Wednesday, April 25, 2012

Kayle: Good at Whatever

There are so many rage threads on LoL forums saying how crappy Kayle is. This can be attributed to people thinking she should somehow be a better character than she currently is. People raging about this caused Riot to buff her to levels higher than a normal champion would be. This is great for me, who only plays support as Kayle. But really, they made her a good all around, almost too good. She now has the ability to play almost any lane on any team composition. She can play Tank, On-hit, Bruiser, AP Carry, Support, AD Carry, and Jungler. Yup... She can do whatever, and still be good at it.


The JudicatorKayle
The Judicator

Of all the ways you can play Kayle, I like AP Carry (played as Support) the best. It gives excellent sustain, as buying numerous amounts of Doran's Rings will increase your mana regen by large amounts. Then, when you are playing bot lane support, you have all you need to dish out tons of damage, by which I mean AP. Your AD Carry will most likely be fed off of your harassing, unless they have a good Soraka, in that case you can't really do much unless you can get them into a bad position, as her heals are godly. What I usually do in the early game as Kayle is just harass and heal, harass and heal. I do it because it denies their Carry CS while it ensures that our's gets all of the CS that comes their way. Not only does it provide a CS advantage, but done right it can provide 5-10 kills by mid-late game, and this is just for you alone because of your ability to nuke someone with one spell. The normal build I get for Kayle is Doran's Ring, Boots of Mobility, then Two more Doran's and then a... wait for it... RABBADONS DEATHCAP!!!! Yup. I said AP Carry, so we are building AP Carry. No crappy GP5 items. Those are obsolete when you get mad amounts of KILLS and ASSISTS!!!! After this you finish it with a Deathfire's Grasp. The added ability from this will help your team considerably as you are building tons of AP anyway. The Cooldown boost increases your effectiveness and your ability to fight.

Reckoning


Normally I would get this first as this gives you damage and a slow. The beauty behind this skill is that it has no scaling when it comes to AP. So you can build tons and tons of AP, and this will scale 1:1. Normally you can spam this if you are doing well in your lane and have no negative repercussions, as they normally can't heal themselves fully in one spell with the damage you do.


Divine Blessing


As AP Carry Support Kayle, your job is to heal people, and kill people, and save people, and generally be good. So since you got a lot of AP, your heals are great, most of the time it can get up to four hundred or five hundred HP per heal. This also gives them a mighty speed boost.


Righteous Fury


The name kinda sounds like something Hulk Hogan would say. RIGHTEOUS FURY BROTHER... Anyway, if your enemy doesn't have too much armor or magic resist then you have a powerful attack at level one. This not only makes you a ranged auto-attacker, you get an AoE attack from it and it makes your sword light on fire. I usually level this last as it isn't effective unless you are really into auto-attacking.

Intervention


Pretend your being owned by like, 3 or 5 people in the river at the moment, they waste all of their CC and you are still alive. Now imagine the angelic Kayle running in and using this on you, and using her heal as well. If you haven't seen it before, this skill gives you a 3 second invulnerability to damage. You just got away because of Kayle saving your ass. Remind yourself to buy that person a box of doughnuts after the game, because that most likely ruined their confidence and made them frustrated, allowing you to have an easier time beating them. Hizzah.

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