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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Divine Ascent (PASSIVE)
Kayle Passive Ability
Lore
In a world far away where an ancient war still rages, Kayle was a great hero - the strongest of an immortal race committed to destroying evil wherever it could be found. For ten thousand years, Kayle fought tirelessly for her people, wielding her flaming sword forged before time itself. She shielded her delicate features beneath her enchanted armor, the sole remaining masterpiece of an extinct race of craftsmen. Though a beautiful, striking creature, Kayle, now as then, avoids showing her face; war has taken a terrible toll upon her spirit. In her quest for victory, she sometimes would try to lift the wicked up from their morass of evil, but more than often she instead purged those she herself deemed beyond redemption. To Kayle, justice can so often be an ugly thing.
Ten years ago, Kayle's war against evil was nearly won... until her rebellious sister Morgana, a pariah amongst their people, suddenly gained powerful new allies: magicians of a hitherto unknown world called Runeterra. Morgana traded servitude to a number of the summoners in Runeterra's League of Legends for powerful new abilities that, if mastered, threatened to bring Kayle and her people to their knees. To save her world, Kayle had no choice but to make a pact with the League herself. She approached the leader of the League, High Counselor Reginald Ashram, with a deal of her own. In exchange for a thousand years of Kayle's service, Ashram halted all League interference on Kayle's world. With Ashram's disappearance five years ago, Kayle has new causes on Valoran: find out who or what caused Ashram to disappear, defeat her sister Morgana upon the Fields of Justice, and bring her own brand of justice to the League of Legends.
''In the League of Legends, Justice comes on swift wings.''
Many Kayle players go with AP
Kayle, which benefits from the heals and more damage on
Righteous Fury and
Reckoning. Those who go with AD
Kayle benefit from Reckoning's percentage bonus damage and the fact that it scales with attack damage and
Righteous Fury splashes it. Some even opt for armor/magic resistance shredding due to
Holy Fervor and to add on to the supportiveness of
Kayle's role. I however play
Kayle as on-hit, looking at
Reckoning to add damage and
Righteous Fury to give additional damage per hit.










Pros
+Passive shreads defenses
+
Righteous Fury gives range
+Ultimate has many uses
+Her heals grant movement speed
+
Reckoning gives a slow, allowing teammates or yourself to catch up or escape
+Can kill any champion
+Decent farmer with
Righteous Fury
Cons
-Squishy most of early game
-Usually targeted first
-If
Righteous Fury is on cooldown, you're up close to the fight
-Long cooldown on heals
-Mana problems early game if you spam
Righteous Fury or
Divine Blessing
+Passive shreads defenses
+

+Ultimate has many uses
+Her heals grant movement speed
+

+Can kill any champion
+Decent farmer with

Cons
-Squishy most of early game
-Usually targeted first
-If

-Long cooldown on heals
-Mana problems early game if you spam


E>Q>Q>W>Q>R>Q>E>Q>E>R>E>E>W>W>R>W>W
For basic reference, R>Q>E>W
I always take
Righteous Fury at level one because it does quite a bit of damage, even with no AP backing it up. Maxing out
Reckoning first gives you the ability to deal 10% increased damage to whoever your cast
Reckoning on, making that
Madred's Bloodrazor hit even harder.
Righteous Fury is the second skill I max, due to it's additional on hit effects. Even though
Kayle is a support champion, I don't feel that
Divine Blessing is worth maxing out first, although the point at level 4 will give you a speed boost and basic healing to give you some sustain. Always take
Intervention, no matter how bad you think the level 1 version is. Those 2 seconds of invulnerability are better than that extra point in any other stat.
For ranked, two points early into
Divine Blessing helps you heal more per use and gives you that extra sustain.
For basic reference, R>Q>E>W
I always take








For ranked, two points early into


Hybrid




Cooldown- 8/8/8/8/8
Mana Cost- 70/75/80/85/90
Range- 525
This is what makes percentage items like






Cooldown- 15/15/15/15/15
Mana Cost- 60/70/80/90/100
Range- 1200
The cooldown is quite long, but it does save teammates and allows them to catch up/chase more effectively, and, along with


Kayle harnesses her righteous fury to increase her Attack Range by 400 for 10 seconds. These attacks splash, dealing an additional magic damage to her target and nearby units take 20/25/30/35/40% of her attack damage plus magic damage.The total bonus damage is 4/10/16/22/28 (+0.3/1 AP)
Cooldown- 16/16/16/16/16
Mana Cost- 45/45/45/45/45
Range- Self
This is what makes on-hit


Bathes

Cooldown- 90/75/60
Mana cost- 100/75/50
Range- Self-1200
The ultimate "I'm not gonna die" button. The reason

I take
Greater Mark of Precision because a majority of the damage on-hit
Kayle does is magic and the additional armor pen helps early game.
Greater Mark of Magic Penetration are also good runes if you don't have the hybrid penetration ones.
Greater Quintessence of Attack Speed and
Greater Seal of Attack Speed help to increase the overall attack speed at level one, making
Righteous Fury attacks more deadly. Although I take
Greater Glyph of Scaling Cooldown Reduction,
Greater Glyph of Cooldown Reduction works well with keeping
Righteous Fury up before
Greater Glyph of Scaling Cooldown Reduction does at level 13.
Greater Quintessence of Health also works if you feel too squishy early game. If defensive stats are your thing,
Greater Glyph of Magic Resist and
Greater Seal of Armor can fill up those slots. If you want to start out with almost 20 magic penetration,
Greater Glyph of Magic Penetration and
Greater Quintessence of Magic Penetration should fill your glyph and quintessence spot.
Another rune set I am currently testing because of the new mastery tree:
Greater Mark of Magic Penetration
Greater Seal of Attack Speed
Greater Glyph of Scaling Cooldown Reduction
Greater Quintessence of Attack Speed
Updated; this setup gives 3% more attack speed and the much needed cooldown reduction and along with
Elixir of Brilliance, keeps
Righteous Fury on cooldown for a little over a second without needing blue buff and late game with
Elixir of Agility you break 2.3 attack speed. With no armor penetration, you will have to be a bit more careful last hitting when the minions start having armor but if you do make a slight mistake; the extra attack speed usually pays off.
For the ranked set;
Greater Mark of Attack Speed means you can start with boots 3 pot and safely lane while still having sufficient attack speed to last hit minions and trade harass.
Greater Seal of Scaling Mana Regeneration helps with the mana regeneration as this build has none.
Greater Glyph of Scaling Cooldown Reduction gives much needed cooldown for the late game.















Another rune set I am currently testing because of the new mastery tree:




Updated; this setup gives 3% more attack speed and the much needed cooldown reduction and along with



For the ranked set;



Even with the new masteries, I feel 9/0/21 is the best with
Kayle. With
Swiftness
and
Divine Blessing, your movement speed increase is noticeable.
Mastermind
keeps those summoner spells on a lot lower cooldown.
Sorcery and
Intelligence
provides 10% cooldown, which is 1% more than the last tree.
Transmutation
is somewhat useful, if you watch your health bar each time you use
Righteous Fury on a cluster of minions you will heal for about 20-30 off spell vamp. You can always throw that 1 point into
Improved Recall
as another good option.
Meditation
and
Expanded Mind
help your mana pool and keep it sustained.




















OTHER VIABLE SUMMONER SPELLS










You technically are support, and becuase






I have come to really like






Core
Start off with a
















Mid Game
At this point,








End Game
For the last item, look at your team composition. Usually











However, there are those games where you have feeders on your team or those who believe that harrassment > farming or you have no real initiator. When games like these come around, this build won't make you last throughout the entire teamfight, before their fed



If it's an AD carry, items like







If it's an AP carry, items like





Other situational items include







--These items can be your sixth item slot and, if you still need another, can be a replacement for

Because you're practically alone solo top, you don't want anything too bad to happen to you. Warding helps you maintain this and it prevents you from being ganked as easily if you didn't have one. Now, I could post a giant map telling you what parts of the map to ward, but how often are you going to run all the way to bottom lane to drop a ward? Not very often, so I'll just stick with the top lane for now.

Try to buy at least 1 ward on every recall if you have the money to, they will keep you much safer than if you didn't.
Green spots are common warding spots that should give you sight of nearly every gank. I always put a ward in the river bush in case I miss the jungler running up the river.
Yellow spots are there if you want to ward the bushes if you feel you might get ganked by the jungler waiting in one of the bushes.
Keep in mind the wards are placed for either side (blue or purple) so ward on your respective areas, unless you decide to keep farming the lane if your turret or their turret falls.

Try to buy at least 1 ward on every recall if you have the money to, they will keep you much safer than if you didn't.
Green spots are common warding spots that should give you sight of nearly every gank. I always put a ward in the river bush in case I miss the jungler running up the river.
Yellow spots are there if you want to ward the bushes if you feel you might get ganked by the jungler waiting in one of the bushes.
Keep in mind the wards are placed for either side (blue or purple) so ward on your respective areas, unless you decide to keep farming the lane if your turret or their turret falls.
1st Kayle game: 0/9/12. Was 0/3/7 during laning phase; then my lane partner dc'd and I was left to defend bot turret the best I could. Needless to say we couldn't win 4v5.
Next game I'll try solo top Kayle.

I think this
Kayle belongs up top.
I also added what runes and masteries I used under the second build.
Next game I'll try solo top Kayle.

I think this

I also added what runes and masteries I used under the second build.
There is a LOT of debate and arguement about what
Kayle's ultimate
Intervention is used for. Some say it's used for saving teammates. Other say it's used to prevent damage from being taken.
So, when should I use
Kayle's ultimate?
To be honest, it varies upon the situation.
Turret Diving
If you and your laning partner both decide to turret dive the enemy, give
Intervention to the person who is going to take all the hits, or if your
Flash is up, use it on yourself. If nobody is mia/miss, dive him, use
Intervention on either your laning partner or yourself, and flash out/walk away when you have the kill. Use
Divine Blessing on yourself or on your laning partner if either of you has trouble getting out or needs it.
Getting Turret Dove
If you are unlucky and are at low health and the enemy WILL turret dive you, first look at their health. If they are both at half and you have enough mana for all your abilities, stay. The instant they start to hit you, cast
Intervention on yourself. Nine times out of ten, they will use all their abilities on you to prevent the turret hitting them too many times.
Reckoning the lowest health champion and activate
Righteous Fury using
Divine Blessing at least once. The turret and your attacks should get the first one and deviate the other from killing you.
Teamfights and Skirmishes
This is where
Intervention really has a chance to shine. If your
Brand keeps getting nuked by
Veigar, use
Intervention as soon as you see
Event Horizon stun
Brand. This will either get
Veigar killed or he will burn his entire combo on somebody that is invulnerable.
The same goes with AD carries. If your
Xin Zhao charges at a squishy, put
Intervention on him as he charges in. He should have enough time to kill the squishy, and move on to other targets with full health.
Just because you are support doesn't mean you can't use
Intervention on yourself. If you are the one getting focused, use your ultimate on yourself and kill the most threatening carries out there. This especially works against
Mordekaiser. If you place
Intervention on yourself or a teammate before he is able to build up a shield, he should be killed rather quickly; even faster if he decided to go straight AP.
Escaping
When you or a teammate do get caught out of position, and
Nocturne decides to
Unspeakable Horror, don't be afraid to
Flash and
Intervention so that they have better chances of getting away from that 1v5. It won't stop the fear, but it will give them the time to use their defensive summoner spell to get out alive.
Because
Intervention has a fairly low cooldown don't be afraid to use it on a teammate recalling with low health; that
Ezreal might want an easy 300 gold with
Trueshot Barrage and you want to deny him that.


So, when should I use

To be honest, it varies upon the situation.
Turret Diving
If you and your laning partner both decide to turret dive the enemy, give




Getting Turret Dove
If you are unlucky and are at low health and the enemy WILL turret dive you, first look at their health. If they are both at half and you have enough mana for all your abilities, stay. The instant they start to hit you, cast




Teamfights and Skirmishes
This is where







The same goes with AD carries. If your


Just because you are support doesn't mean you can't use



Escaping
When you or a teammate do get caught out of position, and




Because



At 40% CDR; Kayle's abilites will have-
Reckoning 4.8 second cooldown at all levels
Divine Blessing 9 second cooldown at all levels
Righteous Fury 9.6 second cooldown at all levels
Intervention 54/45/36 second cooldown
Benefits of 40% cooldown:
-You will be able to cast
Reckoning two times per
Righteous Fury
-Long skirmishes/team fights will see that you can use
Intervention almost two times which is 6(!) seconds of invulnerability.
-9 second heals mean you can heal that much more often, and give movement speed buffs that much faster.
-You can permanently keep
Righteous Fury up.
What you have available to you without inventory space:
10% from masteries (
Sorcery and
Intelligence
)
8.62% from runes (
Greater Glyph of Scaling Cooldown Reduction)
Elixir of Brilliance (a flat 10% cool down)
Blue Buff (formula is 16 + .5 times level)
However there are still junglers and those mages who usually have priority over blue buff and take it a majority of the time. Without blue buff you have 28.62% cooldown with an
Elixir of Brilliance at level 18.
To keep
Righteous Fury up all the time; 37.50% or great cooldown is needed. Items with higher amounts of cooldown
Nashor's Tooth and
Frozen Heart will both reach 39% cooldown.
Nashor's Tooth gives all the mana per 5 you will need and provides another burst of attack speed.
Frozen Heart gives you 99 additional armor, lowers enemy attack speed, and gives 500 mana, making you able to take more physical damage and giving you more than enough mana to use all your abilities without worry of running out.
Shurelya's Battlesong will also reach 37.5% and give a nice active; build an early philosopher's stone if you chose this route.




Benefits of 40% cooldown:
-You will be able to cast


-Long skirmishes/team fights will see that you can use

-9 second heals mean you can heal that much more often, and give movement speed buffs that much faster.
-You can permanently keep

What you have available to you without inventory space:
10% from masteries (


8.62% from runes (


Blue Buff (formula is 16 + .5 times level)
However there are still junglers and those mages who usually have priority over blue buff and take it a majority of the time. Without blue buff you have 28.62% cooldown with an

To keep






v1.0.0.127
Hextech Gunblade
- Attack Damage reduced to 40 from 60
- Ability Power reduced to 70 from 75
- Life Steal reduced to 15% from 20%
- Spell Vamp reduced to 20% from 25% and is now UNIQUE
Those who opted for
Hextech Gunblade will only feel a difference in life steal/spell vamp; the 5 AP is barely 2 damage from
Righteous Fury.
v1.0.0.128
Nothing
v1.0.0.129
Complete revamp of Mastery Tree and new Summoner Spells.
v1.0.0.130
Boots 3 pot for ranked will feel a little odd; however the ability to harass without getting destroyed by minions means you can
Reckoning
Righteous Fury them out of lane a lot faster than before. Blue buff's mana regen will mean more mana regeneration early game if you do happen to get blue buff by means of kills/steals/your jungler allows you to have it.
v1.0.0.131 (although League atm has it 1.0.0.130)
Winter Map is out, Kayle gets to play in the snow! Also new runes and the hybrid penetration replaced the marks.
v1.0.0.132
Sword of the Divine has been removed
- Replaced by
Ionic Spark
Nashor's Tooth
- Total cost reduced to 2735 from 2885
- Ability Power increased to 65 from 55
Surge cooldown 220 -> 180
v1.0.0.133
Hextech Revolver spell vamp decreased to 12% from 15%
v1.0.0.134
- Zeke's Herald replaced Stark's Fervor
Much more viable for supports/tanks due to the cooldown reduction
-
Locket of the Iron Solari introduced
Another viable item for supports without a heal that scales into late game well.
v1.0.0.135
Nothing
v1.0.0.136
Maw of Malmortius added, but nothing really changed Kayle considerably
v1.0.0.137
Divine Blessing
- Heal amount increased to 60/105/150/195/240 from 45/85/125/165/205
- Movement Speed increased to 18/21/24/27/30% from 15/17/19/21/23%
- Movement Speed duration increased to 3 seconds from 2.5
- Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80
The new heal is VERY noticeable, and Kayle's sustain is greatly increased.

- Attack Damage reduced to 40 from 60
- Ability Power reduced to 70 from 75
- Life Steal reduced to 15% from 20%
- Spell Vamp reduced to 20% from 25% and is now UNIQUE
Those who opted for


v1.0.0.128
Nothing
v1.0.0.129
Complete revamp of Mastery Tree and new Summoner Spells.
v1.0.0.130
Boots 3 pot for ranked will feel a little odd; however the ability to harass without getting destroyed by minions means you can


v1.0.0.131 (although League atm has it 1.0.0.130)
Winter Map is out, Kayle gets to play in the snow! Also new runes and the hybrid penetration replaced the marks.
v1.0.0.132

- Replaced by


- Total cost reduced to 2735 from 2885
- Ability Power increased to 65 from 55

v1.0.0.133

v1.0.0.134
- Zeke's Herald replaced Stark's Fervor
Much more viable for supports/tanks due to the cooldown reduction
-

Another viable item for supports without a heal that scales into late game well.
v1.0.0.135
Nothing
v1.0.0.136

v1.0.0.137

- Heal amount increased to 60/105/150/195/240 from 45/85/125/165/205
- Movement Speed increased to 18/21/24/27/30% from 15/17/19/21/23%
- Movement Speed duration increased to 3 seconds from 2.5
- Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80
The new heal is VERY noticeable, and Kayle's sustain is greatly increased.
If you feel that there is something that I should add, leave a comment. I try to update this guide at least once a week, adding more details and explanations responding to comments, and proofreading the guide thoroughly. Constructive criticism is always appreciated.
New masteries are here! The guide is going through editing process to clean out old mastery tree points and bbc code. After looking around at the other
Kayle guides; I noticed that nobody has really updated to the new mastery tree. Little bit of self pride knowing that I was the first ;)
Went through annoying process of going from Photobucket to Flickr. I really liked the quality from Photobucket but I was forced to switch.
New masteries are here! The guide is going through editing process to clean out old mastery tree points and bbc code. After looking around at the other

Went through annoying process of going from Photobucket to Flickr. I really liked the quality from Photobucket but I was forced to switch.
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