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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
Threats & Synergies
Akali
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.
Hecarim
Hecarim
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

+

+

+Can perform well in every role. Even support!
+Excellent damage as a duelist or in teamfights.
+Splitpushes very well after getting

+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

-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).









In difficult matchups due to poke, I recommend taking












As with nearly every other champion in the game, ![]() |
![]() |
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 ![]() ![]() ![]() |

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 ![]() |
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 ![]() ![]() ![]() |
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. |
![]() |
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 ![]() |
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 ![]() |
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 ![]() ![]() |
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 ![]() |
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

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

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




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




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