Guide Kayle League of Legends S6

Holy Fervor

(Innate): Kayle's autoattacks against enemy champions reduce their armor and magic resistance by 3% for 5 seconds. This debuff stacks up to 5 times.

Tips :

Reduction of resistances

Not a very useful passive
Kayle's passive is weak, it reduces his target's resistance by 3% for each attack, the debuff lasts 5 seconds and is stackable 5 times. Given that it is a debuff his allies profit from it too. Nevertheless, you must hit the target 5 times to reduce his resistance by 15% , that's a lot.

The 3% reduction is applied immediately and not after the first attack, as with Black Cleaver, and also increases Kyle's damages very slightly.

Each time that Kayle touches his target it increases the stack of the debuff and prolongs its duration for another 5 seconds.


Reckoning (Q)

(Active): Blasts a target, dealing magic damage and slowing its movement speed by 35% for 4 seconds. While the target is slowed, Kayle inflicts more damage to the target. Damage increase applies to summoner spells and items used by Kayle.

  • Cooldown: 8 seconds
  • Range: 650
  • Missile Speed: 1300
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A red glow quickly heads towards the target

Kayle's control

Damage slowdown......
The spell that allows Kyle to kite his target thanks to the intense, long slow which is not dependent on the level of the spell. This intense slow of 35% for 4 seconds, obviously reduced by resistance, lets Kayle help with a gank. But it is also good for defence, for example to slow the opposing jungler who has come to gank you and doesn't possess a gap closer.

Also the spell increases Kayle's damages, including those from an ignite or even damages coming from an item.

The spell's important damages, that cost a very reasonable amount of mana, make this spell a very good harass spell which also scales as well with AP as with AD.


    Cost: 70 / 75 / 80 / 85 / 90 mana

    Magic Damage: 60 / 110 / 160 / 210 / 260 (+1.0 per ability power) (+1.0 per bonus attack damage)

    Damage Amplification: 6 / 7 / 8 / 9 / 10 %

Divine Blessing (W)

(Active): Blesses a target allied champion, healing them and increasing their movement speed for 3 seconds.

  • Cooldown: 15 seconds
  • Range: 1200
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A yellow light on the targeted ally

Kayle's speed and heal buff

Speed boost to escape
Allows you to fight in retreat or to chase, thanks to the important 3 second speed and movement bonus. It is also possible to buff an ally such as your jungler so that he could touch the opponent and activate the slow linked to the red buff. The move bonus is therefore quite important but very short, you should use it at the right moment and not before taking a control, for example, as this would waste the length of the buff.

To use while Kayle is moving on the map in order to win more time. By clicking the shortcut ALT+Z you will not have to click on Kayle to do this spell as he will cast it directly on himself and also gain recovery.

The spell provides some heal so allows Kayle to have a bit of sustain in the lane, nevertheless, the spell's 15 second cooldown makes Kayle slightly more vulnerable as he doesn't have a speed/movement buff. It is therefore preferable to use it when it will have double the effect. The heal is obviously reduced by half if you endure an ignite.


    Cost: 60 / 70 / 80 / 90 / 100 mana

    Heal: 60 / 105 / 150 / 195 / 240 (+0.35 per ability power)

    Movement Speed: 18 / 21 / 24 / 27 / 30 %

Righteous Fury (E)

(Active): 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. Splash and magic damage won't proc when attacking a tower directly.

  • Cost: 45 mana
  • Cooldown: 16 seconds
  • Diameter of Splash AoE: 300
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Fire on Kayle's weapon!

The main spell for positioning Kayle

Kayle's distance attack
Allows harass in the lane phase while profiting from 10 seconds of being able to attack at distance and an important magic damages bonus that will be given to your auto-attack.

Be careful while your E is in cooldown, Kayle becomes very vulnerable, so don't just use it any way you want. Preferably avoid wasting it with bad timing if you can't farm without your distance attack. Your opponent will probably be aware of the vulnerable period, that is even more vulnerable if you max your E, and make use of it to punish you if you are not careful.

If you want to/have started to farm at distance with this spell, think about the fact that this creates damages in the zone so it has the effect of pushing your lane. It can nevertheless allow you to quickly push the lane to move to the dragon, gank or kill monsters in the jungle.

It is therefore advised to use a type of distance harass, meaning you should attack your opponent just outside the bush and immediately go back into the bush to de aggro the minions by becoming 'invisible' to their eyes, if your opponent doesn't create vision. You should then come out immediately to try it again. The goal is to harass without pushing the lane too much nor taking too many damages, this will still have the effect of a push so you must be aware of it. The idea is to do it to the rhythm of your attack's cooldown, meaning profit from your speed attack by preventing the end of the animation with a hit&run. You must therefore be quick and precise.


    Magic Damage Bonus: 20 / 30 / 40 / 50 / 60 (+0.4 per ability power)

    Splash Damage: 20 / 30 / 40 / 50 / 60 (+0.4 per ability power) (+ 0.2 / 0.25 / 0.3 / 0.35 / 0.4 per attack damage)

Intervention (R)

(Active): Kayle bathes a target ally champion (or herself) in holy light, rendering them immune to all damage for a few seconds.

  • Range: 1200
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The very effective yellow aura.

The ultimate to turn teamfights around with!

An invulnerability spell? Normal
It is not easy to use Intervention at the right moment as this requires good game vision and a knowledge of the opposing team's burst. You will therefore have to demonstrate quick decision, but with a bit of training a well placed ultimate can have enormous consequences in teamfight.

The range of the spell is incredible and the spell does not have an incantation time, allowing it to surprise the opposing team and to turn the situtation around.

The idea is to use the ultimate just before the impact of the opposing team's burst on an ally, for example if an ally is caught by a flash+ultime from a vicious Skarner there are strong chances that the opposing team will try to burst and it is a very opportune moment to place a good ultimate thanks to its big range.

The ultimate does not have an incantation time, it can therefore be used while moving, and it is therefore possible to use once you have seen an opponent do the animation of his spell, for example Darius' ultimate. He will therefore be very disappointed if you use your ultimate just before the impact of his own, because his ultimate will be in cooldown and he wont be able to follow up with dunks. To have more reaction you can again use ALT+R to cast the spell on your self instantaneously.


    Cost: 100 / 75 / 50 mana

    Cooldown: 90 / 75 / 60 seconds

    Duration: 2 / 2.5 / 3 seconds

Pros

Huge potential damages

Possibility of kiting with his movespeed bonus and his slow

When used at the right moment, Kayle's ultimate can change the teamfight

Kayle can play very aggressively in the lane, you should nevertheless be careful because Kayle does not possess a dash to escape

Cons

Very weak, his positioning is therefore very important

It is difficult to master Kayle's spells, particularly to use the ultimate at the right moment, this damands good game vision