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Kayle Build Guide by Mr. Nyahr

Top [9.23] By Wing and Blade - Kayle Top Guide

Top [9.23] By Wing and Blade - Kayle Top Guide

Updated on December 7, 2019
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League of Legends Build Guide Author Mr. Nyahr Build Guide By Mr. Nyahr 43 4 180,577 Views 2 Comments
43 4 180,577 Views 2 Comments League of Legends Build Guide Author Mr. Nyahr Kayle Build Guide By Mr. Nyahr Updated on December 7, 2019
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Runes:

Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

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Champion Build Guide

[9.23] By Wing and Blade - Kayle Top Guide

By Mr. Nyahr
Introduction
Hello, I'm Mr. Nyahr, and I'm a long time player on the North American server. I've been playing League of Legends since just before the start of Season 3, and I've played my fair share of every role, and have quite a bit of experience with all but a few champions. One champions I've always been very fond of is Kayle, and though she doesn't get a lot of play from the majority of the playerbase, she feels really good when played correctly. You can deal a disgusting amount of damage, provide peels, splitpush, whatever you feel like doing, but only if you know how. She's fairly simple, but has a fair deal of nuance in her kit to play her to her fullest effect.

I may update with other roles and their builds for Kayle in the future.

Pros/Cons
Pros
+Relatively simple to learn and understand.
+Massively powerful duelist with some items.
+Powerful poke with your Radiant Blast.
+ Celestial Blessing is a decent heal with a nice on-demand sprint.
+ Divine Judgment is one of the most powerful abilities in the entire game if you learn to use it correctly.
+Can perform well in every role. Even support!
+Excellent damage as a duelist or in teamfights.
+Splitpushes very well after getting Guinsoo's Rageblade.
+Not a common pick, so many people don't know how to play against her.

Cons
-Somewhat weak early game.
-Pretty mana hungry, especially before you get items.
-Knowing when to time your Divine Judgment can be difficult, especially without proper team communication.
-You're not very tanky, so high burst or CC can be an issue.
-You have a sprint, but no other mobility.

Runes

Press the Attack



This is pretty much the standard preset page; Precision: The Perfect, and it just happens to have the perfect runes for Kayle in addition to most ADCs (Unless they're using Fleet). Press the Attack will result in a LOT of extra damage throughout the course of the game, as your attack speed is huge with this build, and you'll get the bonus damage activated nearly instantly. Triumph is just for some sustain in fights. Legend: Alacrity and Coup de Grace give you even more damage through their bonus Attack Speed and execute damage respectively. For secondary runes I take Celerity on nearly every champion, as the Movement Speed is fantastic, and allows you to roam, dodge abilities, etc. much easier. (I'm currently using Absolute Focus just for the added damage). Gathering Storm is just some more AD/AP on top, since Kayle is a God in the late game.




Fleet Footwork



In difficult matchups due to poke, I recommend taking Fleet Footwork to get that little bit of extra sustain during the laning phase. The Bone Plating and Revitalize really give you a lot more survivability during trades, allowing you to stay in lane longer to get more farm.




Kleptomancy



Kleptomancy is the meta build for Kayle, as it offers you quite a bit, especially in the early game. Healing potions, mana potions, free gold, buff potions, and occasionally skill potions can give you a huge boost in the early game, enabling you to reach your power spikes with far less stress. Perfect Timing, Biscuit Delivery, Time Warp Tonic, Taste of Blood, and Ravenous Hunter all are there just to help with surviving the lane.

Spells
As with nearly every other champion in the game, Flash is pretty much mandatory. It can save your life, help engage or disengage, or any number of other uses. Always take this as your first spell.


Teleport is a pretty bread and butter spell for most top laners, and some mid laners. If you take this, you're probably going to farm pretty heavily and not go for a kill lane. It gives you incredible map pressure, allowing you to rotate for ganks or to push lanes out, or simply to get back to lane quickly so you don't fall behind in exp and gold. Usually taken as my second spell.


Take this when you want a high-pressure kill lane, or if you're against a champion with a lot of lifesteal or regen such as Vladimir, Garen, or Dr. Mundo. A pretty good option, but not as common as Teleport.

Items
Starting Items:

A fairly common starting item, this gives you some AP, Health, and good sustain for the laning phase. Get this with 2x potions at the start if you see it being an easy lane.


This gives you a massive advantage if you get a kill or assist top which can help you climb out of your early-game slump. If you want to get this, buy a Corrupting Potion as your starting item.


Pretty self-explanitory, these are potions that refill when you return to your team's fountain, and they give you vastly more sustain, as well as some trading power in lane. Almost always my starting item unless I know I'm going to dumpster someone early.


Core Items:

By far the best boots for Kayle. You need the Attack Speed to apply your on-hit effects as rapidly as possible. If the enemy team has a lot of CC, you should consider swapping these for Mercury's Treads instead, or get Ninja Tabi against heavy AD.


This is the most important item for any on-hit build on any champion. AD, AP, Attack Speed, and a stacking steroid to all 3, in addition to additional on-hit procs from the passive make it absolutely mandatory. Once finished, you'll see an enormous increase in damage.


Nashor's Tooth is the only item that is equally important to Rageblade, and it gives you a ton of stats. AP, Attack Speed, on-hit damage, and immense CDR. You'll always get this first or second depending on when you buy your Rageblade.


Gives you hybrid stats, which is perfect for you, in addition to a powerful active that can help you secure kills. The added lifesteal is also very nice to help sustain yourself during fights. Vital on Kayle in my opinion.


Situational Items:

You should pick this up in some games that you'll be teamfighting a lot. It gives you Attack Speed and Crit, and lets you apply your on-hit damage to multiple targets at once.


A very solid choice in nearly every situation, and absolutely necessary if they have a more tanky composition. The AS is great, lifesteal is huge, and the active is great peel or a chasing tool. Most imporantly, the % damage on hit is made for Kayle. If they have more tanks than they have carries, I usually get this instead of getting my Hextech Gunblade.


This is good if you are against a lot of AP. You gain MR, get some situational healing, and do a nice chunk of extra on-hit damage in addition to attack speed. Pretty good pickup in certain scenarios.


As with Blade of the Ruined King, this is for tank shredding. If they're stacking a lot of armor, you'll be able to peel them apart pretty quickly with this and open them up to your ADC. The Health and CDR are also very big for you.


Lots of AP, lots of CDR, Movement Speed, and a passive that lets you burst people very, very hard. Can be a solid choice, especially against squishies, allowing you to nearly insta-kill them later in the game.


Gives you a lot of Health and AP, but you buy this item for the passive, which gives you a lot of kiting potential if someone's trying to chase you down, or to keep people in range to finish them off. You will generally take other items, but as everything in your kit applies this slow, it is an insanely powerful tool.


Build this if the enemy team stacks a lot of Magic Resist, or if you need a raw damage boost and can't afford your deathcap yet.


A bit of health, a good amount of AP, magic penetration, and a passive that absolutely destroys regen-based champions like Dr. Mundo. Situational pick, but can be insanely powerful. If you need the healing reduction early and can't afford such an expensive item, you can always spend 800g to sit on an Executioner's Calling until later.


If you're going for an AD build, this item will give you an immense power spike, rounding out your crit and adding a nice chuck of AD on top.


A very powerful item to take if you're building AD, as it gives you crit, speed, and a very handy passive for surviving in fights.


A huge item to round out your build, giving you AD, as well as a huge amount of lifesteal, and some CDR to boot. Definitely one of the stronger purchases you can make, especially if the enemy team has high burst damage.


Absurd amounts of damage, good CDR, movement speed, attack speed, AD, burst, mana, HP, and a passive that helps you chase. Everything you could possibly want, but very expensive. Arguably the largest power spike in the game in terms of items.


Defensive Items:

Armor and AD are nice, but the passive is the only reason you'll be buying this. In addition to your ultimate, this effectively allows you to cheat death twice, which is really useful later in the game once death timers get longer.


The best defensive item for you, as it gives a good amount of power as well as great armor. The passive is another cheat death button, and can allow you to survive any kind of ridiculous burst the enemy team might throw at you.


The go-to anti-CC item, and one of the best items in the game, Mercurial Scimitar is your best friend against CC-heavy teams with champions such as Sejuani or Veigar. I recommend that you keep Quicksilver Sash, and don't upgrade to this fully until later in the game, as other items are more useful than the bonus damage from this most of the time.


Health, MR, and Regen for days. Take this if they have a lot of poke and sustained magic damage you need to deal with, or if you need MR and already have a lifesteal item. Interchangeable with Adaptive Helm.


Consumables & Vision:

I usually take Sorcery for the AP and bonus true damage on towers, but Wrath is just as viable for more AD and some lifesteal. Whatever is better for the situation at hand.


I nearly always go for Farsight to get vision on the map, but it's acceptable to take Oracle instead to clear enemy vision, especially if your team has a lot of vision already on the map. Regardless, always take one of these as soon as possible.

Abilities

Passive: Divine Ascent

Kayle ascends through four forms before reaching her divine state.

Zealous (Level 1): Kayle's attacks grand 6% bonus attack speed for 5 seconds, stacking up to 5 times for a maximum of 30% bonus attack speed. At max stacks, Kayle becomes Exalted, gaining 15% bonus movement speed when moving towards enemies.

Aflame (Level 6): While Exalted, Kayle's basic attacks additionally launch a wave of fire in the target's direction, dealing 10-30(Based on Starfire Spellblade's rank(+10% AD)(+20% AP)magic damage to enemies hit.

Arisen (Level 11): Kayle becomes a ranged champion with 550 attack range. Additionally, Zealous' bonus attack speed is increased to 10% bonus attack speed, up to a maximum of 50% bonus attack speed.

Transcendent (Level 16): Kayle takes on her final form, becoming permanently Exalted. Her flaming waves deal true damage.

+Video for All Abilities:



TL;DR: As Kayle levels up, she gets vastly more powerful, gaining range on her attacks and AoE damage that eventually becomes true damage, making her one of the strongest raw DPS champions in the game past level 16.



Radiant Blast

Kayle plants a portal at her initial location that faces the target direction. After a 0.5-second delay, a celestial sword launches forward from the portal.

The sword explodes into a cross upon collision with an enemy, dealing 70/115/160/205/250(+50% bonus AD)(+50% of ability power)magic damage and slowing targets struck by 26/32/38/44/50%, while reducing their armor and magic resistance by 20% for 3 seconds.

This is your primary source of poke, as well as your main tool for both peeling and chasing targets. Use it at the beginning of a fight and on-cooldown to reduce the resistances of targets, making them far easier to kill.



Celestial Blessing

Kayle and target allied champion are healed for 60/90/120/150/180(+30% of ability power)health and gain 24/28/32/36/40%(+8% per 100 AP)bonus movement speed for 2 seconds.

If cast without a valid target, or self-cast, Celestial Blessing will automatically target the most wounded ally in range.

This is effectively a targetable Heal summoner spell, and can be incredibly useful. Not only does it give you more sustain, but it also allows you and an ally to gain a short sprint, which is useful for both fleeing and chasing enemies.



Starfire Spellblade

Passive: Kayle's basic attacks deal 10/15/20/25/30(+10% AD)(+20 ability power)bonus magic damage. Additionally, Aflame's base damage is increased.

Active: Kayle's next basic attack within 6 seconds deals 8/10/12/14/16%(+1% per 100 ability power)of target's missing health as bonus magic damage. While Aflame, it also damages enemies surrounding the target.

Prior to becoming Arisen, Starfire Spellblade also causes Kayle to become a ranged champion with 550 attack range on the empowered attack.

Your most powerful ability after your Q opens the fight. You gain magic damage on-hit, and when active, your next attack does massively increased damage, which also does AoE damage while Aflame. This also applies all on-hit effects to anything hit by the AoE splash. Useful as an execute on low-hp targets.



Divine Judgement

Kayle conjures swords around the target allied champion or herself for 1.5 seconds, after which she brings them crashing to the ground, dealing 200/350/500(+100% bonus AD)(+80% of ability power)magic damage to all enemies in the area.

Divine Judgement also grants the target invulnerability for 2/2.5/3 seconds. Kayle cannot attack while channeling this ability.

This is a very, VERY powerful ability, but also very easy to misuse. It completely negates all damage that would be done to the target ally or yourself for 2/2.5/3 seconds, as well as doing a large amount of AoE damage around the target. This is important to keep in mind; Don't just save this for yourself, as sometimes someone like your ADC, or your jungler during a Baron fight is just more important to save. Be sure you time it well in order to negate the largest amount of incoming damage possible, because people will try to bait it out and then engage afterwards, leaving you defenseless.

Early Game
During the start of the game, namely lane phase, you're probably going to want to be pretty passive, taking short trades and focusing on farming. Before you get your items, you're not very powerful, so don't be hasty to all-in your opponent unless you know you're guaranteed the kill. If you want to be aggressive, try to get your jungler to gank for you. Make use of your Teleport or Ignite spells to maintain lane presence or force fights respectively.

In addition to laning, you should be seeking to roam and assist your other lanes. With your W, you can get across river pretty swiftly, and you can use Teleport in order to set up some really powerful ganks anywhere on the map. When ganking, it's always important to lead with your Q in order to slow the enemy, allowing your laner to close on them and hopefully secure the kill.

Mid to Late Game
By mid game, you should be getting some items completed and will start hitting your power spikes. If you have Guinsoo's Rageblade and Nashor's Tooth in addition to boots, you're probably stronger than most other players in the match. Use this to your advantage and be aggressive, setting up fights and catching people out to get ahead. Don't be afraid to tower dive with teammates, as your W and ultimate can save them from certain death and allow for some really spicy plays.

During teamfights, your job is simply to melt anything in sight, similar to an ADC. Hit whoever is closest to you, but always focus the carries if at all possible. Killing the carries is always preferable, as tanks and supports without any damage behind them usually won't accomplish anything, and your team will be able to wipe them out.

You also split push very effectively, so if it needs to be done, you should be doing it. As usual with splitpushing, try to have your Teleport and/or Divine Judgment ready to go in case of a teamfight somewhere else on the map or a roam to your location.

Summary
I hope this guide was helpful, and if you enjoyed reading it, consider checking out the other guides on my profile. Thank you for taking the time to check out this guide, any and all questions or constructive criticism are welcome. I'll be working to answer questions and I'll keep the guide updated frequently.

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Mr. Nyahr Kayle Guide
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[9.23] By Wing and Blade - Kayle Top Guide

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