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Kayle Build Guide by Kalakaua

Support Paladin of Purity: The Righteous Guide to Kayle Support

Support Paladin of Purity: The Righteous Guide to Kayle Support

Updated on February 26, 2025
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League of Legends Build Guide Author Kalakaua Build Guide By Kalakaua 24 2 26,417 Views 0 Comments
24 2 26,417 Views 0 Comments League of Legends Build Guide Author Kalakaua Kayle Build Guide By Kalakaua Updated on February 26, 2025
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Runes: Against poke

1 2
Resolve
Guardian
Demolish
Second Wind
Revitalize

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+8 Ability Haste
+10-180 Bonus Health
+65 Base Health

Spells:

1 2
The default spells
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Paladin of Purity: The Righteous Guide to Kayle Support

By Kalakaua
And who might you be?

A Quick Reminder before starting



As I continue to update this guide, I aim to keep it both detailed and easy to follow. Each section begins with a general and detailed idea of what to do, laying out the key steps and strategies for playing Kayle Support effectively.

Afterward, you’ll find a more specific section diving into the reasoning behind these choices—why I recommend certain things or avoid others. If you feel like you’ve grasped the general idea and don’t need the additional details, you can always click the collapse button (the little minus icon to the right of the header) to skip ahead to the next main section.

This way, I feel like the guide isn’t bloated by unnecessary text that might not tell you anything new, making it more reader-friendly while allowing me to go deeper into the details for those who want to explore further.

Now, having said that, let’s begin the actual guide, shall we?

Nothing of interest




It is I, the author. Kalakaua they call me.

I have been playing league ever since the beta finished, and I have a long history of experimenting with off-meta builds, one of whose is Kayle support, as you will see here. Unrelated but if you wanna know more about me then look at this presentation page I made with most of my links, not all of em though.

I am not the creator of the playstyle nor am I the most knowledger of it, I am a mere believer of their words and might be considered a prophet of it all even.
If you want to discuss it in more detail then I invite you to the place where I discovered it for the first time, an off-meta discord server by a streamer that surprise surprise, is unrelated to this build.
https://discord.gg/63wXSKT


Also if you want, check out this discord server more focused to Kayle Support.

Pros and Cons

Pros




  • Strong dual heal for little cost
  • Nice resistances shred
  • Very powerful ultimate
  • Strong peeling mid to late game
  • Moves very fast
  • Respectable range

Cons




  • Not a lot of power by herself
  • Fragile against intense burst early on
  • Lacking in protection of objectives alone
  • You miss on a big portion of your passive

Why Support Kayle?

Your holy protector


­


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Kayle has always been a good solo pick along with a support, though since her rework that she got her solo capabilities have been not stellar, support has also gotten through some tough times but somehow remains constantly strong. Instead of focusing on CC like a lot of other supports, Kayle has a huge peeling potential with a small resistances shred from Radiant Blast that can hit multiple people and slow them at the same time, and a dual heal from Celestial Blessing that gives movement speed as well, and don't forget her 2.5 seconds of invulnerability on an ally target from your ultimate Divine Judgment, this allows her to be of great assistance in fights.

You can think of Kayle as a reverse Taric actually, both have nice heals, allow one fighting team to have more resistances than the other would in normal circumstances, and both have invincibility ultimates. Though they differ in some key points like Taric's heal is more spammable but with less power, his resistances situation makes your ally have more protection instead of the enemy having less, and his ultimate has AoE protection but its slower and more telegraphed. I think that these differences make Kayle come out on top.
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A guardian angel



Celestial Blessing is one very strong healing ability, it doesn't look like it has huge numbers by itself but you heal two people, so you must realize that whatever the number may say, you actually heal double that. It also gives a nice boost of movement speed of 40% to both targets which can help hugely on fights or escapes. And very noteworthy is that the range of Celestial Blessing is a whopping 900, meaning you can outrange many of the other enchanter's heals and shields. Even Soraka the prime healer is about 1/4th too short of range

Radiant Blast is quite useful as well, it slows enemies for 50% for 2 seconds and reduces their resistances by 15% for 4 seconds, the slow can help immensely during skirmishes and while the resistances shred is not huge, it can also help a fair bit.

Both these abilities don't have much mana cost and in fact they share the same mana expenditure at each rank from level 1 to level 5, both going from 70 to 90 mana at level 1 to level 5. Though I still recommend to not spam them early on before you get your main core item, specially Celestial Blessing as the healing level 1 is not great, and even with only 70 mana you should avoid using it until lvl 2, Radiant Blast is a bit more worth to use it since that slow helps more than the heal at early levels.

Starfire Spellblade is not as useful as the rest of Kayle's kit especially support since you won't be buying damage, the poke isn't much at any moment that an enemy is over 50% HP, but it is ranged and has 0 mana cost so you can use it to proc World Atlas on an enemy from a safe range, or help you proc Demolish also from a distance. Also since it counts as autoattack reset it helps to charge up your passive for more movement speed or to kill a ward quickly, so Starfire Spellblade is less for helping an ally and more for helping yourself.


Finally Divine Judgment can singlehandedly win a fight if the circumstances are on point. Its 2.5 second of instantaneous invulnerability at the right moment can make the whole enemy team to waste their entire kit with no consequence to your team. If you compare it to Taric's ultimate Cosmic Radiance you'll notice that not only it is faster to use, but it has less CD and Mana cost after lvl 2. The only downgrade is that Kayle's ultimate is single target so you need to really know who to use it on, most people think the main gimmick of Kayle Support is this ability but it's not the main focus, it helps a ton but your job is to heal slow and shred.


Why no damage though?



You might be thinking that you should go regular AP for huge heals and such, but Celestial Blessing doesn't scale well with AP, only 25% and 8% on the movement speed, plus the resistance shred does not scale with AP either. More importantly is that going damage instead of utility leaves you way too squishy, you end up dying more and end up helping less overall.
Something noteworthy to think about is the idea that you trade your own power to add power to an ally, since your allies can make a great use of your entire kit it feels like you have added your own kit on an ally's kit while they still keep their own.


Ok but what's with the summoners dude?



You might think these summoner spells are the dealbreaker but honestly Support Kayle doesn't make great use of many of them.

The big one is "Why no Flash?", this is due to the gameplay style this guide promotes: you are a tanky healer not a fighter or squishy assassin. The two main uses of Flash is to chase or escape, and this is not needed when playing Kayle Support. As you do not have the damage to kill enemies easily so flashing in makes no difference, and on the other hand if an enemy is chasing to kill you and you flash, if they believe they can kill you, they will flash as well, leaving you on the same position as if you hadn't flashed at all. Moreover, your tankiness means you can often survive these chases without needing to flash at all.

Now for the rest, for Ignite one can argue that the wounds can be achieved by buying a mere 800 gold item and the extra damage might be achieved by landing your Radiant Blast on an enemy champion. Ghost feels useless due to your natural movement speed boost from your passive and W. Barrier is selfish as you only help yourself.

Cleanse is a decent option if the enemy has a lot of crowd control, especially if they have Seraphine, as the presence of cleanse in your kit can often prevent her from ulting. However, this option is more situational compared to your regular Heal and Exhaust.

Heal and Exhaust are your main tools, as they provide significant protection and healing for your team while weakening the enemy, also your healing power also increases Heal's power. Rarely will you find a need for anything else.

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Runer

Pure protection




Guardian


Guardian is why you're going Resolve. The best protective keystone for enchanters without much poke power. Plus you don't really get much of anything if you go Sorcery tree.



Demolish


Demolish helps you take structures down faster and is more reliable than Font of Life.



Second Wind


Second Wind helps grant nice survivability against poke matchups, while Bone Plating helps you survive engage or burst matchups. Pick accordingly.

Revitalize

Revitalize makes the healing better. You will pick it pretty much every single game.


space


Magical Footwear

Magical Footwear's boots are better than regular boots and give you 300 gold for free.


Cosmic Insight

Cosmic Insight makes you able to use your items and summoner spells quicker after you already used them.



space


Ability Haste, Scaling Health, and Flat Health

Haste for heals, and Scaling with Flat HP to survive better at most points in the game. Tenacity if you think you wil need it.







Inspiration



Many of the runes focus on enhancing utility and offers unique ways to gain advantages outside of pure combat stats. However while many of these runes may sound appealing on paper, only a few truly benefit Kayle's playstyle in practice.
Lets go analyze each one of these ok:



Cash Back is not necessarily bad on Kayle alone, but it is a rune that requires a lot of use until it is actually impactful. For maximum value the optimal strategy is to alter your build order so you buy your most expensive items first, which Kayle does not do. But regardless, the main key factor is that it shares the rune slot with Magical Footwear, which simply outclasses it.



Triple Tonic main appeal for many of the champions that use it is the level up potion at lvl 9, but that is a mere third of the rune. The two thirds are rarely useful at all, specially on Kayle Support.

Elixir of Avarice does not work for your playstyle becase as a support you should mainly leave the wave management to your ally marksman, and Elixir of Force is not very useful since at the point when you get it you won't have any AP on you so it will instead give you AD which is not needed, and even if you did have AP your main ability Celestial Blessing does not scale very well with AP in the first place so it will be a negligible difference in healing power.

Elixir of Skill may sound extra nice on Kayle but your main power comes from your W which you will already have maxed out at this point, using it for your E sounds useless since that ability is pure fighting power. And thus you are left only with Radiant Blast, which means the only advantage you get from this rune is an extra 6% slow at lvl 9. Not enough to pick it over other options.


Time Warp Tonic was at one point one of the main forces for Support Kayle allowing you even more surprise healing power to survive dives and fights during lane phase, but it has since been nerfed over and over again leaving it in a non great position.

The last nail in the coffin was that it was put in the same rune slot as Biscuit Delivery so you can't use both of them, therefore killing this rune entirely.


Biscuit Delivery was also the bread and butter of Support Kayle since it used to give max mana on top of the strong healing for when you are low on HP, but the last changes to the rune has left it in a less powerful state. The healing is good but without Time Warp Tonic it feels less impactful, the change from it adding max mana to max HP feels not as important with the current build. And even if it did gave max mana still, due to the latest patch for Kayle you no longer have mana issues.

Lastly and not as important, the ability to sell this biscuit was always nice if you never had a good opportunity to use it in lane but since its sell value has been reduced to a mere 5 gold, selling it now feels like a total waste and you are feeling like you should just stick with it for a little longer just to find a better moment to use it well. And that moment might never come.
In short, the rune used to be great but has been nerfed so many times that is not worth it anymore.



Jack of all Trades sounds enticing, for every different stat that your items give you get 1 extra AH, at 5 and 10 stacks you gain extra adaptive power. Sounds exactly like what Kayle Support needs, however I find that the rune in general is not very good as it practically forces you to get a disperse build filled with stats that you might not want or need for the rune to be of any good use. Though I will admit that the extra 1 AH for every item without feels nice, it is just not enough to justify it over Cosmic Insight.


Domination


This rune initially looks very tempting for a lower CD on your ultimate Divine Judgment, however relying on your ultimate alone is not a good idea since you trade a lot of extra power from the rest of your kit, and the lower CD is not enough to make a great impact considering that if you happen to die after using your ultimate, by the time you revive and get back to the where the fighting is happening, your ultimate should be up and running again regardless of the extra ultimate AH that this rune gives to you.

And lastly, you don't really gain much from any other rune in this tree so it really is a big waste honestly.
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It's all about the core

The core of everything is the core



Create Item Set





First back





Core




What's most important here is that you have a choice for most situations and buying one is often enough for the whole game, though occasionally you will find that 2 core items might come real handy which is valid.
But take in consideration that with more than one core item your mana regen will outclass your mana output at pretty much every moment, and you will have one less item slot for a tank item. Speaking of:


Options





All of those are your main options that you will buy most games, if i'm in need of some armor I find that Locket of the Iron Solari and Knight's Vow is usually enough, if however there is no ally who can really shine with Knight's Vow I pick Frozen Heart, this item having flat mana is unfortunate as you won't need it but is still a nice item for the passive.






Your starter items


As a healer you are naturally inclined to buy this item, better protection from your heals and a little boost for the damage they will do.



This combination of items should be your default first buy since it builds into any of the core items at your disposal so its hard to deviate from this, though if you find yourself without enough gold for both at the same time then you got a small choice. If the lane is passive without much action, or if the enemy has burst damage then get Ruby Crystal first, if on the other hand enemy has more sustained small damage then more mana regen for more heals is better.



In the case that you think rushing Frozen Heart is gonna be a good idea then you can buy this one instead for a first back, if you have the gold for it, else it's still good to get the components. Armor is akin of Ruby and flat mana is not very less useful than mana regen. Though keep in mind that rushing Frozen Heart is an extremely situational position you might not find yourself in ever.


­


Now we're talkin

­
This is your most important decision of the entire game, you got many variables to consider: Does your teammates like to teamfight a lot? Do you think you will stick to bot lane helping your ally marksman but still want to help from far away? Do the enemy have a lot of CC? Do the enemy like to dive in and fight close by?
Choose an item, or two, accordingly on which one you think will be the biggest factor of the game.



Moonstone is great for when there is constant teamfights as you can heal more people with each cast of Celestial Blessing. But it does not stay back if you get it early on and are stuck with only your ally marksman since the increased bounce healing goes to him anyway.It also has a nice synergy with Locket of the Iron Solari for you to consider later.


This is my favorite item in the game, a semi global small Soraka ult + small Karthus ult in an area that also gives vision, lovely. Pick this one if you think the rest of your team needs a bit of push to get their way or if they are getting attacked by the enemy jungler at any moment, just make sure you are in the range of half the map away. It also makes for a nice "keep fighting" moment after a teamfight, if the enemy retreats but your team is still wounded, just use it on the floor and keep applying pressure. Also, if you time it just as your Divine Judgment then you are golden.


You might think this is the best option for Kayle but to get its full value you need various variables to line up, which becomes harder to do as you approach the late game. It also limits your healing since getting your charges is not as easy as you might think, so no more healing for movement speed if you have full charges to not waste the charges you might have.
I pick this item if the enemy botlane likes to go in and fight closeby, and likes to do it often enough that the extra heal is better than the one-time Redemption. Get Echoes of Helia if you want an extra 150 healing every 8 or so seconds AND IF YOU CAN CHARGE IT UP CONSISTENTLY. There is also a nice little interaction with Redemption as the heal from Redemption does proc Helia, just make sure you have a charge when using it.


Mikael's main appeal is the removal of CC, but also has a tiny heal on it, bet you didn't know that, how many people do you think actually buy Mikael? This one is very straightforward, pick this item if the enemy has a lot of CC or if they require a bit of CC to be able to deal big damage to you.




What might you want?



Locket is your main option among these regular options, the default item for tanky supports. A somewhat respectable shield that can save your allies in many situations, very straightforward. You will get this item most of the time.


A second favorite of mine, though not as strong as it used to be its still pretty nice. Allows you to implement your tankiness into your marked ally even more than before, excellent option if you have an ally who is doing well though not as good if your team is doing poorly.


This item is the prime option for surviving magical damage as the shield massive considering both the size of it and the availability of it in every fight. Pick this if they have threatening magical damage.


Spirit Visage's passive can somewhat help if the enemy has grievous wounds, though not entirely. Get this item if the enemy has wounds or has magical damage that is not as bursty to justify Kaenic instead.


Frozen Heart is a strong pick against lots of autoattackers that rely on attack speed, think Jinx for example. Also the extra mana can come in handy too if you are required to cast a lot of heals. Get this item if you are going against heavy AD autoattackers.


Banshee is a good pick if they have sneaky mage picks that need to catch you off-guard or picks that require to land one ability to then deliver their full combo onto you. Also the extra ap gives your heal a nice little boost as well. Pick this item if you need to block one single ability to better survive a champion.


Thornmail is your choice for grievous wounds as you are going tanky and you don't scale well with either Oblivion Orb, or Executioner's Calling. Get this item if you are against AD autoattackers that need to heal off you.



Jak'Sho is a nice option if the enemy has a lot of hybrid damage, or if you want to survive even more during teamfights. Get this if you want more general survivability.

More details on items

Which items I do not recommend and why




This section is gonna be lengthy as I am going to explain in more detail every item that might sound like a good idea but isn't, so feel free to skip this section if you don't think you need this information.

Not good options







While items like these might sound like a good idea, I have found that they are just not good enough. The classic enchanter items are probably your idea of what Kayle Support looks like, with big healings due to the amount of healing power, but in reality it leaves you in a fragile and risky situation. Yes you heal for a lot more but it only takes one Grevious Wounds item to completely deny you.
Items aiming to increase your solo utility, like Rylai or Malignance might sound enticing but I don't think they are worth it, your Q slows already and your ultimate is not your main focus, so trying to better these aspects seems like a trap.



Each item in more detail



Celestial opposition makes sense on paper if you are playing as a tank, more defenses is better right? The issue is that Dream Maker is too good to consider any other option, and even if you do find yourself in a situation where you do need that extra tankiness instead of better healings, like if the enemy team is full of assassins for example, tests have shown that the protection of Celestial Opposition just does not do nearly enough to be worth it.




I feel like this item is bait, simply said, it gives you AP and movement speed which you don't really need, since your heal doesn't scale very well with AP and you move quite fast without it. The main appeal of this item is the passive which gives you and your healed ally extra attack speed and 20 magic damage per auto attack.}

I don't think this passive on yourself is gonna do wonders considering your role in the team, you might do about 100 extra damage per fight or so, which leaves your ally marksman. At early levels specially I don't think that the passive on your ally is gonna be the dealbreaker on trades, though its difficult to test this at the moment so it might need more testing. I would say that you can get better items than this one.




Staff of Flowing Water feels very situational to even be considered, you'd want a team that scales well with AP, which is not ideal for team composition. If you don't have an ally marksman that has an AP scalig ability then it is wasted on them, but you still get the AP for yourself, so what can you do with it?
Passive attack speed is too small to make a difference, assuming your autoattacks did a difference to begin with. Your Q gets an extra 18 damage, your E gets an extra 9 damage, your W in theory gets an extra 11 healing if it weren't for the fact that the item passive only lasts for 4 seconds, meaning you cannot use the extra AP for your healing as you need to heal to activate the extra AP.

In all regards this item is even worse than Ardent Censer, but something extra to consider on both of these items is that these buffs are more aligned to yourself in theory rather than your allies, and the gameplay that comes from these items is an offensive style, since if you heal from a position where you can't fight for the duration then the passive is completely wasted and thus mentally forces you to start healing for offensive situations rather than for protective situations as you would usually do.




Shurelya's battlesong is often bought for Kayle for some reason, but it has no real use for you, the AP is not needed, the Ability Haste is too small to consider, the passive movement speed is not needed either. The reason you buy Shurelya is to speed up your team, which you can do with Trailblazer or much cheaper with an Elixir of Iron .
In short, this item gives you nothing of what you want other than mana regen and AH, which you can get from better items.



Dawncore is the quintesencial item for enchanters, as it gives healing power according to your mana regen, which every enchanter item gives also. But considering that it needs mana regen to do better thus rushing it does not do enough, and the fact that Kayle has little mana issues so you won't usually buy more than one mana regen item. Getting this item is a bad choice for Kayle.



Spirit Visage was in your option for items because I assumed the passive made your heals on allies work better, but as it turns out, the passive only works on heals on yourself, not heals that you do onto others.



Rylai's Crystal Scepter might seem like a good utility item for its slowing passive, but it falls short for Kayle Support. Your Q already slows effectively, making the additional slow redundant. While it’s possible to proc the passive using your [E (Starfire Spellblade)] auto-attacks or the splashes from your passive waves, this is highly situational due to your low attack speed and the need to prioritize assisting your team over attacking.
The extra HP and AP are lacking for your role as you can find better items that help your team more and give you similar stat values. Ultimately, the item fails to deliver enough value or impact to justify buying it.




Malignance may seem like a strong option for Kayle, offering 85 AP, Ability Haste, flat mana, and even extra AH for your ultimate, along with area-of-effect damage when your ult hits enemies. While 85 AP is a solid amount, it’s not quite enough to make a significant impact on your healing or damage. The item’s overall utility doesn’t align well with Kayle's needs. Your mana issues can be effectively managed with a single mana regen item, so the flat mana from Malignance doesn’t add much value. The extra AH for your ultimate sounds good, but early in the game, you won't often find yourself in situations where you need your ult urgently, making the passive less useful. In the late game, your ultimate’s cooldown is reduced enough that this passive becomes almost.

Ultimately, despite the appealing stats, Malignance and Rylai both fall short of offering enough value for Kayle. They are too selfish for her kit and don’t provide the necessary utility to justify their purchase.




While these items may initially seem appealing, the issues outlined make them less than ideal for Kayle’s playstyle. There are much better alternatives to consider from the previous section.

That said, even some of the items I do recommend should be chosen with caution, like Helia or Mikael. They too require specific conditions to truly make an impact.

How to choose your core




This is a very important thing to consider as picking the right core item is trickier than you might expect. You got 4 choices of varying quality, utility and gameplay aim, so knowing the strengths and weakness of each one is vital.


Once again, your options are as follows





There are many variables to consider for when you buy your core item like if your team is currently winning or not, if you have faith that your marksman ally will do a good job, if the enemy or ally team has a specific type of champion. Luckily all 4 of your core items build almost from the same build path, so you get plenty of time to consider it all.

In the future I expect to have a finished list with every single one of these variables and how they influence in your choice but as of right now, all I have is the main strength and weakness of the items and a very very small list of like 3 considerations for when to buy them.

So now I will start by talking about the items for a while, in more detail than in the previous section.



Breaking down the core





Moonstone Renewer is likely to become your default item due to its consistently reliable healing. As long as you have at least one ally around, it will always be active, ensuring you can support your team no matter the situation. It doesn't require you to do anything extra to get the healing rolling, making it an easy pick for consistent, all-around support. This makes it a great option for any game where you need dependable, passive healing throughout the match.

However, its downside is that it lacks the versatility of other healing items. While it's great for general healing, it doesn’t offer much in terms of added utility or burst healing. It doesn't help you turn the tide in a fight like other items might, and it scales more into the late game, meaning it's a bit weaker in the early stages when the action can be more intense.


+Consistent healing increase all around
+Just as helpful with few and many allies
+Heal increase scales well into late game
The main appeal of Moonstone Renewer is its reliability, offering consistent passive healing throughout the game without requiring extra effort to activate. It's a straightforward item that does exactly what you want: you heal stronger. Whether in the early or late game, as long as you have an ally nearby, its extra healing power will always be active, providing steady support through fights and ensuring you're constantly contributing to your team's sustain.
-Not as specialized one way or the other.
-Only increases your direct healing power
-Scaling is tied to your own healing
The main drawback of Moonstone Renewer is its lack of additional utility outside of healing. While this might seem less impactful since its consistent healing always applies, the item is more one-dimensional compared to others that bring extra benefits like damage or utility. Though it scales well into the late game, it still remains a pure healing item, and doesn’t offer the versatility that can be crucial in some situations.






Redemption offers immense versatility, allowing you to heal allies from great distances while still being able to attack enemies, all while providing vision within the same area. It can be used to react when enemies try to burst down an ally if you are quick enough, or to heal your entire team and minions after a fight, giving you stronger presence for the next push.

On the flip side, the healing can take a moment to kick in, so you'll need to be mindful of positioning and timing to make sure your allies are within range when the healing happens. If your team is scattered or caught in the heat of battle, you might miss the opportunity to maximize its impact


+Burst of AoE healing and damage
+Gives vision for the full duration
+Huge gigantic range
Redemption's main strength is its wide range of uses and situations. Healing an ally from half the map away should be enough to consider it. Add in the vision control to check if Baron’s being taken, dealing damage to enemies if they’re in the area, or even finishing off a low-health enemy who's trying to back, and you’re left with an item that has high impact in multiple scenarios.
-Takes a little time for the effect to happen
-Respectable 90 second timer between uses
-Allies can move outside the healing area very easily
It might not look like it, but using Redemption well takes a bit of skill and trust that your allies will realize they’re about to get healed, which doesn’t always happen. Often, your allies might walk out of the healing area for no reason or get knocked out by enemies themselves, so it requires good timing and coordination to truly maximize its potential.






Echoes of Helia's unique mechanic encourages more active participation in fights, rather than healing first and attacking later your focus is the other way around for a small burst of both. At full charges, which doesn't sound too hard to get, you heal 130 extra and do 100 damage to the nearest enemy. Now this item sounds like bread and butter, and back when it was Athenes it was the perfect item for Kayle, however nowadays it's not as good and its more situational, since it requires a couple different variables to get the optimal usage:

1- You want an enemy close to charge up the item
2- You want an ally in range of an enemy who is in need of the healing
3- You want your allies to value healing over movement speed.
Since the charges are the only reason you get the item, wasting them feels bad, and thus you get a mental block for using W for the movement speed since you could have waited for a better moment to heal better.


+Small burst of somewhat spammable healing and damage
+Good for quick short fights
+Synergy with offensive play, ally or enemy
Echoes of Helia can offer plenty of utility when used just right, rewarding the quick trades you'll most likely be engaging in. The 130 extra healing early on is fantastic, and while the 100 damage may not seem like much, it’s still a nice bonus for just healing. Early levels make this setup come to you easily and often, as enemies see a weak and frail melee Kayle with no way to fight back. They’ll often try to kill you, which you can now turn around with the item, adding an extra layer of survivability and damage.
-Not spammable enough
-Hard to set up properly
-Switches your priority to a less reliable one
The main drawback here is that "using the item just right" is mostly out of your hands, as it requires several factors that don't quite require YOU. Charging up the item limits how freely you can use it, as you'll want to avoid wasting the valuable charges. This becomes important because as you go deeper into the late game, the opportunities for quick trades to charge the item become less frequent, or more dangerous to attempt, so you don't want to waste any charges.






Mikael's Blessing's main gimmick is removing CC from an ally, or even yourself if needed. On top of that, it provides an immediate 250 heal, making it a strong reactive tool against teams that rely on lockdowns to secure kills. While its impact might not be as consistent as other healing-focused items, its ability to instantly free an ally from a bad situation can potentially be gamechanging.

Though it has to be noted that this is perhaps the most situational item in the game, requiring enough enemy CC to justify the purchase. On top of that, it demands precise timing and quick reactions to maximize its value. Combined with its lack of consistency, this makes it a high-risk, varying-reward option compared to more reliable healing items.


+Small immediate healing on the target
+Removes CC that apply in a 0.2 seconds timer frame
+Can be used on yourself in emergencies
Mikael's Blessing offers an immediate way to counter enemy CC, giving you the ability to quickly free your ally or yourself from dangerous crowd control. The 250 heal can also turn the tide in critical moments, letting you save an ally when they’re about to be locked down or even secure a quick escape for yourself. Its ability to shift the momentum in teamfights makes it a strong reactive tool, great for countering CC-heavy compositions or saving a carry from being burst down.
-Requires Skill and Timing
-Highly situational
-You cannot use it if you are under the effects of specific CC
Mikael's Blessing requires a lot of skill and perfect timing to make the most of its potential. It's highly situational and only truly shines when the enemy team has enough CC to justify using it rather than simply healing through the effects. If there’s not enough CC or you’re not quick enough with the reaction, the item can end up being a wasted pick, making it feel unreliable in certain situations. Moreover, if you're already under specific CC effects, you can't use it on anyone, limiting its usefulness in crucial moments.



The specific scenarios where each item will become priority



This section is intended for an extensive list of situations that add points of priority to each core item, maybe some that remove points without favoring any other specifically, but as of right now I don't have such list.
All I have is 7 scenarios, not enough for what I have in mind, but nonetheless i'm gonna share it right now.
This section is going to be a proper work in progress eventually, but for now here are 7 variables for your item of choice:




Currently small list of variables to consider


­
Little tricky ain't it?
To play Support Kayle efficiently you need to experience it many times, figure out what items work with what comp, figure out how much you can survive against each enemy, figure out if your team as a whole is worth focusing your help on or only your ally marksman. There are many little tricks and synergies from your kit and the items you choose, so experiment around.

But what do you DO?




Early



In the early game, your goals are to
  • Survive first and foremost
  • Try to get poked on purpose so the enemy wastes mana pointlessly
  • Use Celestial Blessing when you both have low health
Survive: Kayle Support is too squishy before your first back, try not to get caught or poked too much that enemy can then kill you quickly. That can lead to an unfortunate snowball from the enemy team, just get in there enough and only enough. You don't have the damage to keep poking them with E or the mana regen to do constant small trades with Q, so don't waste your resources unless you have a good reason.

Don't just stay back the entire time however: You still want to be of use despite your fragility, be it active utility or just with the threat of being there. You don't want to stay under tower and heal at every opportunity, that will only lead you to your defeat.

Bait the enemy to focus you: As with your mana, your health is also a resource, if you don't see the bar filling up then you are not using it correctly. What you want during lane phase is for the enemy to attack you and waste their resources on you, then back off for a while to recover. You recover your health faster than they recover mana in most cases, so it's not much of an issue.

Get the most use from your heal: Celestial Blessing is a dual healing, that means that if you use it when only one target needs the healing you are wasting half of its potential. Only heal when you both need it, and a little surprise, you already started setting this up. Once the enemy uses their poke on you and you fall back, they are only in range to attack your ally marksman, wasting even more resources with even less consequence as they are attacking a full health target. I like to heal only when we both are below 50% health for maximum efficiency, not that the % health matters really.

Bait even more: Kayle Support has a misleading amount of heal that the enemy team constantly underestimates, they will constantly think they can all-in and kill you at many points of the game. How wrong they are. If you are brave enough you can go in and receive some damage, then lead them to your team or tower and watch them die while you survive all of it, with your Celestial Blessing, your Health Potion and your Heal, if you are lucky also your ally marksman's Heal, surviving any kind of dive will be a piece of cake.


What you really want in this phase of the game is survive, don't mind the constant poke that is a good thing, you will end up with more mana and health eventually. You can also try to bait them into trying to kill you only to then die themselves due to underestimating how much you can survive. But don't overestimate how much you can survive either, is a lot but not a ton.





Mid



As the laning phase ends, so does your role as a single target healer.
  • Group with the team
  • Use Celestial Blessing to speed allies to locations
  • Save up your Radiant Blast more than your Celestial Blessing
  • Peel off your squishier teammates
  • Try to time up your Divine Judgement so you can make the enemy waste the most resources
Damage is low priority: At this point you lose most of your damage, so try not to focus on that. However since you are tanky that doesn't mean you can't do any, your durability allows you to survive the damage they throw back at you, so use that to keep applying pressure and chip away at them without worrying too much about getting punished.

Don't be stingy with your abilities: At this point with your core item finished, you should have enough mana regen to constantly spam your heal and slow with little consquence. Try to keep your team near full health before fights, also a little trick that I like doing is using Celestial Blessing not for the heal, but rather for the movement speed to get my allies faster to an objective for example.

Stick with your allies: Your utility range is huge, your fighting range not so much, so during fights you should stay an average distance from everyone, close enough to help but not close enough to get hit easily. As opposed to laning phase where you wanted to receive damage to create an advantageous situation, now you want to react to their attempts to kill your team.

Use your items quickly: If you have Redemption or Locket you might want to use them when an enemy champion goes in before the rest of his team can catch up, since by the time they do catch up your team might be in a dire situation and thus protect them from a huge portion of the danger. Though sometimes it is wise to save up redemption for after a fight is over and you are pushing into their towers to heal the minions as well and get more objectives.

Save your Divine Judgement for just the right moment: Divine Judgment will save one single person for 2.5 seconds so it is important to know when the enemy will over extend on that singular person to kill them fast. If you time it right you can waste many ultimates and summoner spells from the enemy with only a singular cost to your team. It is not only important to know when to use it, but also on who. You should focus your attention on the ally who has the most power for the teamfight rather than just your marksman in every fight.


In this phase you want to keep your team healthy, go around the map helping any teammates that need it, redemption allows this from half the map away and moonstone allows you to heal more people at a time. Save your teammates with Divine Judgement in teamfights and win em over. If you are caught you have an opportunity to survive the punishment the enemy sends your way and lead them to a bad situation where your team has the advantage, don't worry much if you die as you will trade 1 life for possibly 3 or more, they WILL focus you as they only see a squishy out of position Kayle.

Here's a little trick: Locket has a decaying shield but moonstone extra shield does not decay, you can also proc up to 4 extra non-decaying little shields on top of each other if every ally is in range of each other.





Late



Your roles from mid-game remain, but as your items and AH increase and your mana costs decrease, so too does your impact
  • In fights, you should basically never stop casting your spells
  • Nothing else to discuss
  • Just do your usual things
  • That's how you win the game
Manipulate Movement Speed: With the relative lowest mana cost at any point in the game you can start spamming Celestial Blessing just for the movement speed, healing becomes kind of a secondary effect. But that's not saying you don't heal a respectable amount anymore, just that you are no longer limited to healing first.

Max level is not the goal: Kayle Support is not a scaling champion, once you get lvl 13 and have your Q at max level you only have one more power-up, at level 16 your passive is maxed out which means you move faster at all times and your ultimate lowers its mana cost to 0. Its a fine upgrade but reaching this point is not vital at all, you can absolutely be just as relevant with a couple levels lower.



So what is this really all about?
For a long time now I have been playing Kayle Support on my own, guided only by a few individuals who have more experience than me, and I guess I wanted to share the word of this fantastic build. Even better now that this last patch lowered W's mana cost a huge ton and it opened so many possibilities, like starting to use it for movement speed rather than healing, it was never possible before but now there is more leniency for it. This single change absolutely broke Kayle in my opinion.


I have tried to share it with little effort before, like firsthanded experience by playing with random people, maybe they'll look at it and think of giving it a go some day. Or sharing some of my clips with some league streamers, this guy absolutely loves it when I show it to him. This other streamer also got to experience the ridiculous heal and survival ability that Kayle has, but this clip is not from my own gameplay.


I can't write, i'm not a writer I can barely speak properly, but I decided to finally give it a go with writting a mobafire guide since the last patch arrived, so here it is, got some help from a teacher and a friend who showed me how to have a proper organization and this is the result.




If you want to discuss this build with me or some other folks, or some other unrelated off-meta build as well, come join this discord server.


https://discord.gg/63wXSKT


Also if you want a more Kayle Support focused discussion, join this other discord server.



Changelog
08/November/2024:

-First published.
-Edited further to make it look better.

01/January/2025:

-Added a quick reminder before the guide begins.
-Prepared to start updating for more details.

05/January/2025:

-Finished up a rough base for the items that I do not recommend.

04/February/2025:

-Fixed a line position.

12/February/2025:

-Changed name of the guide.
-Added a sample of champion in "Ok" section of the synergy part.

23/February/2025:

-Expanded on the choice of your core item.
-Started a basic small list of variables for choosing even further.
-Passed 75 thousand characters.
-The word Kayle is properly colored.

26/February/2025:

-Fixed most typos.
-Better coloring for the stages of the game.
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