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Build Guide by Tsiphon

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League of Legends Build Guide Author Tsiphon

Kayle: The DPS Medic

Tsiphon Last updated on March 7, 2011
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Top Lane
Ranked #6 in
Top Lane
Win 54%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Presence of the Master

Utility: 21

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Updates and Notes

Here is where I will update the build and post notes of it based on any comments or personal tinkering.

3-7-11: Considering changing my quints to 2 flat AP and 1 xp quint. No need for a bunch of XP quints, but just 1 combined with the 4 points on utilities will give a pretty solid boost to get you leveled faster. The 2 flat AP are really just because XP quint's do lose meaning endgame, and the AP will always be handy. Attack speed has a relatively wide selection of cheap items to add equal to or more dps than 3 quints would, so I feel those could be better replaced.

This is also the reason I choose armor pen marks versus attackspeed.


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I see alot of guides on here about how to make Kayle a support, or how to make her a solid DPSer, but I feel that she is infinitely more valuable as a hybrid of the two. My guide is a result.

I'm mid Kassadin or Anivia preferably, or I play supports, mainly Kayle, but I can go any support really, or Cho or tanks if needed. In short, I try to play many different champs. I have not exhausted all the options Kass has available to him, but I feel I have pretty much entered into the advanced realm with him, and am tweaking different things at the moment.

As a note, this is my first guide.

I would like to give credit for the build idea to Xenturion, although I have changed some quite a bit to suit my own playstyle.

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Masteries and Summoner spells

Basic AP support champ. 9-0-21. I will say I am going to fool around with the utilities and see if the slot is doing anything, and if not, will put the points elsewhere.

I go with leveled clairvoyance with the mystical vision skill as it is so infinitely beneficial to the whole team, and leveled it lasts longer and charges faster, which is always awesome. Group clarity from the insight skill is also a good bonus, and I find is helpful when needing to spam-cast all you're spells over and over again. Also, with my masteries, runes, and items, I end up w/ 39.49% cdr without blue. That's a big mana demand.

This also means that you will only need the Golem buff maybe once or twice until the Soul Shroud and Nashor's Tooth are completed, and by then you will have maxed CDR, and probably enough mana combined with your Clarity to not need the regen anymore. Save it for someone else.

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Explanation of Skill order

I get my AoE first, Righteous Fury, since you shouldn't need to use Divine Blessing to heal things right off the bat, and if you're worried about 2 in the bush then use Clairvoyance (although I normally reserve this for whoever is solo-ing, if there is one).

Double level Divine Blessing and get another on your Righteous Fury.

From here, it depends on your needs.
If you or your teammate is getting relentlessly assaulted, focus on your Divine Blessing.
If you find yourself falling short on your farming, level Righteous Fury.
If the opponents seem to be getting cocky or taking you for granted, throw a single point on your Reckoning and you can both slow and surprise them with your damage.

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Mana manipulator first. This keeps you and your lane partner with a healthy amount of mana, and most likely you will get low first, so tell them to spam their abilities so your group clarity doesn't go to waste.

Rush to Soul Shroud. I normally save up to get the whole thing at once, but if you have to go B for some reason, try to have enough for your Kindle GemKindle Gem.

Merc Treads. As always boots are situational. You may opt to get Beserker's GreavesBeserker's Greaves, although I find that the CC protection and bonus MR is great, because you will get focused, and those extra seconds will more often then not save your live to have you come back a few moments later healed up.

Stinger, then Nashor's Tooth. Here is where you start doing damage. There's not much to say, other than this item meshes with her abilities well.

Guinsoo's Rageblade.

Here is where I get sandboxy with my build. Here's how I decide:

If you're supporting well and the team is winning the fights, you might opt for Mejai's SoulStealer (or maybe even Sword of the Occult?) before the Rageblade. You shouldn't be dieing that much if at all, and with your AoE you will be getting assists. A stacked Kayle will quickly become a solid tide turner from behind the scenes.

If you're not able to get in and do much attacking, go ahead and either get Stark's Fervor to further support your team. You can also get a defensive item such as Zhonya's Hourglass or Randuin's Omen.

Since you are DPS support, you have many options. If one isn't working just switch to the other, or go solid hybrid. You will need to figure this out as you go.

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I bind my self-cast W, Divine Blessing to T so I can heal instantly and my self-cast R, Intervention, to mouse button 4 for instant immunity. This way during a gank I will have an advantage of instant heal or defense.


This is such a big bonus of Kayle. Pay attention to the flow of the mini-map. If you don't see an enemy, go ahead and cast voyance where they might be, normally on a neutral monster or in river. In the beginning, if you think they are in the bush, go ahead and cast it to make sure. I normally save mine for our solo champ if we have one, as it will save them the hassle if they were going to get attacked.


If there is an enemy jungler, or you think they are getting baron or dragon, cast your voyance off a bit, trying to make them unaware that you see them. My team gets so many ganks on junglers and people in bushes from this.


And they are getting targeted in team fights, try to cast your protective ult on them, this way, they will still be getting targeted by most people, and they will probably be full health again by the time the spell wears off. I focus on using my heals for other people who are getting targeted.

Also on this note, the cooldown for your Intervention is relatively short, 60 seconds normally, and 36 seconds with maxed CDR. Therefore, you shouldn't be hesitant about using the ability if needed.