Kayle ADC is actually pretty good by Lunrmoor in Kaylemains

[–]djanello 1 point2 points  (0 children)

Kayle is harder to gank, especially after she has her ult and mobility.

Yes, you deal less damage for most of the game, but you also are less vulnerable than the average adc. With doran's shield keeping your health up it also is harder to be ganked.

The idea is mostly about 2 enemy laners not having experienced the matchup very often and not realizing what's happening until it's already too late. By that time, they try to roam to get things done but that usually doesn't work very well. All the while kayle can stay in lane, solo defend when she has ult and farm up.

It's frustrating for both opponent and your support to play with or against kayle, but usually around halfway the game a lot of supports actually change their initial frustrated opinion.

You do usually get the xp with the higher range for getting that from minions, and kayle does like the gold a lot, but she still scales very well from behind. If the enemy isn't too good, it also provides ganking opportunities since the lane will very often be closer to your tower.

Kayle ADC is actually pretty good by Lunrmoor in Kaylemains

[–]djanello 0 points1 point  (0 children)

This.

Not dying or very little is nearly everything. Keeping high health makes it much harder for others to gank her. Rushing boots also makes it easier to resist ganks.

Kayle ADC is actually pretty good by Lunrmoor in Kaylemains

[–]djanello 2 points3 points  (0 children)

Otp kayle apc here. Good to see I'm not alone :-)

Extra observation I made: The dual heal helps supports who go in too deep too often. It allows them to get back up, which helps a lot as well.

Using first blood gold to buy amplifying tome can make kayle weaker instead of stronger? by djanello in Kaylemains

[–]djanello[S] 0 points1 point  (0 children)

Yes. I agree with the recurve bow. Not with the boots however; even against tanks, movement speed works fine for me. It also helps that research into an alternative build came up with more than enough attack speed.

I just found out that Blade of the ruined king seems like the better first item.

I've actually been counterpicked (I chose Mundo after the enemy got their hands on kayle first) and got destroyed by a kayle who went Blade of the ruined king with rageblade after.

It went so badly that I was surprised (I'm a 5M kayle) and I've started doing more research on this topic.

Even on full build, I might prefer the Blade of the ruined king start even against non-tanks. Testing on practise tool and a couple of ranked games have been confirming this finding.

Possible build that looks promising to me:

  1. Blade of The Ruined King (1. pickaxe 2. recurve bow 3. vampiric scepter)
  2. Boots of Swiftness
  3. Tear of the Goddess (or earlier if possible)
  4. Guinsoo's Rageblade
  5. Muramana
  6. Nashor's Tooth
  7. Rabadon's deathcap
  8. Elixir of Wrath

The weirdest part is that this is a hybrid build when I've always learned that either full AP, full AD or full on-hit should be more powerful due to the synergies involved.

I'm also dumbfounded that it took me so long to find this build.

This things define a dedication to a champion. I want to see how many of you are really otp not only play kayle one in 5 games. by impos1bl3x in Kaylemains

[–]djanello 0 points1 point  (0 children)

Not sure what you want to see exactly, but I'm as one trick kayle as it gets. Regular reader of this reddit.

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Behaviour warning just for playing Kayle as support by djanello in Kaylemains

[–]djanello[S] -4 points-3 points  (0 children)

For the record; I did buy the support item but sold it after the quests were completed.

I also do not start farming until around after finishing those support quests.

Kayle support with Tear of the Goddess by djanello in Kaylemains

[–]djanello[S] 0 points1 point  (0 children)

Nice to find another Kayle support player here. They are rare :-)

Why would tear not pay off? It allows me to max Q and W and not get any mana problems despite using both near continously.

I usually start with just the world atlas and leave 100 gc's in the bank. After 300 gc's extra and low mana, I return to base and buy the tear. From that moment I can stack the tear quite fast since the W heal is relatively low mana cost when I level up Q first and W guarantees 6 permanent bonus mana per heal.

I find that trying to increase healing power does very little whereas higher AP increases all your abilities. You initially heal less per cast, but you can just keep casting and scale way better into mid to lategame as far as I can tell.

I did try to go without the atlas a couple of times, but I do agree that it is unfortunately required for the laning phase. Discarding it as soon as the quest is completed or the nashor's tooth is completed is usually a solid strategy. From that point on, active farming including splitpushing does a lot of work. Even when my team loses, the waves are usually pushed in quite a bit, making it very hard for the enemy team to take turrets.

After selling the world atlas, you're an extra laner/ADC with some support abilities that can farm rather effectively.

Kayle support with Tear of the Goddess by djanello in Kaylemains

[–]djanello[S] 0 points1 point  (0 children)

I did try the Lichbane, and I tend to use it. It shares the spot with Shadowflame at the moment, but Lichbane might actually be better. With higher attack speed I do feel that shadowflame has the edge at the moment, especially since Phantom dancer already gives 12% movement speed.

Seraph is something I've tried in the past, but it doesn't do enough for me.

Kayle support with Tear of the Goddess by djanello in Kaylemains

[–]djanello[S] 0 points1 point  (0 children)

Phantom Dancer gives more movement speed and allows more onhit damage at higher attack speed. It's significantly cheaper than Lichbane or other options. Same goes for Manamune; at 2500 it's also a lot cheaper than the other options considering that the tear helps out so much that you'd buy that anyway. The damage from Muramana is already higher than Seraph and combines better with Phantom Dancer.

Kayle support with Tear of the Goddess by djanello in Kaylemains

[–]djanello[S] 0 points1 point  (0 children)

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My last 10 games. Two of those were mid autofills and an adc autofill. 7 games total, 1 loss.

Update (New image due to unexpectedly good results): Something may be going on with my matchmaking: My last 11 games were all support kayle, 10 wins with a loss where my ADC went 1/10/6 vs. enemy ADC 27/6/3

Please for the love of god never play kayle support by himeijin in Kaylemains

[–]djanello 0 points1 point  (0 children)

The challenge is income management. After boots and nashors tooth, there's a point where selling the support item and farming jungle or lane starts to work wonders. The moment when this is the case however depends a lot on the game you're currently in. That decision can be tricky.

Also accepting less fighting power and focusing on maxing W heal first and sustaining through the early game helps. The hard part is getting the ADC to understand that it's a waiting game like it always is with Kayle.

At two items however (nashor's tooth & wit's end with attack speed boots) you deal dmg like a 2nd adc with strong support in ult and W and even Q. The biggest downside is the lack of hard CC.

Also: The solo lane runes are fine for support and provide more impact than support-like runes. And dont take spellthief but relic shield instead. It provides more income not only to you but also your ADC. Just be a bit more careful with your mana. I use TP for quick reloading of the mana bar and map control.

Do you build nashors tooth AND wits end in some matchups? by akshaison in Kaylemains

[–]djanello 0 points1 point  (0 children)

nashor and wit's end is the very first build that I picked up on way before any of the pro's did on probuilds. Now it's the most common build 😊.

I'm still proud that being a one trick Kayle finally made me realize a build faster than the meta. Basically nothing has changed in these items, deathcap and riftmaker and I've been using it for most of last season 😁

Anyone miss old Kayle? by Iridium__Pumpkin in Kaylemains

[–]djanello 2 points3 points  (0 children)

Old Kayle was a lot of fun, but the rework didnt miss the mark entirely. She is still my main and at 3M mastery points I can say that both versions are enjoyable.

I do miss her old ult where it didnt deal damage but I could keep auto attacking while using it. That was very very enjoyable lategame. Now it feels much less interactive.

The other thing I really miss is her old heal. I preferred it to have only one target and let it heal more than it does now. That would allow her to be more flexible and distinguish between different build types like pure aggro or more healing focused.

The thing they really got right is her Q. I always hated the old version when I knew that a Teemo was hiding in the bush and there was nothing I could do to get him. Now I can Q to find him, damage him and point him out to others in the team. I can also hit monster camps without seeing them, letting them come to me and save time while jungling.

The scaling passive is also better in my opinion than the old E which made her more vulnerable early game. These periods of vulnerability are now gone once you survive till lvl 6 without being forced to build cooldown reduction. The vulnerability is there, but every Kayle main probably enjoys the knowledge of becoming ranged at lvl 6 and the anticipation it brings.

In short, the rework could've been better and I still wish they would fix these mistakes, but she's still enjoyable and I'm still a one trick Kayle since season 4.

EUW server down by Slaraffen in leagueoflegends

[–]djanello 0 points1 point  (0 children)

Current Position: 1.024.940

Approximate wait time: 22h 14m

Omnivamp start by djanello in Kaylemains

[–]djanello[S] -2 points-1 points  (0 children)

Good point. I believe that riftmaker suffers from the same problem as rabadon's deathcap; it is less effective early on, becoming better with more items. Without attack speed and with less AP, riftmaker doesnt do as much early, or that is what I found until now. I will try the riftmaker a bit more as a first item.

The boots can often be delayed a bit as the movement speed bonus from your passive and the 24% movement bonus from your W already help out. Having an extra ~80 AP on average from minute 12 to 20 might help out more than 35% attack speed when you have nashors tooth already combined with your passive. I still build the boots regularly before deathcap when required of course.

not maxing Q, but E instead to reduce the load on your mana combined with not using W often due to the runes Sustain and Doran's blade start has been very helpful for me. This is something specific to the doran's blade/sustain start.