Kayle Build Guide by TheOchremancer
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Champion Build: Kayle
| Health | 3292 |
| Health Regen | 47.5 |
| Mana | 975 |
| Mana Regen | 65.22 |
| Armor | 116.3 |
| Magic Resist | 65 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 17 |
| Attack Damage | 103.7 |
| Attack Speed | 0.909 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 260 |
| Life Steal | 0% |
| Spell Vamp | 20 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 45% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello. My name is TheOchremancer, and this is my guide to full support
Kayle. Before I begin, please remember not to downvote for no reason. Please leave an intelligent comment.
Kayle
Ahh,
Kayle. A lot of people think
Kayle is a rather underpowered support. That is not true.
Kayle can be a very powerful aggresive support. She works best when paired with a strong early game champion such as
Vayne. Her
Divine Blessing is an amazing chase or heal spell, and her R,
Intervention allows for powerful and frequent tower dives.
Pros / Cons
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Pros
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Cons
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Masteries
I prefer a 0/9/21 mastery page on
Kayle. I take the 21 points in utility because
Kayle is ridiculously mana hungry. I find, that without the 21 in utility I am OOM before we hit three minutes. The four in
Greed
and the four in
Awareness
are important because you will not be last hitting any minions, so you need the bonus gold and experience. I take the 9 in Defense because you will not be a major damage dealer anyway, so it is better to get the defensive capabilities. Remember, without you your lane partner is effectively dead. The MOST IMPORTANT masteries are
Expanded Mind
,
Meditation
,
Greed
and
Awareness
.
Runes
My usual runes on
Kayle are Greater Mark of Replenishment,
Greater Seal of Scaling Mana Regeneration,
Greater Glyph of Scaling Ability Power and
Greater Quintessence of Gold. I take the Greater Mark of Replenishment because, as previously stated,
Kayle eats mana like a fat kid at a pie eating contest. Same goes for the
Greater Seal of Scaling Mana Regeneration. I take Greater Glyph of sheilding because most bot lanes will be AD based on the damage and this will give you a little more survivability. I take the Greater Quitessence of Avarice because the GP10 is ridiculously helpful on a support.
Summoner Spells
Recommended:
:
Flash is pretty much a guarantee on any champion. Great for chasing, great for escapes. Take
Ghost if you want, but
Flash is just better.
: Clairvoyance is probably the support spell. It allows for great map awareness and generally gives a large advantage in your games.
Optional:
:
Ghost can be substituted for
Flash, but I think
Flash is better, because
Ghost can be countered with CC.
:Knowing
Kayle's mana issues, this may be a good choice for newer
Kayle players. I really think the runes and items in this build allow for a more useful spell to take this slot.
:
Heal can be very useful as a panic button, but if your partner is competent, this shouldn't be a partner. I would take this, though, if they have a ward jumping jungler, such as
Shaco or
Nocturne. It can turn a 3v2 gank into 2 kills if they dive to far, and an escape otherwise.
DO NOT TAKE:
You are not a jungler. Please do not take this.
I really don't find this to be a good spell. It doesn't help with pushing much, it just gives a really big siege minion.
Abilities
We want to max our heal (
You're going to want to max out
Righteous Fury has a longer range than
Reckoning, so use
Reckoning first to make targeting and following easier.- Combining
Reckoning with
Righteous Fury helps your DPS a lot. - The slow isn't gigantic, and the casting animation takes a bit, so don't try using it to escape a gank. It is more useful as your first move on an unaware enemy, or your last on an escaping one.
You're going to want to max out
- You can use the haste on
Divine Blessing independently of the heal, so don't be afraid to use it to initiate.
Divine Blessing has a low cooldown with this build. Use it often.
Reckoning and
Divine Blessing one after the other almost guarantees a kill or assist.
You're going to want to max out
- This is a great pushing and farming move. Watch for groups of low health minions.
- This allows for ranged attacks on turrets.
- Attacking turrets procs the AoE.
You're going to want to max out
Intervention can be used defensively and offensively. It essentially turns anyone on your team into a tank for 3 seconds. Using it on the carry makes an unstoppable death machine.
Intervention is a very team-dependent ability. It helps to be in constant communication with your team.
Intervention is an incredibly powerful spell for use on champions like
Nocturne or
Rammus because of the dash inherent in those champions.
Paranoia plus
Intervention is a very strong initiation.
Nocturne will absolutely destroy the enemy carry.
Core Items
-
:We want
Shurelya's Reverie mainly for the movespeed buff, CDR, and mana regen, and as something for our
Philosopher's Stone to build into. -
: This item has become very viable on support champions after the recent patch, changing
Blasting Wand to
Kage's Lucky Pick really made this awesome for supports. The grievous wounds active can really help secure a kill as well. -
: These are
Kayle boots to the core. Combined with
Shurelya's Reverie and
Morello's Evil Tome, these will put you at the CDR cap, 40%. No other pair of boots has as much to offer.
Situational Items
-
: This is a very strong item on
Kayle. The spell vamp is awesome when combined with
Righteous Fury. You have an attack speed of .909%.
Will of the Ancients gives 20% spell vamp.
Righteous Fury does 60+34(94) magic damage. 20% of 94 is 18. .909% of 18 is 16.
Will of the Ancients gives you 16 health per second for every enemy hit by
Righteous Fury. That is a whole lot, especially on large minion groups. -
: This is a great support/AP item. I really reccomend this if you are doing well. -
: This is generally a good defensive aura item. I feel this is very powerful when you have quite a couple squishies on your team. -
: Considering
Intervention, you should not be dying all that much. If you are, this probably will not help very much. -
: You are not an AP carry. You do not need this much AP. -
: A good alternative to
Abyssal Scepter. If you find yourself running out of mana too much feel free to buy this. -
: A good item in general, just not that great on
Kayle. You already maxed your CDR, and your health is high enough. If you had to grab a
Heart of Gold because you didn't have enough gold, then build it into this. -
: This is a very viable item on
Kayle. The slow procs from
Righteous Fury, so the AoE slow is very helpful. The stacked slow on
Reckoning makes it practically impossible to get away. A very solid item. -
: This is a very viable alternative to
Aegis of the Legion. If your teammates are building armor and MR by themselves, get this. It's active is hilarious. Also get this if they have
Karthus.
Requiem blocked!
Laning Phase
Early laning phase is really where
Kayle really shines. Her moves push hard early really well, and she outshines even legendary support champions(
Taric,
Sona) with her heal and slow capabilities allowing for no escape. Post-6,
Intervention will almost always cause a kill for your carry, and more lane dominance for your whole team.
Item Sequence
There are really three item sequences I use on
- Carry Has Bad Poke (
Master Yi): This is less than suboptimal for
Kayle, but she can do it. If your carry lacks a poke move, then start with a faerie charm, and rush
Shurelya's Reverie. Buy boots as soon as possible, and then move to
Soul Shroud. - Enemy Jungler Has Bad Ganks(
Warwick,
Olaf): Usually here I start with the usual build up on the cheat sheet.
Mana Manipulator into
Philosopher's Stone into
Ionian Boots of Lucidity. - Enemy Jungler Has Great Ganks(
Nocturne,
Maokai,
Shaco): Here we should start with two
Faerie Charms and one
Sight Ward. Buy wards every time you go back to base, one or two at least. Place them in the small brush by the side of the river. If they have
Nocturne, there's really nothing you can do but be prepared to run at a moments notice.
Teamfights
Teamfights are a tricky thing for
Kayle. You can suck and die, or you can help your team immensely. Below i will detail the uses of each of your moves in teamfights and some general teamfight strategy.
: This can be useful in teamfights. It does AoE damage, so yay for you. Unfortunately, you will not be spending most of your time autoattacking. You will be casting spells a lot.
: This is a good teamfight move. You can use it to give your tank an initiate, heal during the teamfight and chase afterwards. Really helpful.
: This is basically used for chasing after the teamfight and focusng a squishy during a teamfight.
: This is your teamfight move. With this guide you can bring the cooldown on this to approx. 22 seconds. That means it is conceivable you could cast this three times in one teamfight. Once to initiate, once during the fight to buff a carry, and once afterwards, to tower dive a runner.
Summary
Kayle is just a really underrated champion everyone misunderstands. I implore you to try this build. I guarantee it will work quite well. Also, if you have a problem with my build, tell me why. Don't just go "omg your guide sucks lol XD." I appreciate USEFUL criticism. If you have a
Kayle game you'd like to share, just ask. Thank you for your time. Also, thanks to jhoijhoi for her great guide on making guides, Making a Guide.
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