - AP/lvl or Flat mresist Quints - Flat AP
I guess this build was also used for the old Kayle as well, but the difference now is that you can be more aggressive with the Q+E in the early/mid game since you out damage most people. I think this is almost the same as Jax weeks ago.
With this build I feel I have a lot of dmg with the Q+E autoatk. You start the lane around 60AP with Doran's Ring so your Q is gonna be painful.
How do you guys feel about this build?
Generally speaking, Rageblade is a bad item. Not worth the gold. You're better off just grabbing gunblade earlier imo
generally speaking maybe it's gold inefficient, sure, but on a champ that double dips from the stats and will reliably build the 8 stacks lategame? how can you say its bad
On June 28 2011 13:41 xiaoW wrote: I have been lurking around in the LoL forums for a while, finally wanted to actually post something.
Since Kayle has been remade, I wanted some advice/feedback on how to fully take advantage of those changes.
After playing tons of games with Kayle since the patch, this is how I roll Kayle at the moment:
Core Itembuild: -Doran's Ring / Boots+3pots -Guinsoo's Rageblade + Hextech Gunblade after that depending on the gameflow either Banshee's Veil or go with Trinity Force+IE
Skillbuild: R>Q>E>W taking 'W' at level 4 for the speedbuff. Masteries: 21/0/9 (I have been trying out 15/0/15 and 9/0/21, I feel like that with those setups it's hard to outdmg ur oppenent at the laningphase.) Runes: Marks - Armor Penetration Seal - Flat armor or Mp5/lvl Glyphs - AP/lvl or Flat mresist Quints - Flat AP
I guess this build was also used for the old Kayle as well, but the difference now is that you can be more aggressive with the Q+E in the early/mid game since you out damage most people. I think this is almost the same as Jax weeks ago.
With this build I feel I have a lot of dmg with the Q+E autoatk. You start the lane around 60AP with Doran's Ring so your Q is gonna be painful.
How do you guys feel about this build?
Generally speaking, Rageblade is a bad item. Not worth the gold. You're better off just grabbing gunblade earlier imo
gunblade is a shit item compared to rageblade. rageblade is one of the most cost effective (if not the most cost effective) items in the game. its like 400g for bonus stats and the passive.
On June 28 2011 14:32 Ryuu314 wrote: Generally speaking, Rageblade is a bad item. Not worth the gold. You're better off just grabbing gunblade earlier imo
Rageblade is cost-effective at 1 stack, and is disgustingly efficient at 8 stacks. Any champ that 1) can use all the stats, and 2) can reliably maintain 8 stacks, should be using the item. Only Nidalee and Kayle really meet both of those requirements though.
Riot didn't completely remove all of the Kayle changes. Her Q still has a 1.0 ratio instead of 0.8, costs 10 less mana and still has the faster animations.
she was supposed to have snazzier animations iirc. The 1:1 on Q is really lolzy though since you can show up on lane with like 60 AP off of just a dring.
I get that rageblade is efficient, the problem is that it doesn't really give all that much benefit. There's a reason why you never see nidalee get rageblade in high elo tourneys like DH and such. It's, imo, kinda like a super-expensive Doran's item. Shitty stats overall, but priced so damn cost-effectively that it's a good item. The only difference between GRB and Doran's items is that GRB costs 2k, which is better off spent on a NLR + boots.
On July 01 2011 01:39 Ryuu314 wrote: I get that rageblade is efficient, the problem is that it doesn't really give all that much benefit. There's a reason why you never see nidalee get rageblade in high elo tourneys like DH and such. It's, imo, kinda like a super-expensive Doran's item. Shitty stats overall, but priced so damn cost-effectively that it's a good item. The only difference between GRB and Doran's items is that GRB costs 2k, which is better off spent on a NLR + boots.
what? it gives AD, AP and AS? what other stats on a first item do you want on kayle?
On July 01 2011 01:39 Ryuu314 wrote: I get that rageblade is efficient, the problem is that it doesn't really give all that much benefit. There's a reason why you never see nidalee get rageblade in high elo tourneys like DH and such. It's, imo, kinda like a super-expensive Doran's item. Shitty stats overall, but priced so damn cost-effectively that it's a good item. The only difference between GRB and Doran's items is that GRB costs 2k, which is better off spent on a NLR + boots.
but that's the thing about rageblade not giving much benefit... it actually does. rageblade makes kayle a ~serious~ pushing threat after fights, and during fights it amplifies her DPS by bounds. every Q will be doing like +60 damage thanks to her passive, he heals will heal more, and when someone steps up to stop her, she can just turn on them and blast them down thanks to the 5.32980 AS that it gives. honestly rageblade is still core on kayle as far as i'm concerned
On July 01 2011 01:39 Ryuu314 wrote: I get that rageblade is efficient, the problem is that it doesn't really give all that much benefit. There's a reason why you never see nidalee get rageblade in high elo tourneys like DH and such. It's, imo, kinda like a super-expensive Doran's item. Shitty stats overall, but priced so damn cost-effectively that it's a good item. The only difference between GRB and Doran's items is that GRB costs 2k, which is better off spent on a NLR + boots.
You get rageblade on 2 champs at this point in time that I can think of:
Nidalee and kayle.
Rageblade nidalee is an entirely different playstyle from deathcap nidalee.
Kayle benefits fully from rageblade and it's literally the perfect item for her. Why you wouldn't get it is beyond me.
On July 01 2011 01:39 Ryuu314 wrote: I get that rageblade is efficient, the problem is that it doesn't really give all that much benefit. There's a reason why you never see nidalee get rageblade in high elo tourneys like DH and such. It's, imo, kinda like a super-expensive Doran's item. Shitty stats overall, but priced so damn cost-effectively that it's a good item. The only difference between GRB and Doran's items is that GRB costs 2k, which is better off spent on a NLR + boots.
The reason is that she doesn't actually use the AD or AS all that effectively in high level play. The difference with Kayle is that Kayle does use all the stats effectively.
I used to get GRB every time when I play Kayle, but I just found rushing that triforce or even gunblade was more useful and I had better results with it. It's also pretty hard to maintain rageblade stacks at the early levels, since Kayle has a bit of a mana issue if you try to spam her spells.
I honestly just copied some Kayle who did really well in one of my solo queue games and have not fully theorycrafted it out. There is currently a popular line of thinking about Flat Penetration on carries being an uphill battle that you're better off ignoring and just favoring AD. I mean, obviously the Q itself would hit harder with mpen than AD, but whether your complete burst package would be better with MPen is a lot trickier.
Especially if you go full AD items it's much more efficient to go for apen or even aspd, normally if you only stack one stat it's much more efficient to go for a complementing stat rather than stack that stat even more.
Yes, but Kayle also double dips on AD/AP stat bonuses. Meh, I dunno, I just like seeing 300/500 for my AD/AP, that's literally the only reason I like playing Kayle right now :p.
So Regi is going AP kayle right now on HSGG's stream. Granted, it's a troll game, but full on AP seems pretty damn strong and will only get better with kayle remake.
I hope they don't change the AP ratio on Q, 1:1 ratio makes laning fun
anyway i've been greatly enjoying playing Kayle recently. I had a solo queue game where the rest of my team picked AD-based melee bruisers, and no one would take mid, so Kayle to the rescue and carry that shit fucking hard. there was an ezreal mid who had no idea what to do when my Q took 1/3 his hp at level 1 hahaha
before they remade kayle, when she was considered absolute trash, she was one of the strongest early game champs in the game, straight ap + mejai's was a fun build on her. basically like ap tristana where you had to end it early but instead of having to wait for your ult you just spammed Q for absurd burst
AP Kayle is crazy. I've been playing her almost exactly the way I play AP teemo.
Couple D-rings and super early sorc shoes, rush DFG then deathcap. Early game obviously just start Qing ur opponent in the face at lvl3 over and over again. Q->E swoosh swoosh swoosh! You are sooooo fast with your W, it's awesome. With ignite and your ult you can dive the crap out of people very often.
Late game you're an ult-bot and assassin. DFG+Q+swooshswoosh and you do ridiculous damage. Though honestly almost any champ can rush DFG and AP and do hilarious single target burst.
Kayle owning up troll games on ESL streams is quickly becoming fotm. All because of one skill :X
I'm curious about the runes, I would go mpen reds mp5/18 yellows ap/18 blues and mpen quints but I'm hoping for some funky op runeset for her to show up.
I'm running mpen quints, arp marks, mp5/lv seals and ap/lv glyphs. It's pretty sick, just don't show them that you're leveling q until 4 and then all of a sudden BOOM start slapping them for 1/2 their hp per nuke-auto.
On July 05 2011 00:55 Shiragaku wrote: Hey guys, was Kayle already remade?
No, Kayle was changed in the last patch but then most of the changes were reverted. Her tooltips for her skills are wrong now. Q still has a 1:1 AP ratio, but does 20 less damage than what the tooltip indicates. I'm not sure what other discrepancies there are, that's the only thing I tested out.
I could care less what they do with her, as long as she's viable, my favorite champion by far <3 <3 <3. Just dominated a ranked game, though my team did cry about my pick
On July 01 2011 01:39 Ryuu314 wrote: I get that rageblade is efficient, the problem is that it doesn't really give all that much benefit. There's a reason why you never see nidalee get rageblade in high elo tourneys like DH and such. It's, imo, kinda like a super-expensive Doran's item. Shitty stats overall, but priced so damn cost-effectively that it's a good item. The only difference between GRB and Doran's items is that GRB costs 2k, which is better off spent on a NLR + boots.
You get rageblade on 2 champs at this point in time that I can think of:
Nidalee and kayle.
Rageblade nidalee is an entirely different playstyle from deathcap nidalee.
Kayle benefits fully from rageblade and it's literally the perfect item for her. Why you wouldn't get it is beyond me.
the item is just garbage, there are too many requirements
you need hard scaling off AD, attack speed, AP, and you need to be able to have full stacks at the start of a fight every time, otherwise it takes too long to charge up. It's 'efficient' at two stacks but you need more than comparable efficiency with base items to make something worth buying. I wouldn't say it's actually worth the money until five stacks.
Nobody can keep it charged except nid and she doesn't get very much from attack speed and not a ton from AD either. There is simply nobody this item fits on atm and odds are there won't be within the next ten years.
On July 01 2011 01:39 Ryuu314 wrote: I get that rageblade is efficient, the problem is that it doesn't really give all that much benefit. There's a reason why you never see nidalee get rageblade in high elo tourneys like DH and such. It's, imo, kinda like a super-expensive Doran's item. Shitty stats overall, but priced so damn cost-effectively that it's a good item. The only difference between GRB and Doran's items is that GRB costs 2k, which is better off spent on a NLR + boots.
You get rageblade on 2 champs at this point in time that I can think of:
Nidalee and kayle.
Rageblade nidalee is an entirely different playstyle from deathcap nidalee.
Kayle benefits fully from rageblade and it's literally the perfect item for her. Why you wouldn't get it is beyond me.
the item is just garbage, there are too many requirements
you need hard scaling off AD, attack speed, AP, and you need to be able to have full stacks at the start of a fight every time, otherwise it takes too long to charge up. It's 'efficient' at two stacks but you need more than comparable efficiency with base items to make something worth buying. I wouldn't say it's actually worth the money until five stacks.
Nobody can keep it charged except nid and she doesn't get very much from attack speed and not a ton from AD either. There is simply nobody this item fits on atm and odds are there won't be within the next ten years.
I'd disagree. Personally I think Kayle's the *only* champ that can really make use of rageblade. I notice a *huge* DPS increase when I finish rageblade and start Q+whooshing on people.
Nid makes great use of it in a 1v1 environment, but honestly how many times are you going to be cat-form in the middle of a 5v5 teamfight?
On July 01 2011 01:39 Ryuu314 wrote: I get that rageblade is efficient, the problem is that it doesn't really give all that much benefit. There's a reason why you never see nidalee get rageblade in high elo tourneys like DH and such. It's, imo, kinda like a super-expensive Doran's item. Shitty stats overall, but priced so damn cost-effectively that it's a good item. The only difference between GRB and Doran's items is that GRB costs 2k, which is better off spent on a NLR + boots.
You get rageblade on 2 champs at this point in time that I can think of:
Nidalee and kayle.
Rageblade nidalee is an entirely different playstyle from deathcap nidalee.
Kayle benefits fully from rageblade and it's literally the perfect item for her. Why you wouldn't get it is beyond me.
the item is just garbage, there are too many requirements
you need hard scaling off AD, attack speed, AP, and you need to be able to have full stacks at the start of a fight every time, otherwise it takes too long to charge up. It's 'efficient' at two stacks but you need more than comparable efficiency with base items to make something worth buying. I wouldn't say it's actually worth the money until five stacks.
Nobody can keep it charged except nid and she doesn't get very much from attack speed and not a ton from AD either. There is simply nobody this item fits on atm and odds are there won't be within the next ten years.
Kayle can easily reach 5 stacks. Q(1)>Activate E(2)>Auto attack(3)
On kayle is gives ~44/45 AD depending on rounding (BF sword), 100 AP (NLR + amp tomb), and 32% AS (almost a full recurve bow) with 8 stacks for 2235 gold and she can get full stacks really easily. Wtf are you smoking saying that is bad on a champion with a 1:1 ratio on q, e scales with AP, and her main damage is autoattacking, thus AD + AS is perfect on her.
been messing with Kayle today, really hoping she doesn't get patched, go all out offensive runes, right now I have arpen quints, mpen marks, attack speed seals, attack speed glyphs, but just anything offensive works. Been getting E at level 1 last hit(though I did kill a silly lanewick earlier just by E hitting him at level 1, he was really indecisive, turned around to hit me, then after losing half his health coming at me tried to turn around and run away), then at level 2 you just QE attack attack attack, you instantly win the lane as long as you made sure they didn't have too many creeps when you started this.
On July 05 2011 03:03 Senx wrote: Kayle just randomy pops up as one of the most broken OPd champs in the game and is now seen all the time at high elo.. funny how it works
"Randomly" = after being buffed?
Since when?
On July 10 2011 00:30 c.Deadly wrote: Kayle was nerfed this last patch - the AP ratio on her Q was changed from 1.0 back to 0.8, and all her tooltips were corrected.
I suspect they're trying to gauge how the difference affects Kayle at high Elo before doing what they've got planned.
Reposting this here from the patch discussion thread as requested.
I've been looking at Kayle build options. Common wisdom so far is that you want to build attack speed to hell and back to take advantage of the damage on her Righteous Fury. I wasn't convinced by some of the item builds I've seen on her, though, so I ran some numbers on what goes well on her after the remake.
1) To start with: AP blows. Kayle used to be a hybrid that favoured AP because she could apply her AP to her attack damage (via Righteous Fury's AP coefficient), because AP also gave her bonus attack damage via her passive, and because AP strengthened both her heal and her nuke. The following things have now changed: + Show Spoiler +
- RF's AP coefficient has been decreased from 0.3 to 0.2; - Kayle's passive no longer gives her bonus AD (in fact, it sucks now); - Divine Blessing's AP coefficient has been decreased from 0.5 to 0.35; - Reckoning's AP coefficient has been increased from 0.8 to 1.0.
Old Kayle got the following for every 100 AP: - 45 bonus damage for her autoattack (30 from RF, 15 from her passive); - 80 damage for her nuke; - 50 health for her heal.
New Kayle gets the following for every 100 AP: - 20 bonus damage for her autoattack (20 from RF); - 100 damage for her nuke; - 35 health for her heal.
Considering that most of Kayle's damage is autoattack damage, AP isn't even half as good now as it used to be. If you look at damage output numbers, hybrid items like Gunblade are no longer good on her (I'll prove it with math in section 3).
2) Kayle likes 40% CDR. To picture why, imagine you're playing Ashe and your ranged autoattack becomes a melee one for 1-2 out of every 16 seconds. Yeah. The biggest problem isn't that you're not dealing damage for those 1-2 seconds, it's that it can completely fuck up your positioning. Looking at the CDR items available you only have a few items that make sense on a carry that has little use for AP: Stinger with 10% (builds into Nashor's Tooth for 25%), Brutalizer for 10% (builds into Youmuu's for 15%) and Ionian Boots with 15%. You can also get 5.85% CDR from glyphs, 3% from offensive masteries, and 6% from utility masteries. That's what you have to work with. The best alternatives I've come up with are: Ionian Boots + Nashor's Tooth (no Runes or Masteries), Brutalizer + Nashor's Tooth (Offensive Masteries + 3 CDR glyphs), and Nashor's Tooth (Offensive and Utility Masteries + full CDR glyphs). I favour the last one because it's more efficient in item slots, because glyphs aren't that hot for you, because it frees you to purchase Zerk Greaves, and because the Utility tree works okay on you. My second choice would be MR or Mana/5 glyphs, full Offensive tree (Havoc is great) and Ionian Boots.
3) Full Attack Speed & Magic Damage Kayle is not the One True Build.
Attack Speed & Magic Damage Kayle (combo pack of Nashor's Tooth, Wit's End, Malady, Bloodrazor, all that jazz) has the problem that she doesn't scale very well. She has no synergy with Crit%, and you're going to be more affected by Armor and MRes stacking: Kayle's new passive blows, and she can't afford to purchase both a Last Whisper AND a Void Staff.
My argument is that full AS & MD Kayle is a situational build for when Armor / MRes stacking is not going to be a problem (game doesn't last long enough), and for when some side-effects of the damage items you're buying become attractive (MRes from Wit's End if you're getting bursted down, % health damage from Bloodrazor against Warmog's stacking). You can build a competitive "standard carry" Kayle that scales better in late game (WARNING: MATH). + Show Spoiler +
Let's assume you agree with me and build Zerk Greaves and Nashor's Tooth on Kayle. Total cost is 3,805 gold, which I'll assume you get by level 8. What do you buy after that, an Infinity Edge (3,830 g), a Wit's End + Malady combo (3,975 g), or a Gunblade (3,625 g)?
First, let's see what your damage output looks like (assuming 100% uptime for Righteous Fury) for when you start buying each item. If IE, you want a Pickaxe. If Wit's End + Malady, you want a Recurve Bow. If Gunblade, you want a Pickaxe too. Base autoattack damage: 74 Righteous Fury damage: 50 (+55 AP * 0.2) = 61 Attack speed: 1.381 (6.905 attacks per 5 seconds) Critical chance: 0% (0 crits per 5 seconds)
With Recurve Bow: Attack speed increases to 1.637 (8.185 attacks per 5 seconds). DPS increases to 220.995 With Pickaxe: Autoattack damage increases by 25. DPS increases to 220.96.
That means, after you have your Nashor's Tooth and Zerk Greaves, you have enough Attack Speed that the Pickaxe and the Recurve Bow are almost equivalent.
Now, let's look at the final picture: you need close to 4,000 g to complete these, so we'll assume you only get that by level 15. By level 15, Kayle will have: Base autoattack damage: 91 (+80 if IE, + 60 if Gunblade) Magic damage per hit: (62 if WE&M) Righteous Fury Damage: 60 (+11 if IE, +16 if WE&M, +26 if Gunblade) Attack speed: (1.484 if IE or Gunblade, 2.058 if WE&M) Attacks per 5 secs: (7.42 if IE or Gunblade, 10.29 if WE&M) Critical chance: (25% if IE, or 1.855 crits per 5 secs)
DPS is calculated as: (Base autoattack damage + bonus AD + magic damage + Righteous Fury + AP coefficient of RF) * Attacks per 5 seconds / 5 + (Crits per 5 secs)*(Base autoattack damage + bonus AD)*(250% - 100%) / 5
That is to say, DPS of Infinity Edge is almost on par with WE&M, while Gunblade is far (far) behind. Each of these items has a different set of advantages: - Infinity Edge has the best end-game scaling (add Last Whisper, Phantom Dancer, whatever); - WE&M provides MRes and suffers less from Thornmail; - Gunblade adds more to your heal and your nuke, provides a redundant nuke with a slow, and adds lifesteal. I think it isn't close to measuring up. - Bloodrazor deals % health damage, which is nice against high-HP teams. I didn't do the math for it here because its performance depends so much on who you're fighting.
if a hero's best build legitimately includes nashor's tooth that hero is not worth playing. Tooth is complete garbage, attack speed, cdr and mana regen are three of the least synergetic stats you could pile onto one item.
On July 30 2011 10:56 UniversalSnip wrote: if a hero's best build legitimately includes nashor's tooth that hero is not worth playing. Tooth is complete garbage, attack speed, cdr and mana regen are three of the least synergetic stats you could pile onto one item.
They're synergistic on Taric's Q!
..except Taric doesn't want any of them to begin with.
On July 30 2011 10:19 Black Paper Moon wrote: Reposting this here from the patch discussion thread as requested.
I've been looking at Kayle build options. Common wisdom so far is that you want to build attack speed to hell and back to take advantage of the damage on her Righteous Fury. I wasn't convinced by some of the item builds I've seen on her, though, so I ran some numbers on what goes well on her after the remake.
1) To start with: AP blows. Kayle used to be a hybrid that favoured AP because she could apply her AP to her attack damage (via Righteous Fury's AP coefficient), because AP also gave her bonus attack damage via her passive, and because AP strengthened both her heal and her nuke. The following things have now changed: + Show Spoiler +
- RF's AP coefficient has been decreased from 0.3 to 0.2; - Kayle's passive no longer gives her bonus AD (in fact, it sucks now); - Divine Blessing's AP coefficient has been decreased from 0.5 to 0.35; - Reckoning's AP coefficient has been increased from 0.8 to 1.0.
Old Kayle got the following for every 100 AP: - 45 bonus damage for her autoattack (30 from RF, 15 from her passive); - 80 damage for her nuke; - 50 health for her heal.
New Kayle gets the following for every 100 AP: - 20 bonus damage for her autoattack (20 from RF); - 100 damage for her nuke; - 35 health for her heal.
Considering that most of Kayle's damage is autoattack damage, AP isn't even half as good now as it used to be. If you look at damage output numbers, hybrid items like Gunblade are no longer good on her (I'll prove it with math in section 3).
2) Kayle likes 40% CDR. To picture why, imagine you're playing Ashe and your ranged autoattack becomes a melee one for 1-2 out of every 16 seconds. Yeah. The biggest problem isn't that you're not dealing damage for those 1-2 seconds, it's that it can completely fuck up your positioning. Looking at the CDR items available you only have a few items that make sense on a carry that has little use for AP: Stinger with 10% (builds into Nashor's Tooth for 25%), Brutalizer for 10% (builds into Youmuu's for 15%) and Ionian Boots with 15%. You can also get 5.85% CDR from glyphs, 3% from offensive masteries, and 6% from utility masteries. That's what you have to work with. The best alternatives I've come up with are: Ionian Boots + Nashor's Tooth (no Runes or Masteries), Brutalizer + Nashor's Tooth (Offensive Masteries + 3 CDR glyphs), and Nashor's Tooth (Offensive and Utility Masteries + full CDR glyphs). I favour the last one because it's more efficient in item slots, because glyphs aren't that hot for you, because it frees you to purchase Zerk Greaves, and because the Utility tree works okay on you. My second choice would be MR or Mana/5 glyphs, full Offensive tree (Havoc is great) and Ionian Boots.
3) Full Attack Speed & Magic Damage Kayle is not the One True Build.
Attack Speed & Magic Damage Kayle (combo pack of Nashor's Tooth, Wit's End, Malady, Bloodrazor, all that jazz) has the problem that she doesn't scale very well. She has no synergy with Crit%, and you're going to be more affected by Armor and MRes stacking: Kayle's new passive blows, and she can't afford to purchase both a Last Whisper AND a Void Staff.
My argument is that full AS & MD Kayle is a situational build for when Armor / MRes stacking is not going to be a problem (game doesn't last long enough), and for when some side-effects of the damage items you're buying become attractive (MRes from Wit's End if you're getting bursted down, % health damage from Bloodrazor against Warmog's stacking). You can build a competitive "standard carry" Kayle that scales better in late game (WARNING: MATH). + Show Spoiler +
Let's assume you agree with me and build Zerk Greaves and Nashor's Tooth on Kayle. Total cost is 3,805 gold, which I'll assume you get by level 8. What do you buy after that, an Infinity Edge (3,830 g), a Wit's End + Malady combo (3,975 g), or a Gunblade (3,625 g)?
First, let's see what your damage output looks like (assuming 100% uptime for Righteous Fury) for when you start buying each item. If IE, you want a Pickaxe. If Wit's End + Malady, you want a Recurve Bow. If Gunblade, you want a Pickaxe too. Base autoattack damage: 74 Righteous Fury damage: 50 (+55 AP * 0.2) = 61 Attack speed: 1.381 (6.905 attacks per 5 seconds) Critical chance: 0% (0 crits per 5 seconds)
With Recurve Bow: Attack speed increases to 1.637 (8.185 attacks per 5 seconds). DPS increases to 220.995 With Pickaxe: Autoattack damage increases by 25. DPS increases to 220.96.
That means, after you have your Nashor's Tooth and Zerk Greaves, you have enough Attack Speed that the Pickaxe and the Recurve Bow are almost equivalent.
Now, let's look at the final picture: you need close to 4,000 g to complete these, so we'll assume you only get that by level 15. By level 15, Kayle will have: Base autoattack damage: 91 (+80 if IE, + 60 if Gunblade) Magic damage per hit: (62 if WE&M) Righteous Fury Damage: 60 (+11 if IE, +16 if WE&M, +26 if Gunblade) Attack speed: (1.484 if IE or Gunblade, 2.058 if WE&M) Attacks per 5 secs: (7.42 if IE or Gunblade, 10.29 if WE&M) Critical chance: (25% if IE, or 1.855 crits per 5 secs)
DPS is calculated as: (Base autoattack damage + bonus AD + magic damage + Righteous Fury + AP coefficient of RF) * Attacks per 5 seconds / 5 + (Crits per 5 secs)*(Base autoattack damage + bonus AD)*(250% - 100%) / 5
That is to say, DPS of Infinity Edge is almost on par with WE&M, while Gunblade is far (far) behind. Each of these items has a different set of advantages: - Infinity Edge has the best end-game scaling (add Last Whisper, Phantom Dancer, whatever); - WE&M provides MRes and suffers less from Thornmail; - Gunblade adds more to your heal and your nuke, provides a redundant nuke with a slow, and adds lifesteal. I think it isn't close to measuring up. - Bloodrazor deals % health damage, which is nice against high-HP teams. I didn't do the math for it here because its performance depends so much on who you're fighting.
Pick whichever you need!
I would like to disagree on almost all of your points.
1. I don't know how the pro's played her, but my version of AP Kayle was Deathcap + Lich Bane. She had very nice burst from just Q + fwoosh. I feel that the nerfs have been targeting this type of build. So yes, her passive has been severely nerfed, but the AP ratio on Q has been buffed, so this build hasn't been nerfed out completely.
2. Yes she likes to have 40% cdr but it's not absolutely essential for her living. She can do OK with around 20% (boots+masteries). Nashor's sucks. So does Brutalizer on her.
3. Not sure about the 'standard' carry items. Why not just take MF or Ashe if you're going to build that? Kog'maw gets better mileage out of the Malady + Wit's End too. I think that Kayle has to be built with straight AP or hybrid.
On July 30 2011 10:19 Black Paper Moon wrote: Reposting this here from the patch discussion thread as requested.
I've been looking at Kayle build options. Common wisdom so far is that you want to build attack speed to hell and back to take advantage of the damage on her Righteous Fury. I wasn't convinced by some of the item builds I've seen on her, though, so I ran some numbers on what goes well on her after the remake.
1) To start with: AP blows. Kayle used to be a hybrid that favoured AP because she could apply her AP to her attack damage (via Righteous Fury's AP coefficient), because AP also gave her bonus attack damage via her passive, and because AP strengthened both her heal and her nuke. The following things have now changed: + Show Spoiler +
- RF's AP coefficient has been decreased from 0.3 to 0.2; - Kayle's passive no longer gives her bonus AD (in fact, it sucks now); - Divine Blessing's AP coefficient has been decreased from 0.5 to 0.35; - Reckoning's AP coefficient has been increased from 0.8 to 1.0.
Old Kayle got the following for every 100 AP: - 45 bonus damage for her autoattack (30 from RF, 15 from her passive); - 80 damage for her nuke; - 50 health for her heal.
New Kayle gets the following for every 100 AP: - 20 bonus damage for her autoattack (20 from RF); - 100 damage for her nuke; - 35 health for her heal.
Considering that most of Kayle's damage is autoattack damage, AP isn't even half as good now as it used to be. If you look at damage output numbers, hybrid items like Gunblade are no longer good on her (I'll prove it with math in section 3).
2) Kayle likes 40% CDR. To picture why, imagine you're playing Ashe and your ranged autoattack becomes a melee one for 1-2 out of every 16 seconds. Yeah. The biggest problem isn't that you're not dealing damage for those 1-2 seconds, it's that it can completely fuck up your positioning. Looking at the CDR items available you only have a few items that make sense on a carry that has little use for AP: Stinger with 10% (builds into Nashor's Tooth for 25%), Brutalizer for 10% (builds into Youmuu's for 15%) and Ionian Boots with 15%. You can also get 5.85% CDR from glyphs, 3% from offensive masteries, and 6% from utility masteries. That's what you have to work with. The best alternatives I've come up with are: Ionian Boots + Nashor's Tooth (no Runes or Masteries), Brutalizer + Nashor's Tooth (Offensive Masteries + 3 CDR glyphs), and Nashor's Tooth (Offensive and Utility Masteries + full CDR glyphs). I favour the last one because it's more efficient in item slots, because glyphs aren't that hot for you, because it frees you to purchase Zerk Greaves, and because the Utility tree works okay on you. My second choice would be MR or Mana/5 glyphs, full Offensive tree (Havoc is great) and Ionian Boots.
3) Full Attack Speed & Magic Damage Kayle is not the One True Build.
Attack Speed & Magic Damage Kayle (combo pack of Nashor's Tooth, Wit's End, Malady, Bloodrazor, all that jazz) has the problem that she doesn't scale very well. She has no synergy with Crit%, and you're going to be more affected by Armor and MRes stacking: Kayle's new passive blows, and she can't afford to purchase both a Last Whisper AND a Void Staff.
My argument is that full AS & MD Kayle is a situational build for when Armor / MRes stacking is not going to be a problem (game doesn't last long enough), and for when some side-effects of the damage items you're buying become attractive (MRes from Wit's End if you're getting bursted down, % health damage from Bloodrazor against Warmog's stacking). You can build a competitive "standard carry" Kayle that scales better in late game (WARNING: MATH). + Show Spoiler +
Let's assume you agree with me and build Zerk Greaves and Nashor's Tooth on Kayle. Total cost is 3,805 gold, which I'll assume you get by level 8. What do you buy after that, an Infinity Edge (3,830 g), a Wit's End + Malady combo (3,975 g), or a Gunblade (3,625 g)?
First, let's see what your damage output looks like (assuming 100% uptime for Righteous Fury) for when you start buying each item. If IE, you want a Pickaxe. If Wit's End + Malady, you want a Recurve Bow. If Gunblade, you want a Pickaxe too. Base autoattack damage: 74 Righteous Fury damage: 50 (+55 AP * 0.2) = 61 Attack speed: 1.381 (6.905 attacks per 5 seconds) Critical chance: 0% (0 crits per 5 seconds)
With Recurve Bow: Attack speed increases to 1.637 (8.185 attacks per 5 seconds). DPS increases to 220.995 With Pickaxe: Autoattack damage increases by 25. DPS increases to 220.96.
That means, after you have your Nashor's Tooth and Zerk Greaves, you have enough Attack Speed that the Pickaxe and the Recurve Bow are almost equivalent.
Now, let's look at the final picture: you need close to 4,000 g to complete these, so we'll assume you only get that by level 15. By level 15, Kayle will have: Base autoattack damage: 91 (+80 if IE, + 60 if Gunblade) Magic damage per hit: (62 if WE&M) Righteous Fury Damage: 60 (+11 if IE, +16 if WE&M, +26 if Gunblade) Attack speed: (1.484 if IE or Gunblade, 2.058 if WE&M) Attacks per 5 secs: (7.42 if IE or Gunblade, 10.29 if WE&M) Critical chance: (25% if IE, or 1.855 crits per 5 secs)
DPS is calculated as: (Base autoattack damage + bonus AD + magic damage + Righteous Fury + AP coefficient of RF) * Attacks per 5 seconds / 5 + (Crits per 5 secs)*(Base autoattack damage + bonus AD)*(250% - 100%) / 5
That is to say, DPS of Infinity Edge is almost on par with WE&M, while Gunblade is far (far) behind. Each of these items has a different set of advantages: - Infinity Edge has the best end-game scaling (add Last Whisper, Phantom Dancer, whatever); - WE&M provides MRes and suffers less from Thornmail; - Gunblade adds more to your heal and your nuke, provides a redundant nuke with a slow, and adds lifesteal. I think it isn't close to measuring up. - Bloodrazor deals % health damage, which is nice against high-HP teams. I didn't do the math for it here because its performance depends so much on who you're fighting.
Pick whichever you need!
I would like to disagree on almost all of your points.
1. I don't know how the pro's played her, but my version of AP Kayle was Deathcap + Lich Bane. She had very nice burst from just Q + fwoosh. I feel that the nerfs have been targeting this type of build. So yes, her passive has been severely nerfed, but the AP ratio on Q has been buffed, so this build hasn't been nerfed out completely.
2. Yes she likes to have 40% cdr but it's not absolutely essential for her living. She can do OK with around 20% (boots+masteries). Nashor's sucks. So does Brutalizer on her.
3. Not sure about the 'standard' carry items. Why not just take MF or Ashe if you're going to build that? Kog'maw gets better mileage out of the Malady + Wit's End too. I think that Kayle has to be built with straight AP or hybrid.
Well Pt 3 is all that needs to be said. Except she is worse off straight AP/hybrid than before the patch. I.E - Don't play Kayle. You can read Phreak's "defense" of Kayle if you like on forums. Even Riot "Yorick massive dmg" Phreak cant make her look good.
On July 30 2011 10:56 UniversalSnip wrote: if a hero's best build legitimately includes nashor's tooth that hero is not worth playing. Tooth is complete garbage, attack speed, cdr and mana regen are three of the least synergetic stats you could pile onto one item.
On July 30 2011 22:05 Khelevaster wrote: I would like to disagree on almost all of your points.
1. I don't know how the pro's played her, but my version of AP Kayle was Deathcap + Lich Bane. She had very nice burst from just Q + fwoosh. I feel that the nerfs have been targeting this type of build. So yes, her passive has been severely nerfed, but the AP ratio on Q has been buffed, so this build hasn't been nerfed out completely.
2. Yes she likes to have 40% cdr but it's not absolutely essential for her living. She can do OK with around 20% (boots+masteries). Nashor's sucks. So does Brutalizer on her.
3. Not sure about the 'standard' carry items. Why not just take MF or Ashe if you're going to build that? Kog'maw gets better mileage out of the Malady + Wit's End too. I think that Kayle has to be built with straight AP or hybrid.
Regarding Nashor's Tooth: I don't think Nashor's Tooth was well designed for the reasons you give (hybrid stats that benefit very, very few champions) but Kayle in particular takes advantage of all the stats it provides. It's also the best way for her to achieve 40% CDR. If you disagree with me that 40% on CDR is a must, you can go with a 9/0/21 build, CDR glyphs and Ionian Boots to reach 30%, which is fairly good and you can achieve early in the game. This also frees up money for you to purchase a more offensive build instead. You also have the option of only building Stinger for 40%, which is a more straightforward item than Nashor's.
Regarding AP: Yeah, the nerfs were clearly targeting AP Kayle. Previously, you could build her as a healer / support champion that did good burst DPS early game, and have her become a terrifying ranged carry that could heal and make people invulnerable late game. The changes to her passive and AP ratios means that Riot wants you to choose: either you deal good burst damage and heal for a bit more, or you deal crazy ranged carry-level damage with worse burst and very mediocre healing.
I don't think AP Kayle is viable now. One of her spells (Intervention) doesn't benefit from AP at all. Righteous Fury offers a benefit that just isn't cost-efficient (1 point of AD = ~3 points of AP. An AP ratio of 0.2 means that it turns 5 points of AP into 1 AD for her autoattack) and at 0.35, her heal isn't going to be doing a whole lot. AP Kayle is a champion with a mediocre damage output, good burst, and mediocre healing potential. It just makes little sense to take her instead of (or along with) a good support character.
What Kayle does have is crazy strong sustained damage. She is the only ranged champion that gets a big flat damage boost to her autoattack; +60 per hit is brutal. It's the equivalent of over 2,000 gold in + damage items.
As for why you'd pick Kayle over MF? Because MF's kit doesn't scale very well late game, but Kayle's does. Her +60 bonus damage + single target slow + single-target haste + invulnerability is a really attractive combination. I'd easily call her the strongest ranged carry in late game right now.
Just played her and I actually think she has the same "main" role as before, a nice niche champion, hybrid with ultimate.
You don't need Rageblade anymore, Malady, Triforce and Madreds are enough damage ... at least it seemed for me it was better then before with Rageblade and shit. (And yes that's what recommended says .. aside from Cleaver i would actually play exactly like recommended does)
I think she is just as useless or useful as before (look she was T2, lol)
Q ist just as useful, W is better now (before she also did heal like nothing ... but they could have deleted the heal anyways with the patch, it now des just nothing, but the MS bonus is pretty strong), E nerfed and Ulti stayed the same ... passive seemed pretty irrelevant, good in teamfights though.
On July 31 2011 03:42 gnutz wrote: Just played her and I actually think she has the same "main" role as before, a nice niche champion, hybrid with ultimate.
You don't need Rageblade anymore, Malady, Triforce and Madreds are enough damage ... at least it seemed for me it was better then before with Rageblade and shit. (And yes that's what recommended says .. aside from Cleaver i would actually play exactly like recommended does)
Yes, 9695 gold worth of items will indeed give you more damage than 2235.
I meant the whole "rageblade" build, not just the one thing at the beginning. People need to understand posts ...
On Solomid someone made the same experience as i did ... actually i think he is the only one who played her post patch and didnt just complain.
The whole early game with Kayle felt better, even though i had only one dorans.
She is just nothing like a classic support anymore. I would describe her role similar to Teemo, actually. Not exactly the same, but also more like a softcarry.
And just for one thing: That's only the feeling i had, Kayle Prepatch before Rageblade felt just baaaad, now it is decent. Play her and then comment, i think you will feel the same way, even though i think she has not the best role for a classic team with ad carry, jungle etc.
Kayle just completely blows now in my eyes. Riot must have been thinking to themselves "how can we make it easier for her to farm while still making her lategame useless".
On July 31 2011 03:18 Black Paper Moon wrote: I'd easily call her the strongest ranged carry in late game right now.
Her scaling got wrecked, I don't even know shit about some of the new champs and I would comfortably say that can't possibly be true. So sad changes =[
is it just me or is kayle the worst fucking hero in the game? her early game is only a teensy bit better and the rest of the game shes the most useless piece of fucking shit until she gets her full build, and by that time the game will most likely be over because your playing a 4v5 or youll be slightly worse than a full built regular ranged carry
i read that they wanted to rework kayle but so that she wasn't wrecking faces to start off and they are going to slowly "balance" her out and give her a boost in the next patch
If they wanted to "fix" kayle: - They should have kept old passive, not this herp derp armor/MR shred - Reduced base damage on q, and increased scaling enough to make up for it - that fixes her I nuke you for half your health on lvl 5 issue while keeping her mid to lategame with items just as strong. If that's their "issue" with kayle's earlygame. I still don't think that was a real problem though. - Should have kept the 18% damage increase on q instead of the new 5% which is retarded. - I like the w change, it was their only good idea. - Her e should be the new base damage + old scaling. She's a meant to be ranged (hybrid) carry. She's SUPPOSED to scale well into lategame.
Like hell, they make jarvan, give him 20 types of CC, a million damage, and herpderp stats, and they think that's fine until tournies where they put on their troll face and go "ohhh, guess we're wrong :DD lets nerf now." Vayne % of hp in true damage is a "perfectly fine mechanic." But like 50-70 free AD and 100-120 free AP when FULLY itemized (which is what made her an actually viable hybrid carry in the first place) compared to gangplanks free 50 AD without items (which they thought was fine)? NOPE, nerf to oblivion.
It annoys me because kayle was a fine champs pre-nerf it's just she wasn't popular. Like even jax wasn't that popular to play until dyrus began maining him along with singed.......
tried her a lot recently. one game i have 420cs, full item build, and i'm just doing shit for damage, she's not a ranged carry at all anymore. she's not good at anything and she's really bad at a lot of things.
tk I don't know what you are building on her but whenever I play her I just melt people and play to support the rest of my team. I build Malady for additional shredding of MR, BC for additional armor shredding, madreds for shredding any sort of tank, and if the game lasts long enough I get something with an aura to support my team.
Usually I get to about 2.3 attack speed and hit for 200+/shot on creeps + the e bonus.
Kayle is very good as a ranged carry right now. Only complaint I have with her is the heal nerf.
You could build malady and BC on another ranged DPS and probably get a better halfassed armor shredder support thingy (which is a bad role anyways). Kayle's passive synergizes negatively with malady/BC so that doesn't help.
I build to support my team late game and to be able to mid/solo lane early game. My friends that I play with love when they do so much more damage due to the lack of MR or armor that they have after 5 swings.
Would my build work well at high level play? Most likely the answer is no but being level 23 playing vs lvl 30s in solo queues and playing with high elo friends it still does well. I think people just need to find a build that suits their play style best and not go for the generic "ok im on this champ these are the items i need to get in this specific order". Myself, I love to play support champs and I find the build that I do to be extremely effective in team fights more than solo laning.
On August 09 2011 05:28 LeglessPuppy wrote: tk I don't know what you are building on her but whenever I play her I just melt people and play to support the rest of my team. I build Malady for additional shredding of MR, BC for additional armor shredding, madreds for shredding any sort of tank, and if the game lasts long enough I get something with an aura to support my team.
Usually I get to about 2.3 attack speed and hit for 200+/shot on creeps + the e bonus.
Kayle is very good as a ranged carry right now. Only complaint I have with her is the heal nerf.
aspeed boots malady madred's guinsoo wit's end hextech trinity all of these in some combination depending on the game.
Just played her a few more games and she's still fucking god awful. she has no influence on the game at all, it's like playing 4v5. I had 60-100 cs more than the other team, went 3-0 when the idiot feeders on the other team double tower dived me over and over with my ult up, and as soon as the midgame occurred i was totally worthless.
On August 09 2011 05:37 Juicyfruit wrote: You could build malady and BC on another ranged DPS and probably get a better halfassed armor shredder support thingy (which is a bad role anyways). Kayle's passive synergizes negatively with malady/BC so that doesn't help.
Her passive does not scale negatively with shredding items. Malady BC is probably the best build for her role.
Her passive comes into play first, and then you add in the flat shreds. Its just like why you want to build lots of armor penetration/reduction on Jarvan or Wukong. Champions with built in % shreds scale incredibly well with armor reduction/penetration.
Kayle build: GRB Boots of Choice and as many HGBs as you can acquire. Start triple potting as soon as you get GRB/Boots and try to keep them up as much as possible.
Premise of this build is to simply kill everything, then hit R to heal back to full when they focus you (run cleanse to avoid CC if you want).
There is also Malady/BC which just lets you shred everything ever on champions and gives you decent AS to boot so your passive stacks to full quickly.
Lastly, Tiamats are always fun for super splash (nothing like hitting the guy next to your target for more damage than you hit your target for)
dblade opening, boots, another dblade, cleaver, mallet, wits, then whatever else you need.
In lane- abuse your qe- you can literally q, one swing of e, and have the other person down 25% health. Then just keep them back with that threat, farm and kill their entire team lategame. Kayle is an ad carry. Play her like one.
I tried that build Two DoWn, couldn't make it work for the life of me. I get hit back for more than I dish and without any mana regen, maxing Q is just too taxing. This was vs MF in a duo duo lane.
What I have had success with is running gp10 quints pretty much standard support setup (cv and all) in a duo lane, with AS reds, manareg yellow, and cdr blues. Get your gp10 items and then build nashors, eventually getting all the goodies that kayle loves like hextech and GRB. Max heal first and E second as you won't be getting much AP or AD until later. Its basically babysitter transitioning into ult-bot with nice DPS.
Another style that I've had success with is rushing malady and wit's end kogmaw style, maxing E. A slight variation on this is rushing Nashor's before building malady and black cleaver, depending on what kind of shred you need most. After that, as usual, the luxury items. This variation of course requires a solo amount of farm.
My item build I normally go on kayle is as follows:
Regrowth pendant and a pot 1st Philo Stone Berserker Greaves Malady Black Cleaver Banshee's Veil Hextech Gunblade Then if it goes on long enough I sell my philo stone for a blood razor or more defensive items. This is the build I always use on her and as long as someone doesnt feed early she goes into the late game very well.
On September 18 2011 12:50 LeglessPuppy wrote: My item build I normally go on kayle is as follows:
Regrowth pendant and a pot 1st Philo Stone Berserker Greaves Malady Black Cleaver Banshee's Veil Hextech Gunblade Then if it goes on long enough I sell my philo stone for a blood razor or more defensive items. This is the build I always use on her and as long as someone doesnt feed early she goes into the late game very well.
Thanks a lot for this one, I got kinda clueless about kayle, but this build rekindled my love for kayle :D
masteries dont really matter that much, personally i go 9/0/21. Flash/Teleport or Flash/Exhaust teleport on kayle is strong, you push towers like crazy and you have a lifesaving ult with your TP
There are different openings: dorans blade, boots+pots and regrowthpendant+pot itembuilds usually: philostone/dorans stack + serkers + malady + cleaver after that go defensive with either Banshee/FoN or Frozenheart
- She's not really mana hungry any more. Can sustain herself for a very long time on just dring. Can open dblade and do ok too. - Needs attack speed. Pure AP or AD build isn't very strong any more. - Somewhat niche still. Works well in setups that are currently not very popular (split farm bot lane). - Karthus + your ult = pwnage. - Dblade -> boots -> rageblade -> triforce!
On September 20 2011 21:32 ToT)OjKa( wrote: I've been going 9/21/0 lately, she doesn't seem to need util apart from the movement and I find 21 in offence just not necessary.
Regrowth Philo Zerkers Malady Wit's End Madreds
I have about 2.0 attack speed by now, it's a little hard to see exactly how much damage you do but so many numbers and shit just dies.
I use AS marks + Quints, mana regen yellow, MR blue
Came into this thread thinking of going 9/21/0 myself, glad to see another Kayle user with the same thing in mind.
Not so sure on gunblade/rageblade stuff any more. She has really bad AD/AP ratios and it feels like she's VERY similar to teemo and building her as a pusher+attack speed+tanky to scale with E seems better.
On August 30 2011 05:48 arthur wrote: Kayle was my most played ranked prenerf (when she was UP early and OP late)
I quit playing Kayle after her "fix" (when she was UP, early UP mid, UP late and broken to boot).
Small buff + bug fix and a few games show she was still UP compared to the old Kayle.
Another small buff, she still feels completely dwarved by her ancestor, however, I am sticking to her now.
So far I've decided going 16-0-14 beats the old 9-0-21.
Taking a more offensive runepage beats the old AP/Mana regen runepage. Ad reds, Attackspeed yellow, AP/level blues + AP quints.
Itemwise she used to be incredibly dependant on the Hybrid items.
Now she is more versatile...
Id love to hear everyones Kayle itembuilds.
I am trying them all, slight change by slight change, game by game.
So this threads been bumped after 3 weeks, I recommend you jungle Kayle or possibly solo top Kayle.
If you jungle go attackspeed red/blues, armour yellow, attackspeed/armour quints. She can clear jungle relatively fast with passive + E splash, she can slow enemy/speed up ally. Her ultimate makes tower diving easy. Basically buy madreds razer then go tanky. You have to throw in hextech gunblade and an eventual upgrade to bloodrazer though. Not ideal for a jungler.
If you go solo top you generally want a strong early item (rageblade/malady/blackcleaver), follow up with hextech gunblade, then generally trinity force into counter items. This is pretty much a good reason not to go Kayle. Unlike a lot of solo tops, she is generally useless without certain items. Expensive items. HOWEVER she does provide a lot of useful utility. Her passive increases your allies damage. Her ulti is amazing and she has slow / speedups.
She can go mid but she can't compete with... Any AP carry. She can go ad bot but there is no reason to choose her over ad carries, and several reasons to choose them over her. She is the weakest support in the game. Just don't.
Basically don't play Kayle, but if you must go jungle or top, and don't try hard.
Hmm. AS Red / Armor Yellow / MR Blue / ?? Quints (Armor pen doesn't feel necessary)
9/21/0 (Ardor is so good on kayle...) or a more typical jungle build like 16/0/14 with Mpen / AS / AD and up to movespeed in util? Seems like you want the buff duration too much on kayle to go for 21 defense.
EQEW Gank? Can you do a "standard" clear (Blue through to red? At least to twins?) quickly? Cloth/5 -> Wriggles+Boots then go for GRB? GRB seems good for the low-farm situation that a jungler is stuck with. Or maybe Just go for Hextech for the sustainability there and skip the wriggles? (Is bilgewater or Revolver enough to sustain her before the hextech completes?)
Going to try this when I get home, first in a custom and then in a real game.
double dblade - zerks - Black cleaver - starks. Then GA/BT in whatever order you think you need.
run cleanse/flash to make her pretty much ungankable in a lane. Farm to your hearts content! R>Q>E>W with 1 level of w at 3 or 4.
I personally don't think AP is worth it, the ratio on her E is mediocre, her Q scales equally with AD/AP, and the AP scaling on her W is negligible. As a pure AD carry, I think she has a surprisingly good kit. Slow/scaling nuke/damage amp. Slight heal/ms boost. Low range but built in splash and some magic damage. Her ultimate is obviously a carry's dream, and it also allows a solid amount of time to life leech.
i dunno if her ap ratios are actually that bad. 1.0 ap scaling is a lot more than 1.0 ad scaling (lee sin has 1.8 bonus ad scaling on his Q alone, imagine if annie Q had 1.8 ap scaling). Also, assume kog'maw's W has ok ap scaling for an autoattack bonus... 100 ap gives 1/6th of the bonus. 100 ap gives kayle 1/3rd of her steroid over again.
On October 08 2011 14:37 UniversalSnip wrote: i dunno if her ap ratios are actually that bad. 1.0 ap scaling is a lot more than 1.0 ad scaling (lee sin has 1.8 bonus ad scaling on his Q alone, imagine if annie Q had 1.8 ap scaling). Also, assume kog'maw's W has ok ap scaling for an autoattack bonus... 100 ap gives 1/6th of the bonus. 100 ap gives kayle 1/3rd of her steroid over again.
On October 08 2011 14:05 Xenocide_Knight wrote: I've been doing pretty well with
double dblade - zerks - Black cleaver - starks. Then GA/BT in whatever order you think you need.
run cleanse/flash to make her pretty much ungankable in a lane. Farm to your hearts content! R>Q>E>W with 1 level of w at 3 or 4.
I personally don't think AP is worth it, the ratio on her E is mediocre, her Q scales equally with AD/AP, and the AP scaling on her W is negligible. As a pure AD carry, I think she has a surprisingly good kit. Slow/scaling nuke/damage amp. Slight heal/ms boost. Low range but built in splash and some magic damage. Her ultimate is obviously a carry's dream, and it also allows a solid amount of time to life leech.
Do you play with the standard meta?
How the fuck do you get to play Kayle as an AD carry bottom with support?
You will just get so far behind because you can't last hit. And if you DO last hit, your E will splash everything and push the lane. You will be constantly pushed.
Being constantly pushed is fine for Kayle, if your mid, she has a movespeed buff and a slow debuff as well as flash/ulti. But bottom its literally a death trap. The distance tower to tower is just too much for her, and you can't rely on your support to have 2 wards up all the time.. Bottom lane support (standard meta) ad Kayle just does not work...
If her basic attack was ranged, and her E was more like Kogmaws, then she would be viable AD...
TBH im looking for bottom lane dominaters to become more popular... taric garen, alistar blitz, soraka pantheon (hopefully more imba combos will come..).. and get our ad carries back in a solo lanes then there would be a place for Kayle...
Also, Gunblade is only 600 more than BT. And is vital for Kayle, regardless of how you play her.
Kayle works well with a roamer, since she can hold at tower easily and support herself. It's also really nice to gank a lane with a kayle in it (an allied one, that is) because you get speedbuff, a nasty slow, good damage and at 6 crazy tower divins.
lol. Try playing Kayle mid against Morgana or another champion that pushes constantly. I run +25% ASPD, Mana Regen, and CDR. I open Dring into zerkers->nashors cleaver->malady->Gunblade-> GA/BV to replace Dring. Lets you constantly use E from earlier levels with constant mana regeneration so that you never run out, plus BC/Malady go well with her new passive (blehhhhhh new passive)
She really doesn't work as Ranged AD bottom, it's sad but true, bottom lane is just a bit too difficult to run as opposed to top or middle lanes in the current meta. So a team like X top/Kayle Mid/X Jungler/BrandTaric bottom, or something like that, would work well.
Been messing around with Jungle Kayle and it's been pretty fun. Might even turn out to be viable if I can nail down a more optimized spec/rune setup for it.
If you look at it her kit is perfectly suited for jungling and ganking, especially now that red buff if applied on direct damage spells:
Q: Targeted slow (applies red buff, which basically makes the enemy stop moving) that increases the damage you deal. W: Small heal with a decent movespeed buff which can be used on either you or on someone in the lane you're ganking to position perfectly / save someone's life. E: AoE spell which helps clear the jungle, while also giving you a good ranged attack in ganks (to keep red buff on the target) R: Perfectly designed to save someone's life or let one of you towerdive and get away safely to guarantee the kill.
First clear in about 3:30 running a 21/9/0 setup with both %pen masteries. Still messing with the rune/mastery set-up though.
I used a 31% ASPD page when I played around with it and maxed E first, the idea being "AoE in jungle is OP". It's definitely viable, though how competitive I'm not sure yet.
Kayle's ult is really the capstone, because even if you end up on a team of four carries + one support it doesn't matter since the enemy team can't focus anyone down before you and the other three carries explode the "tanky" enemies.
why don't people use kayle as bot support? is she considered that useless?
i tried her out yesterday and had 3 great games. let the ad carry farm and harass like crazy, get a philo stone before malady/wits etc... with her move speed and W, it's very hard to get caught. then level 6 brings on all sorts of possible shenanigans for your lane partner. i'm finding her better than zilean since her mana costs are so forgiving.
ASpd quints, ASpd seals, mpen marks, cdr blues. you'll rip through anything targeting your partner -- so certainly a lane looking to kill more than one with a sona/soraka/taric.
I still stand by my AD onhit Kayle, and the change that put an AD ratio on her Q made it even more appealing
21/0/9, all the AD stuff in offense and mana+movespeed in utility Apen marks, whatever seals, whateer glyphs, AD or Aspeed quints EQQWQR R>Q>E=W Open Dblade, Aspeed boots or CDR boots, BF Sword item, PD, Situational
Actually does earlygame damage, gets crazy lategame
Is her lategame really still that amazing? It really feels like she gets outdamaged by most other ranged carries lategame (at least the ones with a steroid). I'd say she's more strong around level 9 since I max E and you can grab redbuff and towerdive people all day. Lategame I just end up being an ult bot and second ranged carry. It's not bad but it's not the feeling old Kayle had where you just ult yourself and kill everything.
I've had decent success with AD builds but I'm starting to like bruiser style wriggles+wit's end.
On December 20 2011 04:08 starfries wrote: Is her lategame really still that amazing? It really feels like she gets outdamaged by most other ranged carries lategame (at least the ones with a steroid). I'd say she's more strong around level 9 since I max E and you can grab redbuff and towerdive people all day. Lategame I just end up being an ult bot and second ranged carry. It's not bad but it's not the feeling old Kayle had where you just ult yourself and kill everything.
I've had decent success with AD builds but I'm starting to like bruiser style wriggles+wit's end.
No one can out damage kayle late game, mostly because of her ability to AOE damage. It's pretty much like tiamat stacking for most other characters. Not to mention her ulti is beyond clutch.
Current meta is hard for Kayle at bot, since she pushes a lane very hard. At mid she gets shut down hard by a lot of the popular AP carries. Top is pretty decent if you have a good jungler and constant wards. Jungle Kayle can clear insanely fast, ganks aren't that amazing even with redbuff because of her low range.
She is good when she can afford to constantly push a lane without being ganked 24/7 or when she is up against someone else that also pushes hard (Morgana for example).
I have been trying out bruiser-ish Kayle at solotop for some weeks also, I have started to like this a lot. Wriggles+Wit's End is pretty solid on Kayle. Generally, I follow-up with Warmogs/Sunfire/Banshee (depending on matchup and early game dominance) + Atma's.
On December 20 2011 04:08 starfries wrote: Is her lategame really still that amazing? It really feels like she gets outdamaged by most other ranged carries lategame (at least the ones with a steroid). I'd say she's more strong around level 9 since I max E and you can grab redbuff and towerdive people all day. Lategame I just end up being an ult bot and second ranged carry. It's not bad but it's not the feeling old Kayle had where you just ult yourself and kill everything.
I've had decent success with AD builds but I'm starting to like bruiser style wriggles+wit's end.
No one can out damage kayle late game, mostly because of her ability to AOE damage. It's pretty much like tiamat stacking for most other characters. Not to mention her ulti is beyond clutch.
wait are you saying Tiamat stacking is good for late game?
and Kayle's radius is actually a LOT bigger than Tiamat's, but I still think it requires some cooperation or stupidity on the enemy's part for it to be really useful.
On December 20 2011 04:08 starfries wrote: Is her lategame really still that amazing? It really feels like she gets outdamaged by most other ranged carries lategame (at least the ones with a steroid). I'd say she's more strong around level 9 since I max E and you can grab redbuff and towerdive people all day. Lategame I just end up being an ult bot and second ranged carry. It's not bad but it's not the feeling old Kayle had where you just ult yourself and kill everything.
I've had decent success with AD builds but I'm starting to like bruiser style wriggles+wit's end.
Kayle late game DPS is basically the same as everyone else late game. Most of the ADs are actually really similar in terms of DPS. Between extremes like ashe vs kog/vayne there is a substantial difference but ranged AD power is mostly in how much you can attack vs run away and die, not in pure damage output (unless you're vayne, vayne so OP).
So what really hinders Kayle late game is ranged attack CD, short range, and having basically no escape whatsoever. Shield is really nice but you can put a shield on anyone whether you have farm or not and it often feels like Q is the only ability which actually scales.
Armor Seals. Attack Speed Quints/Marks/Glyphs. Use AD wherever you don't have Attack Speed.
21/9/0.
EWEQ (EQEW if you level 2 gank). R>E>Q>W or R>E>W>Q.
Boots + 3 Potions.
For item builds I've generally been building Wriggle's -> Black Cleaver -> Stark's if we have an AD bruiser and a ranged AD, or PD otherwise. I've also tried and seen her built more like a bruiser with Wriggle's -> Wit's End.
At this point I'm thoroughly convinced Kayle is a highly competitive jungler. She is unequivocably the best ranged jungler; no other ranged champion has a kit as suited to jungling as Kayle. I'm making a bold claim but a simple examination of her abilities makes it clear and indisputable.
First, Kayle's E is the consumate AoE clearing tool. It's extremely effective early on, scales significantly with ranks, levels and items, and is almost mana neutral. As a result Kayle is fast and efficient even without any damage items and can give up blue buff without a second thought. It also gives significant damage when ganking or participating in team fights, and punishes opponents who group together.
Kayle's Q is a very powerful ganking tool. At rank 1 it yields the full 35%, 4 second slow, and has a short 8 second cooldown. In addition, the rank 1 value of its damage amplification is more than half the rank 5 value. Kayle therefore does not need to choose between clearspeed and gank potential.
Kayle's W is probably her weakest ability, but is nonetheless still very useful. At rank 1 the speed boost is equivalent to Udyr's Bear Stance, but lasts a half second longer. While one of the weakest heals in the game it still helps give Kayle the versatility to act as both support and ranged damage later in the game.
Finally, Kayle's R is one of the best tower diving abilities in the game, and also one of the strongest teamfight ultimates. Timed correctly it will easily block two turret strikes even at rank 1, and Kayle's range means a enemy trapped under their tower can't play ring around the rosie in an attempt to draw out the engagement.
In summation Kayle has powerful clearing potential, strong ganks, and has the versatility to act as a support in the late game, a ranged AD, or both. You can even build her like a bruiser with items like Wit's End and still be very effective (especially in cases where the enemy team has reason to try and focus you down first). Compare that with any other ranged AD and they will be found wanting.
What holds jungle Kayle back is the nature of the current meta. Junglers are almost always tanky, even at IEM Kiev the only non-tanky jungler used was Shaco. Kayle doesn't fit that paradigm very well, you can build her tanky if need be but she definitely prefers being able to abuse her splash damage.
Kayle is extremely strong in team compositions where you already have a couple tanky champions, or in compositions where there's a high priority kill target on your team. The latter is almost preferrable if you're good with Kayle's ult because it places the enemy team in a catch-22. They must focus the high priority target or lose team fights, but focusing the high priority target accomplishes nothing because of Kayle's ult. By the time they kill their target, if they kill the target, you've already won the team fight. This is particularly fun with champions like Tryndamere and Karthus.
Again, I strongly believe Kayle is an underappreciated jungler. She may not be pre-nerf Skarner, but she has what it takes to be a powerful pick.
I just tried the jungle build and went 13 2 13. Ended the game with only wriggles mercs & blackcleaver & 5k gold. Anyway they're team really played bad because one picked orianna after there were already ryze & panth. I was a bit afraid because they stole the 1st blue and kill anivia in the process but it was not a big deal in fact. OK 1300 elo but it can work at low elo at least :pp
Been trying out Jungle kayle a bit in ranked (Gotta have a reason for using my battleborn skin <3 ) Been averaging about 3/2/7, not a high score for a carry jungler, but still pretty good i suppose
Edit (Feb 27th) I made a video guide of the Kayle jungle guide posted on the last page.
Just tried a jungle kayle on hit game duo queue normals. Normals have been much easier since ranked. I started vamp scepter and then went a second vamp scepter with 21/0/9 masteries. I forgot to change them to 0/21/9.
My sustain was absolutely terrible. I didnt' gank much early on but I didn't get the chance to since bot pushed and mid had a morg and top was a 1v2 for our panth. I ended up 3/0/12 which is a decent score and I did a lot of AoE damage and got the enemy team to focus me in the end with my ult on. Wits end was my first big item. Ionic my second. I just don't think on-hit kayle is built for jungling. The sustain was terrible, I could have improved my sustain with two points in W but the lack of burst already felt like it hurt my ganks.
I don't think on-hit kayle is a jungler. I have over 20 games by now as AD jungle kayle though. Her burst with Q is ok, but not as great as sion's. Her sustain is great with wriggles or 2 early points in W. Overall she's a decent jungler with decent ganks or clear speeds depending on whether you max Q or E. It may seem like you get 5 attacks every gank so you can always max E, but the burst really is important. She can't beat the top tier junglers in duels though so if she gets counterjungled she gets screwed.
I don't think Q's burst is worth losing out on the clearspeed, teamfight strength, and dueling power of E. Your counter-jungling woes are most likely the direct result of your decision to max Q first, as you're losing clear speed (making it easier for your camps to be stolen) and dueling capability (since duels against other junglers are less about burst and more about slugging it out).
I definitely agree, however, that on-hit items are fairly meh on jungle Kayle.
On January 27 2012 10:18 57 Corvette wrote: Been trying out Jungle kayle a bit in ranked (Gotta have a reason for using my battleborn skin <3 ) Been averaging about 3/2/7, not a high score for a carry jungler, but still pretty good i suppose
On March 07 2012 08:11 Seuss wrote: I don't think Q's burst is worth losing out on the clearspeed, teamfight strength, and dueling power of E. Your counter-jungling woes are most likely the direct result of your decision to max Q first, as you're losing clear speed (making it easier for your camps to be stolen) and dueling capability (since duels against other junglers are less about burst and more about slugging it out).
I definitely agree, however, that on-hit items are fairly meh on jungle Kayle.
Kayle's counterjungling woes are a matter of fact, not discussion. I have maxed E before and died to lee sins with lvl3 while I was lvl 2, and they had half my life D: Kayle's a bad duelist. She's probably better than all the AD when she maxes E, close to graves and urgot, but she's still considered half ranged in terms of scalability.
I've been trying solo top Kayle against melee champs that don't really have strong gap closers and I've been having some success with it. I feel like it works more because it's a usually unexpected pick rather than because it's actually strong though.
On March 07 2012 08:11 Seuss wrote: I don't think Q's burst is worth losing out on the clearspeed, teamfight strength, and dueling power of E. Your counter-jungling woes are most likely the direct result of your decision to max Q first, as you're losing clear speed (making it easier for your camps to be stolen) and dueling capability (since duels against other junglers are less about burst and more about slugging it out).
I definitely agree, however, that on-hit items are fairly meh on jungle Kayle.
Kayle's counterjungling woes are a matter of fact, not discussion. I have maxed E before and died to lee sins with lvl3 while I was lvl 2, and they had half my life D: Kayle's a bad duelist. She's probably better than all the AD when she maxes E, close to graves and urgot, but she's still considered half ranged in terms of scalability.
It perplexes me that you'd lose to Lee Sin in the situation you described, because I've been in similar ones with the opposite result. She's not the best duelist, but in my experience she's not so weak that she'll lose to a level 2 Lee Sin with half her health unless you're both low and he gets the jump on you or has your red buff.
On March 07 2012 08:11 Seuss wrote: I don't think Q's burst is worth losing out on the clearspeed, teamfight strength, and dueling power of E. Your counter-jungling woes are most likely the direct result of your decision to max Q first, as you're losing clear speed (making it easier for your camps to be stolen) and dueling capability (since duels against other junglers are less about burst and more about slugging it out).
I definitely agree, however, that on-hit items are fairly meh on jungle Kayle.
Kayle's counterjungling woes are a matter of fact, not discussion. I have maxed E before and died to lee sins with lvl3 while I was lvl 2, and they had half my life D: Kayle's a bad duelist. She's probably better than all the AD when she maxes E, close to graves and urgot, but she's still considered half ranged in terms of scalability.
It perplexes me that you'd lose to Lee Sin in the situation you described, because I've been in similar ones with the opposite result. She's not the best duelist, but in my experience she's not so weak that she'll lose to a level 2 Lee Sin with half her health unless you're both low and he gets the jump on you or has your red buff.
Yeah he had my red buff >.< Dick got it before I could smite it.
Technically I'd have been stealing it from him, but it was my red.
I've been having a lot of success playing Kayle against Shen lately. I've won my lane every single time I've had the matchup. You can easily harass him out of lane since your E has longer range than his Q, and if you keep your distance correctly he can't dash onto you with his taunt either. It's been my go-to pick whenever the enemy team first picks Shen. I'm starting to think that Kayle actually can be a strong top lane pick against certain champions, but I'm still figuring it out. I've been having a lot of fun with him this week.
Yeah she can. I think she can be an AD carry too. She has a .4AD scaling on her E, which means 40% more damage in a splash area (but don't tell anyone.. shhh...) and her shield protects her from nocturne/irelia dives really well. Also good for baiting ults
I don't think she's a good jungle though, and I've been meaning to try her top but I'm afraid that champions with gap closers like irelia and renekton can beat her.
I wouldn't run her bot because she pushes too much but yeah.. I have no problems with AD kayle.
On March 10 2012 17:38 nosliw wrote: what's wrong with pushing bot lanes? opponent loses CS to tower, and you can go take double golems or wolves.
I don't like getting ganked D: You need a ward at mid and far in your river to push safely, and a double death in bot lane can become unsalvageable leaving the enemy team with a farmed AD carry, and your team without. Perhaps I should rely on my allies more to ward mid.
Kayle is pretty much a jack of all trades, master of none and can run in any position. I think top suits her most though as she doesn't particularly have any strengths nor weaknesses in other roles.
AD: Good if you're farmed, but using E in order to do it safely pushes your lane. AP: Scaling on Q is good, but W rather meh and E requires some AS to make use of. Support: Heal is terribly mana inefficient but has a decent poke. Could be good against low sustain supports (i.e not Soraka or Sona). Jungle: Good clear speed and ganks but weak to counter-jungling as Hidden mentioned. Top: Works well if it turns into a farm fest. R+W let's you escape in case you've pushed a bit too far.
Was wondering if anyone knew. Does Kayle's splash damage that scales off her AD do physical or magic damage? I assume it's magic but I can't be sure. I'll probably do the tests myself when I have the chance.
On March 15 2012 22:16 Hidden_MotiveS wrote: I'm still trying to make kayle work.
Was wondering if anyone knew. Does Kayle's splash damage that scales off her AD do physical or magic damage? I assume it's magic but I can't be sure. I'll probably do the tests myself when I have the chance.
The splash itself is a percentage of your AD plus the magic damage, I'm pretty sure. It's best to build her focusing around AD and AS, almost entirely revolving around the crazy range and damage that E gives you. She's strong at top against melee champions that don't have very good gap closers and lack a very long ranged skill. I've had a lot of success with her against Shens and Warwicks but had a pretty awful experience against a Renekton. You beat Irelia early but if you fail to put her significantly behind then she starts to just kill you lvl 7-9, which is a pretty common scenario with a lot of champions.
Kayle does both physical and magic damage with her E, which is the main reason why she's capable of beating down a lot of those weak gap closer melee champs, because it's hard for them to build a rune page against you and itemize within the game if you build AD. AD Kayle has the benefit of dishing out a lot of physical damage while also having a very unignorable amount of base magic damage that comes with the E.
To the primary target you do the base magic damage from the E as magic damage + your AD as physical, then to the surrounding units the splash does the base magic damage as magic damage + a % of your AD as magic, I think. I'm PRETTY sure that's how the damage works against the primary target, but how the splash works I'm rather unsure.
On March 16 2012 01:32 koreasilver wrote: Kayle does both physical and magic damage with her E, which is the main reason why she's capable of beating down a lot of those weak gap closer melee champs, because it's hard for them to build a rune page against you and itemize within the game if you build AD. AD Kayle has the benefit of dishing out a lot of physical damage while also having a very unignorable amount of base magic damage that comes with the E.
To the primary target you do the base magic damage from the E as magic damage + your AD as physical, then to the surrounding units the splash does the base magic damage as magic damage + a % of your AD as magic, I think. I'm PRETTY sure that's how the damage works against the primary target, but how the splash works I'm rather unsure.
Yes, that's why I asked. The wording on the description is confusing though.
No, your primary target suffers both physical damage (from your auto-attack) and magic damage (from the splash). Everything else in the area only suffers magic damage.
If you have questions about kayle jungle go ask warlock90 on euw :D he is 2200+ and ONLY plays that champ. afaik he starts red (without doing wraith) and ganks lvl 2 almost everytime. it works pretty well but now most people know him so he sometimes gets countered quite hard
On March 16 2012 05:25 RouaF wrote: If you have questions about kayle jungle go ask warlock90 on euw :D he is 2200+ and ONLY plays that champ. afaik he starts red (without doing wraith) and ganks lvl 2 almost everytime. it works pretty well but now most people know him so he sometimes gets countered quite hard
Any VODs/stream recordings of this guy, by chance? I'd want to see a competent jungle Kayle. :3
awww i don't know, he's on top elos euw streams pretty often ... there are not that much players at this elo, everytime i face kayle i know it's him :D
Does anyone know what happens when you have righteous fury and tiamat on kayle? Is the splash bonus 50%? It sounds like you will do almost full damage as AOE.
I'm pretty sure it stacks additively (i.e 40% + 35% reduced Tiamat splash for ranged). The splash range on Tiamat is rather underwhelming though and I'm not sure how you could work it into a build. Could be fun with Galio ult though.
On March 23 2012 15:18 nosliw wrote: Does anyone know what happens when you have righteous fury and tiamat on kayle? Is the splash bonus 50%? It sounds like you will do almost full damage as AOE.
Righteous Fury only increases the range of your normal attack, which is considered melee. So eventhough the attacks from your "e" are ranged it will still apply the full 50% splash. That said, "e" is already the best aoe in the entire game, so Tiamat is kind of pointless imo.
On March 23 2012 15:18 nosliw wrote: Does anyone know what happens when you have righteous fury and tiamat on kayle? Is the splash bonus 50%? It sounds like you will do almost full damage as AOE.
Righteous Fury only increases the range of your normal attack, which is considered melee. So eventhough the attacks from your "e" are ranged it will still apply the full 50% splash. That said, "e" is already the best aoe in the entire game, so Tiamat is kind of pointless imo.
Hm, are you sure about that?
League wiki states the following:
*Kayle's autoattacks are considered ranged for the duration.
and on a related note:
*Righteous Fury's magic damage on-hit (to the main target) will proc 35% slow of Rylai's slow and 100% spell vamp. The splash damage (magic portion) will proc 15% slow and 33% spell vamp.
I might try working Rylai's into my on-hit AD build
He is 2144 atm and has 600 games on kayle in ranked season2. 58% winrate 2.9 KDA. Next highest 50 games on fiddle. Next is 3 games on soraka 0-3.
He goes wits end/trinity with CDR boots as core. He then gets stuff like GRB, Gunblade, MRB.
Wits end+trinity is strong on a lot of champs because they're both insanely good items.
Xymii 2431 higher than me with twitch main, 162 games, 58% win. Looks like he is learning other ad champs and failing lololol maybe he got a team. Looking at his match history he must have been like 2500 from twitch.
There's a huge variance in how people build kayle, and I think that except for hybrid and ap kayle, they all make sense.
Masteries and runes It makes sense to run attack speed runes on kayle since it'll proc her E splash more often, but hybrid penetration is also viable. Other good runes are the standard armor yellows and mr blues. I like 0/21/9 for masteries since kayle does take damage but 21/9/0 makes sense if you like to build her like an AD carry.
Summoners: In the jungle take smite. Otherwise I prefer ghost to flash and often take exhaust when jungling.
Skills Kayle's passive is a %armor and mr reducer. It applies for up to 5 stacks of 3% each stack.
Q is the damage amplifier slow mentioned earlier. In some cases I like to save it for when my opponent is running or my ally's slow has run out so I can get the most use out of it.
W is a small heal on a low cooldown that buffs your movespeed for 2.5 seconds. It's getting an overall buff in the next patch to 5 seconds of movespeed and a slightly stronger heal for a slightly larger mana cost. I'm not sure if the cooldown is increasing.
E is kayle's steroid. It adds 20-60 magic splash damage to kayle's attack and has a 16 second cooldown. It also scales off of AD dealing 40% of the physical damage of kayle's autoattack and scales off of 20% of kayle's AP. The splash radius is 330 or just enough to hit all the wraiths when you attack the big one.
Kayle's R intervention, blocks damage for 2-3 seconds, and can win teamfights. You can use it on someone stunned by veigar or grabbed by blitz to make the enemy team waste a lot of their damage and then take the fight. I don't know why people attack kayle's shielded target.
One thing I like to do in the jungle is take a point in E and then two points in W if I don't see a good early gank opportunity. The two points in W makes it so kayle can jungle with full life for the first clear until she gets a madreds razor and clears become easy. Her Q doesn't scale well with levels, only increasing in damage, and W can help her recover life after a gank later in the game. Otherwise R>E>Q>W for most cases. Get a point in Q at level 2 if top.
Items: Cloth and 5 pots is mandatory on jungle kayle. Wriggles as a first item is also mandatory. I like boots and 3 pots in top lane, but as I said earlier, if you're not going to take damage boots, ward, pot is fine too. After that you can build kayle like a bruiser, an on hitter, or an AD ranged depending on your playstyle and the teamcomps on both sides.
Kayle's strengths and weakness are: Lots of magic damage. With just 100 attack damage and a level 5 E kayle will deal an additional 100 magic splash damage with each autoattack. In comparison an annie with 80 AP at the same level will only get 3*80 bonus damage from her AP, and 230 base damage from the skill she maxed first. E has 10/16 second uptime. At 40% CDR you can keep E up constantly. The problem with cdr is that it doesn't enhance your tankiness or your overall damage by much. But if you don't max your CDR you'll have to think of something to do in late game teamfights while your E is on cooldown. When her E is on she pushes waves too fast. If you're trying to zone, try just last hitting with your basic attack. Unless you want to keep your opponent at the tower.
Kayle's range isn't that great (525 with E on) and she doesn't have a good escape so against some teams it can be smart to build a bit more defensively. At the same time there are people who do build her like an AD carry utilizing her ult to protect her. I like to play her top and in the jungle. She's not a great support. She can't heal for much in lane though she can help in fights with her E. Late game she's a walking ult and there are potentially better walking ults imo.
In top. She pushes top really hard but at the same time if you're against someone who you know can't hit you, you can start boots, ward, pot and be fine against ganks. She is a very abusive top laner. It's also hard to dive her because of her ult.
In the jungle. In the jungle she is a fast clearer. Early on she's about as fast as phoenix udyr. Later on she is much faster. Her ganks are decent. A 35% slow that lasts for 4 seconds is equivalent to a 1.4 second snare in terms of mobility reduction, and the slow is on a short 8 second cooldown. You should drop a ward in the brush when people are trying to juke you since kayle doesn't need to step inside the brush to start hitting people.
I don't think CA + 5p is remotely necessary for her. Unless you're ganking at level 2 you should be taking W because Q adds so little to your jungle clear speed/efficiency. Between a leash and spamming W your health will remain very high. Without a leash you should still be able to clear without difficulty. This will only become more true post-patch when W's heal is buffed.
You shouldn't take CA + 5p unless you're certain you're going to get attacked directly in the jungle, and even then I don't think it's necessary unless your team refuses to leash for you.
I don't think CA + 5p is remotely necessary for her. Unless you're ganking at level 2 you should be taking W because Q adds so little to your jungle clear speed/efficiency. Between a leash and spamming W your health will remain very high. Without a leash you should still be able to clear without difficulty. This will only become more true post-patch when W's heal is buffed.
You shouldn't take CA + 5p unless you're certain you're going to get attacked directly in the jungle, and even then I don't think it's necessary unless your team refuses to leash for you.
Boots 3 pot is very possible if you can get strong blue leash.
I don't think CA + 5p is remotely necessary for her. Unless you're ganking at level 2 you should be taking W because Q adds so little to your jungle clear speed/efficiency. Between a leash and spamming W your health will remain very high. Without a leash you should still be able to clear without difficulty. This will only become more true post-patch when W's heal is buffed.
You shouldn't take CA + 5p unless you're certain you're going to get attacked directly in the jungle, and even then I don't think it's necessary unless your team refuses to leash for you.
I think Kayle's lvl2 gank is one of the strongest out there. I'd say *always* go for the lvl2 gank if there's an opportunity for it. Her Q + E auto combo is horrifying at low levels.
Kayle looks promising in the upcoming patch, but for now she is still mediocre and neither a carry or sustain support, her heal simply just falls off too early in the game. It'll be interesting maybe seeing kayle caitlyn comobos.
Ugh. I think I was wrong about kayle's W change. The intended change now is a movement speed duration buff of 2.5->3 seconds. Yay .5 seconds ,__, Also no movement speed % increase.
On April 12 2012 06:48 Hidden_MotiveS wrote: Ugh. I think I was wrong about kayle's W change. The intended change now is a movement speed duration buff of 2.5->3 seconds. Yay .5 seconds ,__, Also no movement speed % increase.
Ah well. Hopefully no one picks her up.
Huh? On the PBE, right as of this moment, Kayle's W has received the following buffs.
Divine Blessing now increases movement speed by 18/21/24/27/30% for 3 seconds, up from 15/17/19/21/23% for 2.5 seconds. Divine Blessing now heals for 60/105/150/195/240, up from 45/85/125/165/205. Divine Blessing now costs 60/70/80/90/100 Mana, up from 60/65/70/75/80 Mana.
Unless you're aware of some red post stating they're going to change that, I don't know what you're talking about.
On April 12 2012 06:48 Hidden_MotiveS wrote: Ugh. I think I was wrong about kayle's W change. The intended change now is a movement speed duration buff of 2.5->3 seconds. Yay .5 seconds ,__, Also no movement speed % increase.
Ah well. Hopefully no one picks her up.
Huh? On the PBE, right as of this moment, Kayle's W has received the following buffs.
Divine Blessing now increases movement speed by 18/21/24/27/30% for 3 seconds, up from 15/17/19/21/23% for 2.5 seconds. Divine Blessing now heals for 60/105/150/195/240, up from 45/85/125/165/205. Divine Blessing now costs 60/70/80/90/100 Mana, up from 60/65/70/75/80 Mana.
Unless you're aware of some red post stating they're going to change that, I don't know what you're talking about.
Is this the only change Kayle's received so far? I really enjoy playing her, (especially as a jungler) but it really feels that unless you get some solid kills early on you just aren't strong at all late game.
That said if you get fed, shenanigans ensue and you are a fuckin' terror coming out of the bushes.
On April 12 2012 06:48 Hidden_MotiveS wrote: Ugh. I think I was wrong about kayle's W change. The intended change now is a movement speed duration buff of 2.5->3 seconds. Yay .5 seconds ,__, Also no movement speed % increase.
Ah well. Hopefully no one picks her up.
Huh? On the PBE, right as of this moment, Kayle's W has received the following buffs.
Divine Blessing now increases movement speed by 18/21/24/27/30% for 3 seconds, up from 15/17/19/21/23% for 2.5 seconds. Divine Blessing now heals for 60/105/150/195/240, up from 45/85/125/165/205. Divine Blessing now costs 60/70/80/90/100 Mana, up from 60/65/70/75/80 Mana.
Unless you're aware of some red post stating they're going to change that, I don't know what you're talking about.
Is this the only change Kayle's received so far? I really enjoy playing her, (especially as a jungler) but it really feels that unless you get some solid kills early on you just aren't strong at all late game.
That said if you get fed, shenanigans ensue and you are a fuckin' terror coming out of the bushes.
That's it, but honestly I think it's a pretty big deal. That half second is noticeable, as is coming out of the jungle with 150 additional health and a speed boost roughly equivalent to rank 3 pre-buff.
With those changes I think Kayle is in a really good place. Her passive is still meh, but so are many passives. If they buff her further she's going to reach a point where people will realize how good she really is and then the pendulum will have to swing the other way.
On April 12 2012 06:48 Hidden_MotiveS wrote: Ugh. I think I was wrong about kayle's W change. The intended change now is a movement speed duration buff of 2.5->3 seconds. Yay .5 seconds ,__, Also no movement speed % increase.
Ah well. Hopefully no one picks her up.
Huh? On the PBE, right as of this moment, Kayle's W has received the following buffs.
Divine Blessing now increases movement speed by 18/21/24/27/30% for 3 seconds, up from 15/17/19/21/23% for 2.5 seconds. Divine Blessing now heals for 60/105/150/195/240, up from 45/85/125/165/205. Divine Blessing now costs 60/70/80/90/100 Mana, up from 60/65/70/75/80 Mana.
Unless you're aware of some red post stating they're going to change that, I don't know what you're talking about.
Oh boy, lets nerf the most detrimental part of her W, the mana cost, surely that will help her!
Seriously, I can't even tell if this is a buff or a nerf because of that.
They have been ruining my champion for almost 2 years now and it's infuriating.
Kayle is overloaded with mana after early game... so how is that a nerf? Kayle has more than enough (infact, full mana most of the time) after early game, so increase in mana cost doesn't even matter...
imo, she's one hero that can play in any position, it can rape at mid, top, bot, and doable in jungle. Attack speed ftw!
On April 13 2012 04:11 ExceeD_DreaM wrote: Kayle is overloaded with mana after early game... so how is that a nerf? Kayle has more than enough (infact, full mana most of the time) after early game, so increase in mana cost doesn't even matter...
imo, she's one hero that can play in any position, it can rape at mid, top, bot, and doable in jungle. Attack speed ftw!
The problem is early game. It's basically a useless spell until lategame, there's really no point in even putting a skillpoint into W until level 13.
Could anyone ever justify hybrid pen runes on Kayle? Right after I got my dodge refund I bought a full set of reds/quints, but I never use them. I just end up using MS quints and AS reds for Kayle.
On April 15 2012 03:17 Haemonculus wrote: Could anyone ever justify hybrid pen runes on Kayle? Right after I got my dodge refund I bought a full set of reds/quints, but I never use them. I just end up using MS quints and AS reds for Kayle.
Ffffffff I immediately regret that decision!
can prob submit a support ticket asking for a refund for your runes. Assuming you havn't had refunds for other things in the past.
You guys are crazy about the W change, 15 more hp per use at lvl 1 with no mana difference is clearly a buff, and hp healed per mana used is higher until lvl 4 where it starts to become what Riot advertised in the patch preview: burst heal for more mana.
I think this buff might cause a return of the old lane sustain Kayle, D-Ring + regen yellows(yes I know this means no armor), rush to lvl 3 W, really difficult to force out of lane. Q+E are really solid 1 point skills anyway early on, you don't REALLY need their levels until later when you have your farm and want to go beast mode.
I love love love playing Kayle as a jungler. The buff didn't do all too much but the extra half second and minor speed buff on her W is really nice for ganks. You do gotta get an early kill or assist or two, but she's pretty strong given the right items. Your early game ganks are terrifyingly good. Q is such a one-point wonder. 35% slow for 4 seconds at lvl1? Yes plz!
Never tried her as an AD carry, but I might have to look into that. Player her top and mid a few times with ignite/ghost, and your ability to tower dive people at level 6 is hilarious. Absolutely crushed a katarina and did surprisingly well against vlad until late game. I always rune/mastery build her as a hybrid though, so perhaps I should be going straight AD?
On April 12 2012 10:52 Strykemard wrote: kayles ult is so underused. I always wanted to do a kayle-vayne lineup and decimate people but somehow that doesnt seem to work.
I played Kayle/Vayne bot yesterday and absolutely demolished an Ashe/Sona. Once you get 6, you can just WR Vayne and it's a kill.
On April 19 2012 22:58 Haemonculus wrote: I love love love playing Kayle as a jungler. The buff didn't do all too much but the extra half second and minor speed buff on her W is really nice for ganks. You do gotta get an early kill or assist or two, but she's pretty strong given the right items. Your early game ganks are terrifyingly good. Q is such a one-point wonder. 35% slow for 4 seconds at lvl1? Yes plz!
Never tried her as an AD carry, but I might have to look into that. Player her top and mid a few times with ignite/ghost, and your ability to tower dive people at level 6 is hilarious. Absolutely crushed a katarina and did surprisingly well against vlad until late game. I always rune/mastery build her as a hybrid though, so perhaps I should be going straight AD?
Without her old passive I think she works better bruiser-ish actually(at least, coming from lane; I actually have no idea how you janglers build her, I tend to skip over that stuff as I've never liked the post-change jungle), although the Wit's End nerf hurts that a bit.
One thing I'd still love to see(although it may be an over the top change) would be the return of her E to being 'melee' for Ghostblade and Tiamat(yes, I said it), because Kayle is one of the few champs in a position to maybe want all of Tiamat's stats: hp regen is just minor passive sustain, mp5 for both sustain and offensive output in lane, and the splash makes your pushing even faster with or without E active).
Anyhow, semester ending soon I may actually have time to play again(I've prob decayed so much, again, lulz), but I can't wait to try and play her top again with the fairly decent W buff.
you are crazy because range/splash E is what makes her The Bawsss. Jungle kayle is pretty nice, it clears really fast, has a heal and a nuke. very safe jungling and fast, u can go wolf->blue->wraith->red no problem lol. build wriggle, cd reduction boots, forgot item name but 25% cd reduction 50% atk speed 65 AP item, malady, phage into trinity, and at that point you hit like a truck and hit so ridiculously fast that it's not even funny. Tower goes down faster than fed fiora focusing down a tower.
I played quite a bit of jungle kayle pre-nerf but haven't tried her after the patch. I could imagine it only gets better though. Skill build is EQWW R>E>Q>W. Runes are AS/armor/scalingMR/MS but they're not that important really. I'd imagine after the patch one level in w might be enough though. I run 0/21/9. Start boots3, wraiths->red -> gank. Usually manage to blow a flash or even a fb if they're not careful.
Basically main idea on jungle kayle is rush recurve bow asap. Get a few wards and pots as required but your first non-consumable should be recurve bow. The dps increase from it is amazing and you start clearing like a baws. Then I like getting vamp scepter, cdr boots and finish wits end. Then I get zekes. It sounds stupid but it's the perfect item. You want AS and CDR, lifesteal is essential in jungle and a bit of health is pretty good too. Also an aura to help your team.
I've toyed with shurelias for a bit but it's a bit weird in that early philo doesn't really benefit you quite as much because you don't need regen to clear and late philo doesn't let you sit on gold as much. If you're tearing people up and getting massively fed I'd imagine it'd be pretty good though. It also puts you over CDR cap if you get cdr boots and zekes.
Thoughts on rageblade: it's a bit like shurelias in that it's not really good early as first item because components are so expensive, but is pretty good luxury item if you're getting fed and need more damage. If you can keep the stacks up your sustained fighting power is amazing. I usually get it after wits and zekes.
I don't actually have cdr runes so I only have 38.1% CDR in end game so try to grab blue or elixirs when you can because at 16 with capped CDR, your ult has 36 sec cd. E has 9.6 sec cd so you can keep it up permanently. Q has a retardedly low cd as well, something like 4 seconds iirc.
That's too many items to count on as a jungler. Pretty much anyone will hit like a truck with items worth 11k gold.
I don't really like building bruiser on jungle Kayle. Only bruisers with a lot of built-in tankiness tend to do well with jungle levels of farm, and Kayle doesn't fit that bill. If I get fed I love going Wriggle's -> Black Cleaver to carry the mid-game. Otherwise I'll switch more into a support role.
I don't see the point of getting wriggles except for having some dragon pressure because you don't clear that much faster with it than without. Kayle's like mundo in that she clears small camps absurdly fast and that's where her strength lies.
Even with just wits + vamp + boots1 you're still a big threat, and I don't see how you farm up 1650 for bfs with jungle levels of farm.
imho best part of my build (wits/cdr boots/zekes) is that everything is so cheap - the most expensive part is 1050 for recurve bow.
On April 20 2012 00:10 ExceeD_DreaM wrote: you are crazy because range/splash E is what makes her The Bawsss.
The 'melee' was in quotes because Kayle's E used to give her the range(like it always has) but her attacks were still categorized as melee, which meant they applied melee red buff(is there still a distinction? I should know better...), extended Ghostblade duration, etc.
On April 20 2012 00:10 ExceeD_DreaM wrote: you are crazy because range/splash E is what makes her The Bawsss. Jungle kayle is pretty nice, it clears really fast, has a heal and a nuke. very safe jungling and fast, u can go wolf->blue->wraith->red no problem lol. build wriggle, cd reduction boots, forgot item name but 25% cd reduction 50% atk speed 65 AP item, malady, phage into trinity, and at that point you hit like a truck and hit so ridiculously fast that it's not even funny. Tower goes down faster than fed fiora focusing down a tower.
Nashor's tooth is the name you're looking for, and it's a bad item. Malady is good for an early game dps item. You're never going to finish TF from the jungle unless you're super fed and your build is actually pretty bad against towers as far as builds go.
On April 20 2012 00:32 greggy wrote: Thoughts on rageblade: it's a bit like shurelias in that it's not really good early as first item because components are so expensive, but is pretty good luxury item if you're getting fed and need more damage. If you can keep the stacks up your sustained fighting power is amazing. I usually get it after wits and zekes.
Rageblade is technically alright if you can keep the stacks up, but Kayle is actually worse at that nowadays and you need 6 or more stacks to get comparable benefit as you would from other items. Not having 8 stacks means your Q doesn't do much damage and you have less attack speed for the time when Q's bonus damage is in effect. Since poke dances are so common nowadays I'd rather have something that didn't backload my damage before every team fight.
On April 20 2012 00:54 greggy wrote: I don't see the point of getting wriggles except for having some dragon pressure because you don't clear that much faster with it than without. Kayle's like mundo in that she clears small camps absurdly fast and that's where her strength lies.
Even with just wits + vamp + boots1 you're still a big threat, and I don't see how you farm up 1650 for bfs with jungle levels of farm.
imho best part of my build (wits/cdr boots/zekes) is that everything is so cheap - the most expensive part is 1050 for recurve bow.
Wriggle's is just an all around great item. Dragon pressure, sustain, defense, offense, free wards. Mundo often skips Wriggle's not because he clears small camps fast but because he already has Q and E for taking down Dragon/buffs.
You farm up B.F. Sword by ganking successfully, which is why I specifically noted I like it when I'm doing well. Otherwise I'll shift toward a supporting role.
So... I've been playing some ad carry kayle. I think it may be the highest damage in the game and you don't even need last whisper :D. end game items bezerkers, black cleaver, pd, bt, ie, GA or QSS. Very fun, very strong lol
I will try jungle kayle again with her new buffs, it will be even more powerful ganks. I still think I will max Q after E. She's really fun but as she needed her special rune page I prefered to keep my 10 pages working for all lanes/roles.
On April 20 2012 00:54 greggy wrote: I don't see the point of getting wriggles except for having some dragon pressure because you don't clear that much faster with it than without. Kayle's like mundo in that she clears small camps absurdly fast and that's where her strength lies.
Even with just wits + vamp + boots1 you're still a big threat, and I don't see how you farm up 1650 for bfs with jungle levels of farm.
imho best part of my build (wits/cdr boots/zekes) is that everything is so cheap - the most expensive part is 1050 for recurve bow.
Wriggle's is just an all around great item. Dragon pressure, sustain, defense, offense, free wards. Mundo often skips Wriggle's not because he clears small camps fast but because he already has Q and E for taking down Dragon/buffs.
You farm up B.F. Sword by ganking successfully, which is why I specifically noted I like it when I'm doing well. Otherwise I'll shift toward a supporting role.
I know wriggles is great but I just can't justify spending 1150 on basically a free ward every 3 minutes. You can spend that (well, a bit more) on kindlegem + dagger and improve your defense and offense in that way while gaining stats which are far more beneficial to you.
The reason why I take tough skin and indomitable is because Kayle is capable of being a huge lane bully early on because she puts out an absurd amount of damage. You are often able to just completely shut out someone by chunking their health down and zone them out, but during this process you take a lot of aggro and these two masteries block out a shit ton of damage. You do so much damage just by taking the dual penetrations in the offensive tree, and the lower defensive masteries just help out too much in the early game when you're laning up top. It allows you to make full use of your early game laning power so I really prefer to put this many points in defense rather than 21 in offense.
On April 20 2012 04:37 Capped wrote: Is she a viable support with her heal buff now? I loved kayle on my drift to level 30, i want her in ranked in my main role :<
I'd say no. She really, really needs levels(especially if you're leveling W primarily, even if you stop at 3 where it starts to become less about sustain and more about 'burst heal' with the mana cost/hp healed) to be any sort of threat. If you play her as support, your damage will stop mattering quite early, and that's a pretty big deal because while her other skills have utility(Q damage amp and slow, W speed, Ult obvious), their utility is still weak compared to real supports. You're also going to be stuck on that super short duration lvl 1 ult for awhile as well(6->11 usually quite a long gap because full team fights aren't happening, but you're leaving lane to go do stuff more often).
Not to mention that the damage amplification on Q only amplifies Kayle's damage on the target. Honestly Kayle is a shitty support because other champions do what she does better in the support position.
On April 20 2012 05:24 koreasilver wrote: Not to mention that the damage amplification on Q only amplifies Kayle's damage on the target. Honestly Kayle is a shitty support because other champions do what she does better in the support position.
On top of all of that, being that 'damage' is part of what she would bring, even in support, she's not going to have any sort of build to support staying alive for anything other than hitting the absolute closest target with her E(w/e tank that is charging your carry), and there's no way you're ulting yourself like you would if you were carry Kayle.
It's just a bad option. The only time she had a kit suitable to being a support was oddly enough when she was just straight up the strongest carry in the game, so obviously nobody built her as support then(she could've gotten away going GRB+boots+spam wards from then on, with a fantastic base heal and scaling on her old W, and the super long duration ult).
Well since we're all posting our Kayle builds, here is Rhav's awesome shenanigan Jungle Kayle fun!
Marks: Attack speed Seals: Armor Glyphs: Scaling MR Quints: Movespeed or flat AD or AS, whatever you feel like really. I prefer move speed. Always fast never not fast
Masteries: I either go 21/9/0 or 14/16/0. You want both the penetration masteries in offense. I run smite/ghost.
Open either cloth5 or boots3 depending on your team comp and enemy mid lane. I highly highly recommend ganking at lvl2 ASAP, because your level 2 ganks are TERRIFYING. Something like 90% of the time you'll force the enemy to burn flash, and if your lane teammate lands CC you probably get first blood.
My jungle path is like wolves->blue->gank, then wraiths->golems, gank, recall.
I think grabbing one early d-blade isn't a bad idea if you want a tidbit extra health. Wriggles is optional on Kayle honestly. You don't need it to clear. It's a nice item to have but honestly it's not really necessary. Zerker greaves every time! Attack speed best speed! Also they're sick cheap. I then rush rageblade, starting with pickaxe, and then zeal->phage->triforce. After that you can really build whatever. I've never considered rushing a recurve bow but it might be worth experimenting with.
You are an extremely aggressive ganking jungler. You are not a sit in the jungle and farm all day jungler. You *need* kills/assists. Gank early and often. I like to gank mid at lvl2, run the opposite direction into jungle, pop ghost and come around the wall for another run. Be aggressive. Your Q is a 35% slow with a 4 second duration. That's absurd. Don't both putting any more points into Q until end game though. It has a 1:1 ratio on both AP and AD, and the slow doesn't increase at all with more levels, so don't bother. It's really just to slow folks down. Your whoosh whooshing is what kills people.
Using your ult intelligently is one of the most important aspects of playing Kayle. Way too many people try to use it as a super clutch "save that guy who's about to die" move. Often that person is running for their life anyway, and all too often they pop flash out of a fight right as you ult them and it ends up being totally wasted. Ult your important person right when they're about to take a lot of damage. When ganking at lvl6, feel free to dive towers. Take one turret hit, and then ult yourself immediately before the 2nd hits. You can block 2 tower hits while you and your teammate butcher someone who thinks he's safe. Fun fun fun!
Thing is that if you're not maxing q then you're maxing w and that's not really necessary as the speed boost gain is really marginal (for 3 sec on 15 sec cd). Yeah, heal can be clutch, but then again spammable nuke that boosts your damage on a target is more useful imho.
Also I don't see why you don't have wits anywhere in your build, it's probably best item on kayle really.
On April 20 2012 00:46 Seuss wrote: That's too many items to count on as a jungler. Pretty much anyone will hit like a truck with items worth 11k gold.
I don't really like building bruiser on jungle Kayle. Only bruisers with a lot of built-in tankiness tend to do well with jungle levels of farm, and Kayle doesn't fit that bill. If I get fed I love going Wriggle's -> Black Cleaver to carry the mid-game. Otherwise I'll switch more into a support role.
I'm pretty sure kayle has the highest 10 second damage of any champion. Midgame her damage is comparable to bruisers. E at rank 5 adds 60+.4*Autodamage. If you build her AD carry then once she's used her ult to save an ally caught by a blitz hook, she has no way to prevent assasins or burst mages from one shotting her. She doesn't have a jump like tristana does. That's why I like to build her like a bruiser; so she can stay in the front lines where she can dish out constant damage. Build her AD carry and she'll constantly have to run around and reserve her ult from allies giving up one of her biggest strengths.
The guides on solomid have a lot of major flaws in my opinion. 15/15 masteries and cdr runes hurt your damage output and tankiness. If you're doing AD carry kayle then you need the cdr otherwise you're just twiddling your thumbs or calling six second timeouts all the time, but you're again gimping your damage.
Rincent and the other guide both max Q first giving up the great strength of her E at low levels and gaining no utility at all. Thresholden at least maxes it by 12, but I think it's a bit too late. Rincent doesn't realize that infinity edge and Pdancer are one item. You either get Pdancer after your IE or you never get IE at all. Rincent puts 6 points into W and 4 into E (what?) Wriggles isn't just for dragon and triforce isn't worthless. Wriggles lets jungle kayle jungle without constantly spamming W and hogging all the blues. She has a hard time on big camps, especially when mid is deaf and blind and can't hear your 50 pings. (just take the blue if they're like that). It also improves her already fast clear speeds on small and big camps leading to more ganks, experience, and gold. In team fights the armor lets her keep attacking when her E turns off if you build bruiser kayle. I think it's actually more necessary on kayle (for the sustain) than it is on WW. Triforce's best two components on kayle are the phage and zeal. It can be a good first big offensive item as it provides AD, crit chance, and Aspd as well as some AP (not terrible I guess). The passives really help her out a lot. "But she has a constant slow on her Q D:". Merc treads. Just get two slows. They even stack.
Late game triforce is not cost efficient(if you ignore mana and AP) but it is slot efficient, raising dps by just slightly less than a pdancer once you already have one pdancer and an IE.
Rincent goes 19/11 in his masteries, taking 6*5*16=480 (27 caster minion damage, 33 armor) damage to freeze lane but reducing damage by 60...
Building tiamat as core in thresholden's guide on kayle to utilize her splash damage is a good idea in theory but you never hit two champion targets with tiamat in practice.
Damn y'all are making me re-think my build and stuff. I've just kinda been winging it lately and rageblade has always stuck me as super cost efficient. The 400 gold you pay to upgrade gives you fantastic stats that Kayle especially can make fantastic use of. I've never really tried IE on her, as in my nostalgic mind she's still a hybrid and I always want to play her as such. Bunglade is a fun late-game item to add to her kit imo.
But you guys are making me think I'm being a supernoob for not getting IE/PD, and wits end. Wits I'll certainly try out soon. IE/PD just seems like way too much to farm in the jungle.
If you are jungling her Rageblade is fine, its super cost efficient. Its only a bad choice if you are soloing her or playing her as the AD carry in bot, because while it is cost efficient it also lacks synergy with the true late game damage items (IE, PD, LW) and just delays them to much if you are getting them. But in the jungle you are better of just following it up with aura items imho and being more supporty instead, so rageblade is a fine choice there imho.
IE/PD is what you get when you have solo lane farm though I kind of prefer BT/PD. From jungle I'd definitely grab wit's and not attempt a pure AD build. After wit's I'm not sure what I'd do, I'd probably focus on CDR for more utility but I'm not sure where to get it from. Maybe GS/FH or stinger.
On April 20 2012 23:14 Haemonculus wrote: Damn y'all are making me re-think my build and stuff. I've just kinda been winging it lately and rageblade has always stuck me as super cost efficient. The 400 gold you pay to upgrade gives you fantastic stats that Kayle especially can make fantastic use of. I've never really tried IE on her, as in my nostalgic mind she's still a hybrid and I always want to play her as such. Bunglade is a fun late-game item to add to her kit imo.
But you guys are making me think I'm being a supernoob for not getting IE/PD, and wits end. Wits I'll certainly try out soon. IE/PD just seems like way too much to farm in the jungle.
Rageblade still is really good on her. It gives her a massive boost if you pick it up as your first major damage item. The problem with going for IE early is that you want a decent amount of attack speed, and IE delays that. Gunblade is just straight-up inferior to Bloodthirster for her in almost all situations.
Oh yah, bunglade is for fooling around. But it's fun to stack all the hybrid-damage items when you're far ahead.
Anyway today I'll start experimenting adding wits end. When do you all usually pick that up? I'm thinking right after rageblade, or maybe after zeal. I really love getting that extra bit of movement speed.
On April 21 2012 00:11 Haemonculus wrote: Oh yah, bunglade is for fooling around. But it's fun to stack all the hybrid-damage items when you're far ahead.
Anyway today I'll start experimenting adding wits end. When do you all usually pick that up? I'm thinking right after rageblade, or maybe after zeal. I really love getting that extra bit of movement speed.
I've played kayle top or jungle essentially like a bruiser 2 dorans + ninja tabi -> wit's end / rageblade / frozen
On April 21 2012 00:11 Haemonculus wrote: Oh yah, bunglade is for fooling around. But it's fun to stack all the hybrid-damage items when you're far ahead.
Anyway today I'll start experimenting adding wits end. When do you all usually pick that up? I'm thinking right after rageblade, or maybe after zeal. I really love getting that extra bit of movement speed.
wits -> rageblade is better than rageblade -> wits because with wits you stack rageblade faster.
zeal is kinda meh outta the jungle (i don't play lane kayle) because it doesn't build into anything useful (inb4 triforce) and you don't need crit.
I know I sound like a broken record but people need to try zeke's on kayle, it's retardedly strong.
On May 01 2012 12:06 Bladeorade wrote: So is Kayle top lane really strong? Or are people just not used to playing vs her?
I haven't faced on person that is particularly frightening yet.
They "dash" or whatever in and try to trade with you, you just run, if they turn QE, if they keep pursuing QEW and kite your brains out. Only has mana problems super early and against some champs can start zoning at level 3.
She is really strong, Rincent wrote a guide for her.
I only laned her a few times, and his guide was pretty much a very good source on the matchups, except that I (oddly enough) never felt as strong late-game as he made it sound despite having strong items (iedge, pd).
But Kayle vs Riven is hilariously one-sided IME.
Yeah Kayle vs Riven is ridiculous. I always feel bad for the Riven player.
I have been using his guide of 2 dblades Zerkers into IE PD after which i go BT into GA. I feel like her late game is ridiculous...that AoE scaling off %AD magic damage. Her ult is enough time to kill anyone, and Q enhances your damage while being a strong nuke...I find her pretty redonk.
On May 01 2012 12:06 Bladeorade wrote: So is Kayle top lane really strong? Or are people just not used to playing vs her?
I haven't faced on person that is particularly frightening yet.
They "dash" or whatever in and try to trade with you, you just run, if they turn QE, if they keep pursuing QEW and kite your brains out. Only has mana problems super early and against some champs can start zoning at level 3.
She is really strong, Rincent wrote a guide for her.
I only laned her a few times, and his guide was pretty much a very good source on the matchups, except that I (oddly enough) never felt as strong late-game as he made it sound despite having strong items (iedge, pd).
But Kayle vs Riven is hilariously one-sided IME.
what do people think about his masteries setup? 19/11/0 getting the flat damage reductions for creep aggro.
I dont like his Mastery setup. I use 21/8/1 going straight down the AD tree, armor creep reduction and HP5 in def and then flash mastery in utility. I find this works pretty much the same as his but more damage and you pretty much always push your lane unless zoning anyway so I do not find minion damage to be a huge deal.
I also am not sure what he used for runes but I use flat AD quints and Marks, flat armor yellows and MR level blues.
Copied from the Hecarim thread, figured it would be best to discuss Kayle in her thread ^^
Actually...this isn't even much of an OP. Would people be opposed to a new one?
I am not a fan of rincent's masteries because he chooses to get 10% extra crit damage instead of 10% magic pen. Giving up executioner for 1 less minion damage is also a hard sell, but if it helps him win lane it's worth it.
On May 01 2012 17:37 Juicyfruit wrote: I am not a fan of rincent's masteries because he chooses to get 10% extra crit damage instead of 10% magic pen. Giving up executioner for 1 less minion damage is also a hard sell, but if it helps him win lane it's worth it.
Rincent builds 0 AP and goes IE -> PD (which I also do,) it makes far more sense to get 10% crit dmg than 10% mpen in that case.
If you are building her Hybrid, which does less damage so I don't know why you would, then 30 in offense would probably be the best mastery option.
Kayle harnesses her righteous fury to increase her attack range by 400 (to 525) for 10 seconds. These attacks splash, dealing additional magic damage to her target and nearby units take a percent of her attack damage plus magic damage.
On May 06 2012 04:47 UniversalSnip wrote: Kayle harnesses her righteous fury to increase her attack range by 400 (to 525) for 10 seconds. These attacks splash, dealing additional magic damage to her target and nearby units take a percent of her attack damage plus magic damage.
The target does not take an extra .4 AD damage ratio, that would be RIDICULOUSLY op. The .4 is splash damage only. If I remember correctly the splash damage is also *all* magical with no physical component.
I just tested it on the small wraith. With 6armor pen and 0 magic pen, small wraith will have 0 armor and 0 mr. I had 60AD and level 1 E (20 magic damage) .2*magic damage. I had +4 creep damage too.
I think phyvo is right. The wraith went from 275->192 which is 84 damage, plus one health regen.