Kayle Build Guide by Mr. Nyahr
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Scary duelist with Conqueror and the new Rageblade. Play safe and dodge his Q and E as best you can. If his passive is down, you can be more aggressive.
Lots of burst and mobility, can hurt pretty bad. If you get caught by her charm you're probably dead, but if you dodge it you're not in much danger.
Unless you have your ultimate up, she can 1v1 you pretty easily. Try to poke her down with splash damage when possible to discourage an all-in.
Can zone you pretty well, but has poor waveclear pre-6, and is very weak before first item. Abuse her below average early game and force her to farm under tower.
Be wary of her burst, and keep an eye out for her passive. If you can, save your ultimate to stop her combo damage from her own ult.
Stay out of range of his stars and avoid getting stunned. Getting boots early would be pretty nice, as he rushes them.
He has much better range than you, and he hurts a lot with poke. Punish any mistakes you can find and try not to take long trades, because he'll win them. Deny farm as much as possible, because his late game is terrifying.
If you can avoid his skillshots he's nothing, but if he lands a stun, you'll probably just die.
Pretty difficult matchup. You have to be constantly aware of the cooldown on her stun, and remember that especially early game she dominated you in duels. Try and get your jungler to help if possible to get a lead.
Avoid standing in poison, and take fights only after poking her down some, extended trades go in her favor until late game.
Don't stand in his knockup, and deny minions, you can play safe in this lane pretty effectively.
He dies pretty easily, and doesn't do much early, abuse him hard pre-level 6.
It's pretty easy for you to stay completely out of his range if you play smart. If you don't get pulled, you're fine.
Dodge her skillshots and stay aware of her ult cooldown.
He's not going to be much of a threat, especially if you dodge his cleavers. If he decided to all-in you just kite with your Q and autos.
His burst is really scary, but you can poke him down pretty nicely from range.
Don't allow her to start a fight on you away from your turret, because she wins the 1v1. Farm safely and ask your jungler to gank.
Honestly not a big threat. If you don't let him combo you, his damage is pretty low. You can time your ult to block the damage from his.
If you get taunted it's going to hurt, a lot. Stay at range and poke him down until he's forced to go shop.
Avoid his barrels, but be ready to get poked by his Q all lane. If you think you have the damage, all-in him early and get him behind.
Same as with Darius, just keep your distance and kite them. Easy peasy.
Keep an eye on his bar, and get away when he goes Mega-Gnar. He kites well, but not as well as you.
Stupidly easy lane. Kill the towers asap and burn him down if he misses a stun.
You shouldn't all-in her in the early game unless you have her low. Kill tentacles where you can and don't get gripped.
After the rework Irelia's pretty dangerous. She has the mobility, CC, and damage to punish any mistake you make, so be sure to play this lane passively. Farm under tower.
If you don't let him combo you, he's not a threat.
Avoid him while he has Counterstrike up, and go in to trade when it's down.
Hide behind minions to avoid his Q, and poke frequently. You win early trades.
Dodge her Qs and try and get her to waste her shield. If it or her ult are down, you can burn her.
Easy matchup. He's just not very good. Dodge his Qs and don't stand right up on him and you win the lane.
Be careful of his silence and ultimate, but try and poke and kite when possible.
Her burst is really dangerous, so you need to keep an eye on all of her daggers. If she shunpo's on you, you're likely dead unless you have ult.
Avoid him when he has Electrical Surge up, so you don't take unnecessary damage and a mark.
If you walk out of his trap, he has no real engage, so you can punish him as he repositions.
Her burst is scary, but if she wastes her CDs you can punish her by pushing under her tower.
You can't stop her CC, but you can ult to stop her from bursting you down. Watch where she throws her claw, and be ready to play around her moving to it.
If you dodge her binding, this is an easy lane.
You're really only worried about his ultimate.
Again, only worried about the ultimate. Your heal will counter his DoT pretty well.
Don't let him root you and combo, and be mindful of where he throws saplings.
It's Mordekaiser. Get damage every time you possibly can and play aggressive.
Don't let him farm well. If you can deny cs, do it even if you're costing yourself farm. Abuse his lackluster early game and try and bait out his ult.
He does a LOT of damage when he gets low on health, so be prepared to kite him.
Ori is a pain in the ass, and her orb is a constant threat. If you get slowed or ulted, she can chunk you really badly, and she's still safely at range with a shield to stop your poke. Play very safe.
Avoid his charge stun and pillar, and poke him where you can. Be aware that he doesn't have to base to go shop, so getting him low hp and forcing him to back is very good.
His early game just stomps you. He'll poke heavy with spears and his combo might just outright kill you. Wait until you outscale and punish him late game.
Tricky to play against sometimes, but you can kite her.
Don't underestimate his stupid damage during his ult, and be wary of his stun. Try and kite him around while denying farm.
This is a skill matchup, as a bad riven is super easy to punish, but a great riven will probably walk all over you. Try and avoid her stun and keep her ult cd in mind.
Don't stand in his fire, and be ready for his ultimate. If it's down and you don't get burned, you can all-in.
If you get stunned, you're going to regret it. Stay at range and poke.
Don't get taunted and you pretty much auto-win this lane.
Don't chase Singed.
Annoying and very strong. Avoid his minion kicks and don't let him all-in you with his ult. If you're about to get bursted, don't be afraid of ulting and turning.
You'll probably need ignite or Morello for his heals. Avoid his root and pull, and don't even think about fighting if he ults.
Avoid her orbs and try your best not to get stunned. If she gets low mana you can punish her, but she outdamages you severely until late.
Don't take too much poke and farm for late game.
Save your ult for his combo and he's not going to be a problem.
His blind will be the biggest threat in lane. If he uses it to CS, go in immediately. Watch out for shrooms.
Stay clear of his frost zones and play aggressively.
Bait out his ult and kill him, not much to say about this one.
If he wastes his gold card you can kill him for free. Be ready to roam quickly once he hits 6.
His damage is surprisingly high. Don't let him ult you for free kills.
If you don't get stunned this is a free lane. Wait until he burns the stun or 1 more ability and all-in him.
Same as with Veigar, bait out his abilities and all-in.
His Q hurts, and his ultimate will just kill you. Be aggro before 6 but after 6 you should seek to farm up.
Like with Swain, you need ignite/Morello, and you need to play safe. If he doesn't have pool, you can kill him. If he does, don't try and fight.
If you dodge his skillshots, he's not even a champion.
Don't get in range of him, and play around his windwall. If you dodge his Q tornado he has no significant all-in.
Don't let yourself get locked in his ring, and kill his adds quickly.
Save ult for his ult combo and poke him when he's low energy.
Dodge his Q and mines and win the lane for free. He pushes towers well, but that's about it.
Don't let him stack bombs on you, and try and get him to waste his ult.
If you get slept, you're dead, but if not, you can turn and abuse her early game lack of damage.
Champion Build Guide
I may update with other roles and their builds for Kayle in the future.
+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 Judgement 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.
-Somewhat weak early game.
-Pretty mana hungry, especially before you get items.
-Knowing when to time your Divine Judgement 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.
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.
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 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.
|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.|
|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.|
|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.|
|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.|
|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.|
|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.|
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.
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.
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.
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.
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.
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.
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.
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 Judgement ready to go in case of a teamfight somewhere else on the map or a roam to your location.