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Kayle Build Guide by qasddsa

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[Top/Mid/Support] Transcend Imperfection | Kayle

By qasddsa | Updated on November 6, 2019
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Choose Champion Build:

  • LoL Champion: Kayle
    Top | AP Builds
  • LoL Champion: Kayle
    Mid | AP Builds
  • LoL Champion: Kayle
    Top & Mid | AD Builds
  • LoL Champion: Kayle
    Top | Muramana Builds
  • LoL Champion: Kayle
    Support | Standard
  • LoL Champion: Kayle
    Support | Demi-Carry

Runes: LT - Hyper Scaling

1 2 3 4 5 6
Precision
Lethal Tempo
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
Manaflow Band
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Optimal
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Top Lane
Ranked #11 in
Top Lane
Win 55%
Get More Stats

Threats & Synergies

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

Champion Build Guide

[Top/Mid/Support] Transcend Imperfection | Kayle

By qasddsa
Introduction
Essentials
Gameplay
Extras


About
Hello and welcome to my guide on Kayle, the Righteous! I am Qadassa / Qasddsa, a Kayle main from before she was reworked. Although there have been numerous changes in her kit as a result of the rework, I am very well acquainted with her general playstyle, as it carried through her rework.

Kayle is a late game, hard-scaling hypercarry that can shred an entire enemy team if allowed to do so. Not only is she a vital carry, she can also make strong frontline tanks even stronger by giving them invulnerability with Divine Judgement.

I believe that Kayle is still one of the most versatile champions in the game and can be played in multiple lanes and with various builds. The aim of this guide is to give you a feel for what Kayle does and can do and give you an idea of what items to build on her. From there, you're free to experiment and try new builds since there isn't any one definitive build for Kayle.

Pros & Cons
Pros
+ Strong wave clear later in the game
+ Shreds enemies' MR and Armor with Radiant Blast
+ Invulnerability with Divine Judgement
+ Can build both AD and AP
+ Great scaling champion
+ Very satisfying to play in the late game
+ Very versatile item builds and playstyles
+ Every skin is a Legendary / Ultimate skin
+ Strong teamfighter and splitpusher
Cons
- Slow early-game
- Very weak early-game
- Kit can feel clunky at times
- Falls behind hard if ganked or dies multiple times
- Weak wave clear early game
- Susceptible to CC
- Not actually a "right-click only" champion


Passive
Divine Ascent

Ability Details
This is a really neat passive and an important part of Kayle's identity as a scaling, late-game carry. In the early levels, you should be playing around the stacking attack speed to set up a good trade. After level 6, you'll have a much easier time in lane in almost every matchup because you'll get access to range which lets you trade better.

At level 11 and beyond, you'll start to really feel the power of late game Kayle as you get access to insane damage and waveclear with waves and higher range at 16.
  • The waves of fire are able to apply spell effects and can also critically strike, but DO NOT apply on hit effects.
  • The waves of fire can be blocked by Yasuo's Wind Wall
  • At level 6 and onward, if you attack at Kayle's melee range, you will not fire a projectile and will attack with the melee animation, bypassing Wind Wall, but this auto attack is still considered ranged!
  • You go through the forms based on your level and allocated skill points; using an Elixir of Skill will not give you transformations.
  • Your passive will add stacks when hitting towers
  • For the purposes of runes like Grasp of the Undying, Conqueror, and Fleet Footwork, all attacks regardless of using melee or ranged animations after level 6 are counted as ranged.


Q Ability
Radiant Blast Range:
Cost:
Cooldown:
900
70/75/80/85/90 Mana
12/11/10/9/8 seconds

Ability Details
This will be the main way you trade back and poke your enemies in the early levels. You should be careful, though, of spamming this in lane as the cost will eventually add up if you aren't building a mana item like Sheen or Lost Chapter.

At level 2, it is VERY hard for many laners to out-trade a Radiant Blast + Starfire Spellblade combo, so if you reach level 2 before them you can abuse this.

Later in the game, the main purpose that Radiant Blast serves is to slow and catch enemies while also shredding their resistances - leaving them open for you and your team to kill.
  • Yes this is a skillshot. And yes it can be blocked by Wind Wall.
  • This is a great ability to use for harassing enemies in lane, since you can surprise them by piercing the sword through minions and you'll get mana back as well if you hit them.
  • This is also a great disengage tool for lane; throw down a Radiant Blast and a Celestial Blessing to get away.
  • It pierces until a set range after hitting the first target - which means you can extend the range slightly by hitting an enemy at max range.
  • The best way to use this ability is with Starfire Spellblade. Whittle down your laner by using Radiant Blast and use Starfire Spellblade each time if you can.
  • To maximize DPS later in the game, you can cast this ability during the backswing animation of your auto attacks.


W Ability
Celestial Blessing Range:
Cost:
Cooldown:
900
70/80/90/100/110 Mana
15 seconds

Ability Details
Very strong heal; great for teamfights and ganks since you'll be able to heal and speed up yourself and an ally. If you are using any rune that requires a takedown to activate its effects, don't be afraid to use this even if your ally will be safe without it, just so you can get the assist.
  • Avoid spamming this in lane if you can help it. You'll find yourself being out of mana often if you spam this without mana items or having some form of mana regen.
  • If you don't target anyone but there are allies in range of your heal, it will prioritize the lowest health ally in range.
  • The movespeed boost and heal are both huge assets to have available during ganks / fights.
  • Don't be afraid to start off a teamfight by using this on whoever's engaging to give them the movespeed buff!


E Ability
Starfire Spellblade Cost:
Cooldown:
50/55/60/65/70 Mana
8 seconds

Ability Details
Realistically speaking, you should only be looking to use this ability in lane at the end of a trade or if you've already chunked out your opponent with Radiant Blast.
  • This is a strong skill to use only when your targets have been damaged already - otherwise it will deal mediocre damage early on
  • This is blocked by Yasuo's Wind Wall
  • This is an auto attack reset and it will scale off your attack speed
  • If you attack with this in melee range, it will NOT fire a projectile and will play the melee attack animation
  • The best way to use this spell early on is to damage your enemies with Radiant Blast first and then use Starfire Spellblade
  • Applies ALL on-hit effects on the splash of Starfire Spellblade
  • Using this in melee range AFTER level 6 will still count it as a ranged attack for the purposes of Grasp of the Undying, Conqueror, and Fleet Footwork.


Ultimate
Divine Judgement Range:
Cost:
Cooldown:
900
100/50/0 Mana
160/120/80 seconds

Ability Details
The invulnerability makes Kayle a strong teamfighter and duelist, but now with the added damage she is an even bigger teamfight threat. Usually, you'll want to group up and prioritize this on whoever's engaging to ensure you get the damage off and keep them at high HP, but it can still be used on yourself or allies being focused by the enemy.
  • Since you're rendered unable to attack for 1.5 seconds during the channel, this ability is best used on a frontline tank or engager.
  • You can still use this on yourself, but you'll only be able to attack with 0.5/1/1.5 seconds of invulnerability.
  • Cannot be casted under Crowd Control effects (stun, taunt, knockup).
  • Can't be used to dive the enemy fountain (that's unlucky).
  • When combined with champions who have abilities like Master Yi's Alpha Strike, Kayn's Umbral Trespass, and Zed's Death Mark, the damage can potentially be guaranteed.


3Q > E Max

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
If you're taking Kleptomancy or if you're in a lane where you won't be able to effectively trade back until you're level 6, this is the skill order to go. If you're running Kleptomancy, your goal pre-6 is to essentially stand back and farm while using Starfire Spellblade to get procs. Therefore, we don't want its mana cost to increase during this stage, which is why we put 3 points into Radiant Blast instead.

By putting 3 points into Radiant Blast pre-6, you'll be able to trade back and harass in a lane where you're at a disadvantage pre-6. Because of the mana refund mechanic, you're able to use Q more often if you hit the enemy.

After level 6, we stop putting points into Q and instead focus on maxing our E because we want its on-hit damage and execute to be maxed out as quickly as possible to effectively abuse our range advantage in melee matchups.

E Max

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
This skill sequence is best when you're taking a keystone from Precision as it'll increase the damage that Starfire Spellblade does early on, making your auto attacks hit harder in trades.

By the time you're level 6 and get access to range, you'll already have 3 points in E, increasing the execute to 10% and the base damage to 20. This is important because, by itself, it has relatively high damage early on, but now you're combining it with the ability to abuse melee Top Laners with range.

By the time you're level 11 and get access to the waves and splash damage on E, your Radiant Blast will have 3 points in it as well. This is important as using Radiant Blast + Starfire Spellblade on the 3 casters will kill them immediately, making this an important part of your waveclear.

Q Max

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
This is the preferred skill order against enemies where you won't be able to all-in at all until you get an item or two in your inventory, such as Pantheon. This skill order prioritizes maxing Radiant Blast first to allow you to get in high damage harass from afar while staying relatively safe.

Furthermore, by maxing Q first you'll be able to effectively clear the minion wave before you hit level 11, as a max rank Q will be able to immediately kill caster minions.

If you're playing Mid Lane and going with an AP build that relies on burst rather than DPS (i.e. the Luden's Echo build), then you'll want to max Q first as well.


Of course, there is a lot of variety you can do with skill order and you should adapt to each game. If you need some more sustain in the early game, you can spare another point or two into Celestial Blessing.


Situational - Top
Standard - Top & Mid
Situational - Mid

Flash - Everywhere, anywhere, always
Flash is undeniably the most important summoner spell to have. Need to escape a gank? Flash. Need to run down a low hp enemy barely out of your range? Flash. Need to pull off some insane jukes? Flash.
Teleport
Despite the nerfs and changes to Teleport recently and the changing of Kayle to be weaker early game, I think that Teleport is a viable choice if you need to play safe. Late game, it also helps since Kayle has much more power in teamfights compared to before, so you'll be able to Teleport in and possibly save the fight.
Ghost
Ghost is a personal preference of mine that I have been running ever since the changes to Teleport. With this summoner spell, you'll have a lot more mobility and will be able to maneuver around in teamfights very easily when combined with your movement speed boost from Celestial Blessing. In lane, it'll also aid you in escaping from ganks and/or engaging in skirmishes alongside Flash since the cooldown is 2 minutes less than that of Flash.
Barrier
Barrier gives you a little bit more safety, especially in lanes where you're at a disadvantage. You can bait out your enemies by taking advantage of Barrier's relatively low cooldown alongside your ultimate.
Exhaust
Exhaust is an extremely situational choice for mid lane against burst assassins such as LeBlanc, Zed, Talon, etc, to lower their burst damage. You do not have to run this against them, but it's an option. In most other match ups, I do not recommend taking this.
Cleanse
Cleanse is another extremely situational choice for mid lane. If you know you're going to be against a mid laner with CC like Ahri, Ryze, Lissandra, then you can consider taking Cleanse.


Fleet Footwork is a really safe rune choice when you're up against heavy poke since it'll let you sustain in lane with its healing. As the game progresses, this rune will be doing a lot of work for you with its movement speed boost and heal that scales very well off AP and AD.

Press the Attack is a great rune if you are against an enemy champion that you want to trade against and win most trades against but you can't because they just run away from you using a dash, such as Camille. In essence, PtA is a rune that lets you play more aggressively early on by amplifying the damage that you deal while also allowing you to just back off after activating it. This is also a great rune if you're against HEALTH STACKERS because it allows you and your team to do more damage on them later in the game due to the damage amplification.

Lethal Tempo is a good rune if you expect to get into extended trades early game often, especially against melee champions. You should also consider running LT against a team with a lot of tank champions that look to stack resistances, as you'll want the increased attack speed to deal with their increased resistances. However, you should consider other options if the enemy team has a lot of heavy CC, as that will interrupt your ability to DPS if you get CC'd.

Conqueror on Kayle is currently suboptimal compared to the other Precision keystones because of how much of a gamble it is and how it can be outclassed by the other keystones. It is hard to fully benefit from Conqueror because the stacks only last 2 seconds for ranged champions, making it harder for you to sustain them. However, this doesn't mean that Conqueror is completely useless. The ideal situation to take this is when you have a really strong frontline with CC and the enemy team has 3 or more beefy champions in the frontline.

Kleptomancy was the meta rune before patch 9.17. With the changes giving Kayle range at level 6 now, a lot more options in runes have opened up. While Klepto is still viable, it is definitely not the best anymore as you can start playing more offensively starting at level 6. However, Klepto still offers a lot for Kayle, such as the entire Inspiration tree and gold/health pots/mana pots. On its own, Kleptomancy allows you to make tough matchups a little bit easier since all you need to do to proc Klepto is use Starfire Spellblade on the enemy laner. Overall, Kleptomancy is a decent rune aimed at letting you ignore the early game, but does not scale well at all into the late game.

Arcane Comet lets you have some more power early game since you can easily proc it using Radiant Blast. Damaging enemy champions with abilities reduces the cooldown of Comet, so this rune really shines against immobile melee champions during laning phase and ranged champions you'll want to poke from afar in mid lane.

Precision
&
Domination

Triumph is really useful for fights because of the %missing HP you get whenever you get a takedown (kill or assist). Since the HP it gives back is based on your missing HP, the rune essentially scales with you through the game and becomes really powerful in especially close fights. It also gives you 20g for every takedown, which is a nice bonus.

Presence of Mind is arguably as useful or better than Triumph. With Divine Judgement's cooldown being pretty high ranks 1 & 2, PoM will be really useful during that time. On top of that, you'll get some of your max mana back and although that might seem useless for Kayle, the power of that comes out in teamfights. With the mana you get, you'll be able to spam Celestial Blessing and Radiant Blast more, which is a better deal than Triumph in some cases.

Legend: Alacrity gives you some attack speed to start off with and as the game goes on, you get more attack speed. Sounds great for Kayle!

Legend: Tenacity is an alternative to Alacrity. Tenacity will help you get out of your enemy's hard CC, so you should only be taking this rune if your enemy does have a lot of CC.

With Coup de Grace, as your enemies get lower, you'll deal more damage! Great for finishing off enemies like Fiora, Sylas, etc, who can get a burst of healing, especially at low health.

Cut Down is a really useful rune against tanks / champions that will stack health. However, I would really only recommend bringing this if you're up against 3 or more health stackers (not necessarily tanks), since you will already have execute damage from Starfire Spellblade and penetration from Radiant Blast.

Taste of Blood just gives you some more sustain to help you get through the laning phase. It can easily be activated by hitting someone with Radiant Blast or Starfire Spellblade.

Ravenous Hunter is a very good investment for the late game. You don't have to rush to stack this, since you'll easily get all 5 stacks by late game. Once late game hits, you'll be healing from all kinds of sources; Ravenous will heal off your abilities, execute damage, and any items that have on-hit damage or built-in damage effects. Provides incredible healing during teamfights where you'll be hitting everything and allows you to heal up to almost full by hitting minion waves.

Kleptomancy
&
Precision

If you're against a top laner that can dive you easily or you think that you'll be ganked by their jungler and dived, an early Stopwatch can really catch them off guard. It can also build towards a Guardian Angel or Zhonya's Hourglass if you need them.

You can also take Magical Footwear instead of Perfect Timing if you don't think you'll need the Stopwatch or boots for 12 minutes. I do not recommend going this rune in matchups that depend on you having boots, such as against Darius. However, this rune is good because of the extra movement speed it provides allowing you to delay finishing boots and build more core items.

Biscuits in lane just gives you more sustain and increases your mana pool, which means you'll be able to use your abilities more often. Great rune overall to take in most lanes.

I like Future's Market because it allows you to have a back that's not ideal but still be able to buy the items you need. It allows you to reach your spikes ever so slightly faster since you can go into debt to buy your core items. This is good if you don't think you'll need any extra sustain from Biscuits in lane.

Incredibly good rune for sustaining throughout the laning phase and has really good synergy with Corrupting Potion and Dark Seal.

Arcane Comet
&
Precision

More mana to use your abilities is never a bad thing. You can easily stack this to max before your first back.

Kayle doesn't rely on having 30% CDR anymore, but Transcendence is still a nice rune to have to lower the cooldown of Divine Judgement, especially if you don't plan on building many CDR items.

Gathering Storm is a pretty weak rune early game, but that's fine since Kayle will scale. You'll be getting a lot of AP/AD with Gathering Storm as 30, 40, and 50 minutes approach.

You can trade in the scaling potential of Gathering Storm for a little bit more early game poke power with Scorch. However, I don't really like doing it since the damage from Scorch is negligible and falls off hard late game.

All Viable Secondaries

You should be changing your secondaries out depending on the match up; the runes above this are just examples of what a typical rune set up looks like.
Inspiration offers both offensive and defensive capabilities. By combining Time Warp Tonic and Biscuit Delivery, you'll get a lot more sustain in lane, which is nice if you're running Arcane Comet. With Future's Market, you'll be able to reach your item spikes slightly faster. Take Perfect Timing if you think their Top Laner and Jungler will look to dive you early. Approach Velocity helps you engage fights with its bonus movement speed that you can get from CC'd enemies and allies.

Resolve gives you some more tankiness and sustain in lane. Second Wind and Revitalize are good to take into poke lanes, such as many mid lane mages and Pantheon. On the other hand, Bone Plating will give you some extra defensive power in trades.

With Sorcery secondary, you can strengthen your early game with Scorch or Manaflow Band and your late game with Transcendence or Gathering Storm. Nimbus Cloak is a neat option as well for engaging fights, but I would not recommend taking it every game.

The best options to take in Domination are Ravenous Hunter and Taste of Blood for the sustain they give you. However, you can take Ultimate Hunter to reduce the CD on your ultimate to make it available for every fight. When combined with Presence of Mind and 40% CDR, you'll have your ultimate up in no time.

Precision is the tree with the most amount of options as a Secondary path. You should pick your secondaries based on the way you want to play that game and what type of enemies you're up against.


Starting Items
Corrupting Potion is one of the go-to starting items for Kayle. Since Kayle kind of plays like an AP caster in lane and wants to poke with Radiant Blast and Starfire Spellblade, the mana regeneration from Corrupting Pot will feel very good. On top of that, it also provides a good amount of healing to help you through your relatively weak laning phase.

Doran's Ring is always an option to start with. It provides a nice balance between health, AP, and base mana regen, things that Corrupting Potion doesn't give you. I would recommend taking this in easier match ups where you won't need the sustain or extra poking power from Corrupting Pot to help you through the lane.

Boots
Berserker's Greaves is the standard option for Kayle because it gives you that juicy bonus attack speed. However, it's not that great to rush this item since you won't be able to make full use of it until level 6 and onward. You'll want to get this around the same time you finish your first item, since sitting on only Boots of Speed for 15 minutes feels really bad and slow.

If you need to build defensively for an aggressive physical damage or AA-oriented laner, then you can and should rush Ninja Tabi. They provide you with a little bit more safety against these AD threats.

Mercury's Treads are a great buy into champions with a lot of CC or when you're against a magic damage laner. Many magic damage laners will run Sorcerer's Shoes or eventually buy Morellonomicon, so you can get this early to counteract that. Since your ultimate is crucial in fights, Merc Treads prevents you from being locked down by CC for too long and can be the difference between a win and a loss.


First Back - Top
As a first back option, Stinger is okay if you're maxing Starfire Spellblade and it'll start building towards Nashor's Tooth. Typically, you'll want to pick this up alongside Boots of Speed, but if you can't afford it, then just Stinger is okay. This item is also really important because it gives you 10% CDR, knocking off 16 seconds from your R at rank 1.

In contrast to Stinger, you can go for a Fiendish Codex and Boots of Speed on your first back. Like Stinger, it'll also be building toward a Nashor's Tooth, but Codex on your first back is best for when you're maxing Q, which adds more damage to Q and makes up the lost damage on E. This item is also really important because it gives you 10% CDR, knocking off 16 seconds from your R at rank 1.

A Hextech Revolver accomplishes almost the same thing as a Fiendish Codex but lacks the CDR, and similarly should be bought if you're planning to max Q and go Hextech Gunbladefirst. While you do get some extra AP, this is a relatively risky first back since you may run out of mana quickly if you aren't able to hit Q.


First Back - Mid
On your first back, you'll want to aim to get a Fiendish Codex and components for Berserker's Greaves (or completed) as you'll need the movement speed to dodge many champions' abilities in Mid. Going Codex also boosts the damage of Q while increasing the on hit damage from E, making it a great choice to go with alongside Berserker's Greaves.

A Lost Chapter will build towards a Luden's Echo. Buying this first will give you access to more mana, allowing you to use Radiant Blast more often while also giving you a good amount of CDR and AP.

Going Mid also gives you the option of building Rod of Ages as your first item. While this may seem troll at first, Rod of Ages offers a lot of beneficial stats for Kayle, as getting 100 AP for essentially free is no joke, and the health and mana help her survive sticky lanes early on and scale well later on.


Core Items - Top

Core #1
Core #2
Core #3

Going Nashor's Tooth first boosts the damage of your auto attacks by increasing the damage of Starfire Spellblade's on-hit damage while also giving you 20% CDR, which is vital for reducing the high early CD of Divine Judgement. With range being unlocked at 6, you'll be able to take advantage of this item right away once you complete it.
Guinsoo's Rageblade is a REALLY good item to build after Nashor's Tooth if you're going Top Lane, as many champions will build some form of health or some form of resistance, meaning you'll need DPS to kill them. Guinsoo's gives you bonus attack speed at 6 stacks and doubles on-hit effects every 3 auto attacks, so your E passive damage and the damage of your Nashor's Tooth will receive huge bonuses. As an add-on, this item even has 15% armor and magic penetration.


Going Hextech Gunblade gives you a lot of sustain while also increasing the potential of your burst damage. While it might not be optimal in every matchup to go for a Gunblade first, against a squishy laner this is one of the best options to go as your Q + Gunblade + E will almost always chunk them for over half their health.
Nashor's Tooth is a pretty good follow-up item for Hextech Gunblade since the two items together will increase your overall DPS as well as the healing you get from Gunblade. The CDR that you get from Nashor's makes it an extremely valuable buy in the early game, as having a long R cooldown isn't very fun. These two items makes you a very powerful duelist at two items.


It's pretty odd to see a Nashor's Tooth and Luden's Echo together in the same build, especially with Luden's second instead of first, but this build path focuses on DPS and burst. With an early Nashor's Tooth, you'll be able to more effectively fight the enemy laner if your passive gets stacked and the enemy overstays in your range.
Luden's Echo gives you a lot of AP, CDR, and mana alongside the burst you can get whenever you land Radiant Blast or Starfire Spellblade. These two items form a scary combination; many squishy champions, even those tankier top laners that don't build resistances early on, cannot stand the amount of damage from an all-in or Q + E combo with Nashor's Tooth and Luden's Echo. Plus, these two items will get you to 40% CDR really early, meaning your R won't be on that long of a cooldown.



Core Items - Mid

Core #1
Core #2
Core #3

Going Nashor's Tooth first boosts the damage of your auto attacks by increasing the damage of Starfire Spellblade's on-hit damage while also giving you 20% CDR, which is vital for reducing the high early CD of Divine Judgement. With range being unlocked at 6, you'll be able to take advantage of this item right away once you complete it.


Luden's Echo as a first item will give you a lot of mana, AP, and 20% CDR. This item is really good against enemies where you're just looking to poke with Radiant Blast and burst squishy enemies down.
Once you've completed Nashor's Tooth for your second item, you'll also be able to hold your own against duels, as the combination of Luden's Echo and Nashor's Tooth is very deadly for squishy champions.


At first glance, this item is really odd to build on Kayle. However, once you consider the fact that most of the champions that are played Mid have high burst damage in their kit at some point throughout the game, going Rod of Ages first makes a little bit more sense. This is the item to go against lanes you need more survivability against. With the early health and mana, you'll be a bit healthier after trades, and you'll be able to heal up with Celestial Blessing and the RoA passive. RoA also ends up giving you 100 AP in the long-run, which is definitely not a bad investment when it comes to your ratios and Nashor's Tooth.
Nashor's Tooth and Rod of Ages can be a deadly combination. With RoA, you'll get some tanky stats, and with Nashor's, you'll get the DPS to back up your health bar. Additionally, the 100 AP that comes from RoA goes a long way in scaling the on-hit damage from Nashor's.


Offensive Items - General
"Pick things from this list and it'll work out somehow"
Guinsoo's Rageblade is no longer a mandatory purchase on Kayle. There are a LOT more build paths open that don't require this item, but the two scenarios that you would want to buy Guinsoo's are if you're going an on-hit build with Nashor's Tooth or if the enemy team is building MR. Take note that waves are not doubled by Phantom Hit.

Rylai's Crystal Scepter is a godsend of an item for Kayle. Everything on our kit will apply the slow from Rylai's after level 11. This makes it incredibly easy to kite melee champions and chase enemies. When paired with our bonus movement speed at max stacks, very few champions can touch you or escape from you. The HP that you get from this item is an overall nice bonus to have against any team comp as well.

This is an overwhelmingly powerful purchase on almost all champions that rely on AP to deal damage and is great as a 5th or 6th item. Once you put on this hat, you'll complete the late game Kayle fantasy and become the final boss of the game. If anyone on the enemy team is lacking in MR by the time you complete this item, you'll be able to easily delete them with a quick Q + E combo if they're caught out.

Probably one of the best Zeal items to get alongside Phantom Dancer. With a Runaan's in your inventory, not only will your waveclear be stronger, but your DPS-output in teamfights will receive a significant boost as well.

Lich Bane further adds to the one-shot fantasies of Luden's Echo Kayle or Nashor's Tooth + Rabadon's Deathcap Kayle. Because of its nature, Lich Bane is the most optimal choice when you're playing against squishy enemies or if you have easy backline access to kill priority targets. Lich Bane is suboptimal in builds where you're looking to DPS because you won't be able to efficiently use it in fights as it requires casting a spell, attacking, casting a spell, attacking, etc etc.

Gunblade is a pretty good pick up in most builds later on. It adds more burst for burst builds while giving DPS builds the sustain they lack. However, due to its high cost, this item is really a "win harder" item, and many other items are simply better for the cost.


Offensive Items - Tank Shredding

If the enemy team is itemizing against you by building MR (that cursed Adaptive Helm) or the enemy team has a lot of health stackers, then consider going Blade of the Ruined King to ruin their days with the synergy between its %current HP damage and Starfire Spellblade's %missing HP damage.

Killing tanks and enemies with high health is an area that Guinsoos shines in. When combined with the on-hit effects of Nashor's Tooth and Blade of the Ruined King, tanks simply just melt. Note, however, that you should NOT combine this item with Void Staff.

If your enemies are stacking MR and have acquired over 150, then consider purchasing this item, otherwise don't buy it as Rylai's Crystal Scepter gives better stats for around the same price.

Liandry's is a very situational item. If two or more of the enemies are stacking health and you aren't able to buy a Blade of the Ruined King for whatever reason, consider picking this up to help deal with them. The 10% damage boost on this item is not to be underestimated either, shining in teamfights the most. Do NOT combine this item with Blade of the Ruined King; if the enemy has Adaptive Helm then purchase BoRK instead of this.


Defensive Items
"Pick things from this list and it'll work out somehow"
Banshee's Veil allows you to escape from an ability one time. If you're against pick comps or comps that depend on landing CC to win a fight, then Banshee's will completely mess up their plans. Also a great buy against magic damage-heavy team comps.

Although this item has been downgraded from a strong pickup to a "meh" pickup, it's still a great purchase for magic-damage heavy comps. The potential of getting 50 MR, 5% mvspd, 50% aspd, and the potential of healing off its damage with only 2900 gold is a decent gamble.

Zhonya's Hourglass is your insurance, basically. You can escape so many things with this without having to sacrifice Divine Judgement for it. If you're against an AD laner, especially Renekton, Camille, Zed, Talon, etc, you should consider sitting on a Seeker's Armguard and buying Zhonya's early on to mitigate their burst.

In my opinion, Phantom Dancer is the best Zeal item to get if you're considering it. It ghosts and gives you movement speed whenever you auto attack enemies, it empowers your dueling and gives you more survivability by giving you a shield, and on top of all that it gives you the ability to crit.

This is the other option that you can go with besides Phantom Dancer if you're up against an AP assassin or AP mage, such as Akali. In some cases, getting an early Hexdrinker and sitting on it, not completing Maw until much later, will allow you to fight many of these types of champions early on by giving you the defensive power of MR and a shield.


First Back
Backing and getting a Vampiric Scepter lets you build towards Blade of the Ruined King or Death's Dance while also giving you sustain - a VERY flexible first back item. We prefer this first over Recurve Bow or Pickaxe/ Caulfield's Warhammer because the lifesteal from this item is a huge help to our laning phase.

By picking up Sheen, your Starfire Spellblade auto attacks will get some very nice extra damage to it while also giving you a good amount of mana, which solves some of the early game mana problems of Kayle. The CDR is also great for taking some time off the CD of your ultimate early on. And past level 6, you'll be able to make use of the Spellblade passive more effectively with Q > Auto > E. This will eventually build towards a Trinity Force.

Core Items

BoRK - HP Shredding
Death's Dance - Burst & Sustain
Triforce - Early Pressure

Rushing a Blade of the Ruined King gives you a lot of beneficial stats: attack speed, attack damage, and lifesteal. The %HP damage passive does A LOT of damage, even early on, and should not be underestimated. And because of this, picking up a BoRK is ideal in games where you're up against multiple enemies that stack health or tanks. Its active also helps you kite and chase more easily when combined with Q, W, and your passive.
Going Guinsoo's Rageblade next will allow you to take full advantage of Blade of the Ruined King's on-hit passive, which will be applied twice with Guinsoo's Phantom Hit. Guinsoo's can also be stacked very quickly when combined with your AA reset and the attack speed your passive gives you.


Death's Dance is a really efficient item to rush. With the high amount of AD attached to it, your auto attacks will start packing a punch. The most important part about DD, however, is the passive. DD not only gives you healing on just about all types of damage you deal, but also essentially gives you damage reduction because of the bleed passive. This combination makes DD a great defensive tool and heavily underestimated offensive tool.
The combination of Death's Dance with Phantom Dancer is scary, to say the least. This combination makes you pseudo-tanky and makes you nearly unkillable when ahead and very hard to kill when even. Phantom Dancer is the perfect Zeal item to go alongside Death's Dance because of the shield passive and the movement speed/ghost passives, giving you the ability to play offensively and defensively.


Trinity Force gives you a ton of early stats that covers a lot of Kayle's early game issues, stat-wise. Your trades will hit harder because of the Spellblade passive, your chase and kite potential will be significantly raised with the movement speed that you get from its passive, the 20% CDR is really nice to have for your ultimate, and the mana allows you to use your abilities more often. Rushing Trinity Force, however, exchanges a stronger late game for a stronger early game presence.
Going Rapid Firecannon second gives you the ability to push even better by allowing you to hit tower from outside its range. You'll be able to hit enemies from a safer distance as well. If you don't like this path and would prefer a different Zeal item such as Statikk Shiv or Phantom Dancer, you can build that as well.



Offensive Items
"Pick things from this list and it'll work out somehow"
Infinity Edge provides an insane boost to your AD and auto attacks early on. Going Infinity Edge means that you'll be dedicating yourself to a crit path, giving you the ability to burst squishy enemies and transforming your damage metric from DPS to BPS (burst per second).

Pick a Zeal item for that game. If you need to push or clear waves, then consider Statikk Shiv or Runaan's Hurricane. If you feel like you need extra range to poke or siege with, then Rapid Firecannon. If you need to play more defensively, then Phantom Dancer.

Death's Dance is a really useful item because of the AD and the CDR it gives. It should be picked up as a 4th or 5th item after you've already stacked up on some more offensive / crit items. The sticking point of this item, though, is really its bleed passive which essentially protects you from burst by delaying it and giving you the opportunity to heal up.

If you're going a more crit-oriented build, then finishing off your build with Essence Reaver should be something you want to consider. It gives you 20% CDR, something really beneficial in a build that's otherwise lacking a lot of options that give you CDR. It gives you AD and crit, which may be what you need to reach 75%/100% crit chance. Late game, the passive of this is also really good in helping you sustain your mana pool throughout and outside of teamfights.

If the enemy team has 2 or more health stackers, then consider going Blade of the Ruined King before or after Infinity Edge if you haven't already rushed it to ruin their days with the synergy between its %current HP damage and Starfire Spellblade's %missing HP damage.

Defensive Items
"Pick things from this list and it'll work out somehow"
The lifeline passive is great for surviving burst or just teamfighting in general since it gives you a shield. Also helps you kite because of the movement speed and ghost it gives after attacking an enemy.

If the enemy team has a lot of CC, you should seriously consider buying this straight out or rushing an early Quicksilver Sash and waiting to finish this item.

Alternative to Phantom Dancer, except it's more magic damage oriented. If the enemy team is stacked on magic damage, then you can consider going this.

Guardian Angel gives you a second (or third) life. Great against champions with burst or champions that like to dive the backline. Be careful of this item if the enemy team has a lot of CC, as the downtime between your death and your revive can let them set up chain CC and stop you from making use of your revive.


First Back
You'll want to back as soon as you can when you reach enough gold for a Tear of the Goddess and Boots of Speed to start stacking it immediately. By picking up a Tear first, you're able to spam your Q and E a lot more for more damage and to farm from a distance.

With a Pickaxe rush, you'll still be building towards Manamune. Rushing a Pickaxe is best in lanes where you can't afford to weaken yourself early on by taking Tear of the Goddess - in volatile lanes where you'll need the extra damage and can't sit back and use Radiant Blast.

Core Items

Burst (vs. no tanks)
HP Shred (vs. Tanks)
AP Muramana

The neat thing about Manamune is that it's very cheap and scales really well into late game. Manamune can be stacked through auto attacks, so we want to have this item completed around level 8 or 9 to ensure that we stack it as fast as possible. Since we gain mana per attack and Manamune converts mana into AD, this is a really good first item. Once it transforms into Muramana, we'll start dealing tons of damage because of the on-hit effect. Furthermore, the Shock passive will apply on Starfire Spellblade's splash damage, applying the effect to all champions hit.
As a second item, Death's Dance goes pretty well with Manamune, simply because Manamune being really cheap offsets the high cost of Death's Dance. The healing that you receive from DD can be activated by any type of damage. Furthermore, the bleed effect is essentially damage reduction because you're given the opportunity to negate the bleed with healing. These two passives make DD a great defensive item and a great offensive item.


In contrast to Death's Dance, getting BoRK second gives you the ability to melt enemies that are stacking health or beefing up resistances. This is due not only to the %HP passive from BoRK but also due to the Shock passive coming from Muramana adding over 100 phyiscal damage per auto attack. The combination of BoRK and Muramana will make any HP stacker melt while also keeping your late game damage relatively high.


This is the AP version of the Manamune build and it succeeds in partially combining the best aspects of AD builds with the best aspects of AP builds. With this build, you'll get access to the high damage that comes with AD builds and the high utility that comes with AP builds. Because of this, we go for Nashor's Tooth second for the CDR as well as the extra AP and on-hit damage.



Offensive Items

This item should ONLY picked up if you have Blade of the Ruined King and the enemy team is itemizing heavily with Armor. Otherwise, skip this item and go onto building crit. The penetration that you get from Guinsoo's Rageblade provides a huge boost to your DPS against tanks especially when its Phantom Hit passive is combined with Blade of the Ruined King.

Pick any two of these Zeal items according to the situation. If you need more pushing power, then consider Statikk Shiv or Runaan's Hurricane. If you need more range or want to hit towers safely, pick up a Rapid Firecannon. If you need a defensive option, take Phantom Dancer. If you want to increase your DPS in teamfights, try Runaan's Hurricane.

All good Crit builds typically have an Infinity Edge in it - and this one is no exception. The increase in crit damage you get from this only adds to your ability to one shot squishies later on.

While Essence Reaver is not an optimal item on Kayle even if you're building Muramana, the stats you get from it are still beneficial. The +20% CDR is great, especially in a build where you're not building any other CDR besides for maybe a Death's Dance. I would not recommend replacing Infinity Edge to pick this up. Instead, drop one of your Zeal items.


Defensive Items

Phantom Dancer gives you a shield after taking damage that would take you to less than 30% health. This is a great item that helps you survive enemy burst and DPS without having to use Divine Judgement on yourself.

It is best to go Mercurial Scimitar only when they have big CC threats, such as Skarner, Malzahar, Braum, etc. You can drop a Zeal item to pick this up.

You can pick this up as a 6th item against full physical damage comps or against assassins where you'll need a second life.


Laning Phase
In general, you have three goals for laning:

1. Don't get pushed under your turret too often or at key points - if you get pushed, you'll be forced to CS under tower, which may be easier with Starfire Spellblade, but you'll be using a lot of mana to CS, plus they can harass you more easily under tower without you being able to retaliate.

2. Obtain a minion advantage and play around them so you can obtain a health advantage.

3. Crash the wave into tower to force the enemy laner to use spells to help them CS and then look for opportunities to get a good gank in from your jungler.

To get a minion advantage (and slow push the lane), you can harass the enemy laner by piercing Radiant Blast through or into the ranged minions, and achieve two of your goals for laning phase. To get the wave to fully push, you can Radiant Blast the entire ranged minion wave to get them very low and repeat once you have it up again. This resets the wave, forces the enemy to use mana to CS, and opens up opportunities for your jungler to gank. When paired with a jungler who has a lot of burst or a lot of CC, Kayle becomes a huge threat because of her shred, speed up, and execute.

Do not play aggressively if you know your jungler is preoccupied or if the enemy jungler/support is near before you get level 6. You'll want to sustain a health advantage as much as you can throughout the laning phase, which is where Fleet Footwork comes in handy for the hard lanes and Arcane Comet for the immobile melee lanes.

Laning vs Melee
If you are a midlaner or you don't have to leash your jungler, then you can get to lane quickly and do a little bit of damage by zoning the enemy off from minions using Radiant Blast - only if they are champions with a very weak level 1 ( Fizz, Ekko, Renekton, Shen, etc)

Since your level 1 is relatively weak compared to the majority of champions you'll be facing, you should be playing safe and letting the enemy push slightly. However, you should make sure to push back a little bit less than they push, to make sure you're not forced under your turret early on and can make use of your level 2 powerspike.

Once you do hit level 2, you are able to gain a lot of pressure in lane by consistently landing Radiant Blast + Starfire Spellblade on the enemy laner.

Once both you and the enemy reach level 3, you should start playing more carefully since you are generally weaker than most champions once they have all 3 abilities unlocked.

All through laning phase you should be looking to create a slight minion advantage so you are able to trade back safely. This can be done by using Radiant Blast to hit both the enemy laner and their ranged minions. Otherwise, you need to play safely and keep the wave close to your side of the map, as Kayle does not have many tools to escape a gank besides her Q and W.
Laning vs Ranged
Early on you do not want to be pushed up too far. You should get a small one or two minion advantage so you get an early level 2, which allows you to get off your poke combo on your unsuspecting enemy. The third wave is when you will both hit level 3, so watch out for that.

Into most ranged matchups, your three general goals will change slightly:

1. Keep the wave in the middle of the lane or slightly toward your side - the reason you shouldn't push is that it gives the opposing laner a chance to freeze the lane on their side early on, which makes it extremely hard for you to walk up and grab CS. Kayle also can't really push that well early on, even with Radiant Blast.

2. Don't take too much harass - this is a pretty simple goal. Identify windows where you can walk up and take CS without being damaged yourself, such as when they're focused on killing minions. You can also waste their mana if they are a poke-oriented champion by baiting their abilities by moving forward a little and then back before their poke hits you.

3. Identify windows to trade - if the enemy uses their spells to push the wave or you've successfully baited out a few of their key abilities, it's time to move in for a small trade. Move in, auto, Radiant Blast, auto, Starfire Spellblade, and finally disengage with Celestial Blessing.
Mid & Late Game
In the Mid Game, you'll have a lot more options as to what you can do. Kayle will generally want to keep pushing a lane, whether that be mid, bot, or top. By splitting like this, you are able to pressure the enemy team and creating space for your team to take objectives like Rift Herald and Dragon . Of course, you shouldn't be split pushing and giving up your life for it; play safely, set up vision, and play around the map.

You can also group with your team during this time to teamfight, take objectives, and/or siege towers. With access to Starfire Spellblade's splash and Divine Judgement, Kayle already has the tools she needs to be a key part of a teamfight.

You still cannot play too aggressively your ultimate at this point is relatively weak in damage, has a long cooldown, and your damage isn't as high as others.

Whatever you choose to do, make sure you aren't losing out on experience and CS. It is crucial that you keep up in CS and experience so you can stay relevant.
If you've reached the Late Game, then congratulations! You've made it to THE late game fantasy. Assuming you've established a lead for yourself and are way ahead of everyone else or your team has been stalling the game and waiting for you to reach full power, it's time to close out the game or stage a comeback.

At this point in the game, you are at peak power and should be grouping up with your team as much as possible. Just like in the Mid Game, you're an invaluable part of any fight because of Divine Judgement, but unlike in the Mid Game, you're 6-slotted and can deal tons of mixed damage in a fight in close quarters. You need to survive teamfights as best as you can, or else your team's chances of winning that fight decreases greatly.

With your team, you should look to move as a unit toward one of three goals: taking Baron Nashor , sieging towers, or teamfighting and then completing all these goals. Baron Nashor is a huge priority this late into the game; you can assume if a team takes Baron uncontested, your chances of losing the game skyrockets. To secure Baron Nashor , it is best to first kill the enemy jungler, win a teamfight, or gain Mid priority by shoving it. If you siege towers, make sure you've purchased an Elixir of Sorcery beforehand as it increases your pushing power immensely.

Splitpushing 101
Splitpushing on Kayle is pretty sub-optimal unless you're far, far ahead of anyone that can come to deal with you. The main goal of splitpushing is to pressure the map and draw the enemy team to the opposite side of the map of wherever your team is trying to go and do things.

For example, if your team is trying to take Baron Nashor , then you would look to push in Bot Lane. If your team is trying to take Dragon , you can opt to push Top or Mid depending on whether or not you want to rotate and help them. If your team is looking to take Rift Herald , swap lanes with your Bot Lane and push in their lane.

Splitpushing is harder on Kayle because her dueling potential is not as strong as other real, pure duelists in the game since she is locked out of attacking for 1.5 seconds during Divine Judgement. Because of this, you'll generally just want to hard shove the lane until you see the enemy team rotating to stop you, and then retreat. Rinse and repeat until you've reached the point where the enemy needs to send more than one person to stop you.

The golden rule of splitpushing is that you do not want to be seen; if you're seen, you're doing it wrong. In other words, you need to play around vision and the Fog of War; make the enemy question where you really are and what you're doing.

Teamfighting 101
If you've ever been interested in playing ADCs, you've most likely heard of the Golden Rule of ADCs: focus whoever's closest to you. Although Kayle isn't an ADC, this idea still somewhat applies to her. Generally, in teamfights, you should be staying in the back and attacking whoever's closest to you.

However, since Kayle has the ability to deal damage to multiple enemies using her waves and the splash damage from Starfire Spellblade at once, you're a much more potent threat in teamfights compared to many ADCs.

Since there'll usually be more than one person closest to you and one/two high priority targets you need to kill, target selection comes in handy here. Good target selection is what separates experienced players and boosted players. In teamfights, you want to keep your calm and assess the situation: who's closest to you, who can deal the most damage to you/your team, and who can interrupt you from doing Kayle things.

Generally, the priority list from highest to lowest is: ADC/Bot Lane, Mid, Top, Jungle, Support.

If a high-burst champion/assassin like Zed is rushing at your team with Youmuu's Ghostblade, Flash, and Death Mark, you're actually pretty safe given that you have Divine Judgement or a Zhonya's Hourglass and maybe a teammate with CC. If he's rushing at you with your ultimate up, you need to first slow him down with Radiant Blast and kite him so he's low enough for you to kill him quickly before/as he ults you. This is so you don't waste Divine Judgement as it is a very important tool to have in a teamfight.

If a Bruiser/Duelist like Renekton is rushing at you with Slice and Dice and Dominus up, you should keep your distance since the threat he brings with his CC and damage from Cull the Meek is not to be underestimated. If you end up getting caught by champions like him ( Renekton, Jax, Irelia, Camille), you're most likely going to have to stay and fight with Divine Judgement. If you catch any of these out of position in a teamfight, you need to kill them.

On the other hand, if a huge tank like Cho'Gath or Maokai is in front of you and you can't immediately kill them, you should ignore them most of the time and let your team deal with them. This'll open up an opportunity for you to rush the enemy's backline especially if they're focused on their tank, which creates pressure and space for your team to kill whoever's frontlining. If these tanks are becoming an issue, you do have tools in your kit to deal with them: the resistance shred from Radiant Blast and the execute damage on Starfire Spellblade will open up ways for your team to deal damage to them.

By assessing how much of a threat the enemy is to you, you'll start to see who you need to kill and be wary of.

Example:
Enemy
Ally
In this game, you'll come to the conclusion that the two biggest threats are Vayne and LeBlanc, who take top 2 priority.

However, since they also have a bunch of engage and CC from Braum, Skarner, and Sylas, you'll need to keep your distance as much as possible from them while receiving peel from your team. In this situation, you actually want to weave in and out of the frontline and backline while letting your team engage/peel for you, but if you see an opportunity to attack any of the two highest priority targets, you should be doing so. If not, you should be focusing down whichever enemy is closest to you so that they don't get an opportunity to lock you down.

In this specific scenario, if their team engages and the Vayne does Vayne things and uses Flash, Final Hour and Tumble to follow up on the engage, and she just happens to be clumped in with her tanks, you can choose to keep hitting their tanks and deal damage to both targets, but the best option is to switch targets and focus her so she can't carry the teamfight. This can easily be done by piercing your Q through her tanks and dealing an immense amount of damage to her by following with an E.

If she runs away and leaves your range, you can Flash, Ghost, or Celestial Blessing to chase after her as long as you've held onto Divine Judgement or have another way out. Otherwise, the moment she leaves your range, you need to switch back to hitting whoever is closest to you.

Since your team has a decent amount of peel and CC as well from Malzahar and Thresh, you should be able to safely frontline to take down anyone they catch.

In the case of LeBlanc trying to assassinate you, you should be staying safe with Kindred who shouldn't mind using Lamb's Respite to save the two of you.

You should prioritize using your ult on Ashe, Malzahar, or yourself since you're lacking hard engagers/tanks in this example. If you do have a tank or strong frontliner like Camille, Shen, Irelia, etc, who can make use of the AoE damage and invulnerability from your ult, prioritize it on them so they don't lose too much health while engaging.


Aatrox
Illaoi
Neeko Sion
Akali
Irelia
Olaf Swain
Camille
Jax Ornn
Sylas
Cassiopeia Jayce Pantheon Tahm Kench
Cho'Gath
Karma Quinn Tryndamere
Darius Kennen Renekton Urgot
Dr. Mundo
Kled
Riven Viktor
Fiora
Malphite Rumble Vladimir
Galio Maokai Ryze Wukong
Gangplank
Mordekaiser
Shen
Yasuo
Garen Nasus Singed
Yorick

Level 7 - Aatrox
Recommended Runes:


Bone Plating and Overgrowth are good to defend against his combo. If you take Kleptomancy you'll want Perfect Timing as movement speed is very important in this matchup. Press the Attack is good if your jungler can gank you early since PtA is good at getting kills in ganks.

Recommended Items:
[Boots]
[Offensive]
[HP Stacking]
[Defensive]
You'll need to itemize defensively against Aatrox early on, as he can outtrade you until you hit level 6, For an AD build, rushing Death's Dance and Phantom Dancer offers a ton of defense and offense. If their jungler is tanky, consider rushing a Blade of the Ruined King instead of DD. If you're going AP, rush a Seeker's Armguard and sit on it until you finish your first item. If you're scared of dives, get a Raptor Cloak for more armor and movespeed to kite around tower.

Recommended Skill Order:


Putting two points into Celestial Blessing early on is very important in this matchup as it allows you to sustain through his damage. If you took Press the Attack, max Starfire Spellblade. Otherwise, max Radiant Blast and poke from afar.

Level 5 - Akali
Recommended Runes:


Press the Attack allows you to take short trades with her whenever she goes in since you can proc PTA before/while she is in Shroud. Manaflow Band gives you more mana to use your abilities and Gathering Storm helps you outscale her. If their jungler is an aggressive jungler, you can go for Kleptomancy to play safely.

Recommended Items:
[Boots]
[Offensive]
[Defensive]
Going Death's Dance and Phantom Dancer will mitigate her burst damage and allow you to heal up after trading with her. Buying an early Negatron Cloak and sitting on it until you complete items can also help reduce her damage. Even if you're going for an AP build, you can rush a Hexdrinker and sit on it to make it easier to fight her early on. Rushing a Stopwatch and later completing Zhonya's Hourglass after your first or second item is also an option if you're facing multiple high-burst threats.

Recommended Skill Order:


Depending on the keystone you took, you can max either Radiant Blast if you took Kleptomancy or Starfire Spellblade if you took Press the Attack. I personally recommend maxing E in this matchup as you can take short trades, proc PtA and then spam Starfire Spellblade when she is low for more damage.

Level 5 - Camille
Recommended Runes:
You're going to have to use Kleptomancy along with Bone Plating and Revitalize against Camille because of the difficulty you'll have fighting her early on.

Recommended Items:
[Boots]
[Offensive AD]
[Offensive AP]
[Defensive]
Against Camille, you'll want to go with either the Death's Dance build or Rod of Ages depending on if you prefer AD or AP. These two items provide the sustain and survivability that you'll need early on against Camille. Death's Dance will allow you to heal up and mitigate some of her damage in trades. On the other hand, going Rod of Ages first bolsters your HP and mana pool, allowing you to spam your abilities more often and giving you more survivability.

Recommended Skill Order:
Maxing Radiant Blast first is your best option against Camille as it is hard to all in her early on. Since she doesn't have reliable sustain, she'll find it really hard to deal with the poke from Q. You can also use it to easily disengage from her whenever she hook shots onto you.

Level 2 - Cho'Gath
Recommended Runes:


Since Cho'Gath is a tank, you'll just be looking to scale. Taking either Kleptomancy or Press the Attack is okay in this lane. If you take Klepto, make sure to take Perfect Timing as having Boots is important in this matchup. For secondary, I recommend Manaflow Band and Gathering Storm secondary for both pages as Gathering Storm will allow you to scale harder and Manaflow Band makes it so that you can use your abilities more.

Recommended Items:
[Boots]
[Offensive]
[Defensive]
You can rush Tier 2 Boots in this matchup but it isn't needed. You do want to rush a Blade of the Ruined King though, since Cho'Gath will naturally stack health.

Recommended Skill Order:


Depending on what keystone you took, you max Q if you took Kleptomancy and E if you took Press the Attack. I personally prefer maxing E in this matchup as Cho will just heal up with his passive after you poke him so having more points in E is better for all-inning him.

Level 2 - Dr. Mundo
Recommended Runes:


It doesn't matter whether you take Kleptomancy or Lethal Tempo too much in this lane. Kleptomancy will allow you to farm and scale safely, while Lethal Tempo will help you more late game and when you complete Blade of the Ruined King. For secondary runes, the best ones to take are Manaflow Band and Gathering Storm because of their scaling potential.

Recommended Items:
[Boots]
[Offensive]
[Must-Buy]
Getting an Executioner's Calling some point between your first and second item is really important against Dr. Mundo as it'll reduce the healing he gets from his ultimate. Blade of the Ruined King and Guinsoo's Rageblade are the best items to get against him as they'll shred his HP.

Recommended Skill Order:


Depending on what keystone you took, you max Q if you took Kleptomancy and E if you took Press the Attack. I personally prefer maxing E against Mundo because many Mundo players will use their ultimate on low health, so you can secure a kill with 12% missing HP damage.

Level 4 - Fiora
Recommended Runes:


You can go either Press the Attack or Kleptomancy against Fiora. The benefits of PtA in this lane are that you'll be able to trade back with her whenever she goes in to Q you to hit a vital. Bone plating is pretty important in this matchup as well to reduce the damage of her trades.

Recommended Items:
[Boots]
[Offensive]
[Defensive]
[Situational]
Death's Dance is a great item for dealing with Fiora because she tends to Q in, hit a vital, and then run away before you can really trade. With the sustain of DD, you'll be able to heal it back up and effectively look for all in opportunities. If the enemy jungler is good at setting up dives, you could look to pick up a Raptor Cloak early on, otherwise skip it. If she is stacking lifesteal or running Conqueror, get an early Executioner's Calling to reduce her healing.

Recommended Skill Order:


Against Fiora, maxing either Q or E works. However, I would personally max Q as it is hard to fight Fiora early on because of her ability to quickly engage and disengage, meaning that poke is your best option most of the time.

Level 4 - Gangplank
Recommended Runes:
Kleptomancy will be what you want in this matchup as this is essentially a "sustain-till-DD" lane and Klepto will help greatly with that by giving you pots. We'll also take Second Wind in this matchup as he'll only look to poke you with Parrrley.

Recommended Items:
[Boots]
[Offensive]
[Defensive]
Rushing Tier 2 boots is not needed in this matchup; the movement speed from Magical Footwear's boots should be enough to hold you over. Death's Dance is the best item to rush in this matchup as it'll help you heal up after trades. You can go Phantom Dancer instead of Statikk Shiv if he is ahead and can deal a lot of damage to you.

Recommended Skill Order:
This matchup isn't really that special; just a standard Q max to effectively be able to spam Starfire Spellblade more for Kleptomancy procs.

Level 5 - Illaoi
Recommended Runes:


Against Illaoi, Kleptomancy and Press the Attack are both viable runes. What matters here is the secondary runes: Bone Plating and Revitalize. Bone Plating will help mitigate some damage if your spirit gets pulled and if you trade with her.

Recommended Items:
[Boots]
[HP Stacking]
[No HP Stacking]
[Situational]
Going an AD Tear build helps a lot in dealing with Illaoi's damage while maintaining your own damage with Radiant Blast. If there's a second tank on the enemy team, then you would go with Blade of the Ruined King, if not you'd go for Death's Dance as the bleed passive and extra CDR helps defend against Illaoi's all in damage. If she ends up building towards a lifesteal item, then you would want to pick up an Executioner's Calling and sit on it until later when you no longer need it.

Recommended Skill Order:
We want to max Radiant Blast regardless of what keystone we took here because it is really hard to fight Illaoi early on, especially with her tentacles and ultimate. Because of this, we just want to whittle her down with Radiant Blast while keeping our distance and looking for chances to deal more damage.

Level 6 - Irelia (Skill Matchup)
Recommended Runes:


Against Irelia, she will be looking to fight you often and pressure you early on. If you take Press the Attack or Lethal Tempo, you'll be able to effectively trade with her whenever she dashes onto you or near you. Bone Plating and Overgrowth are taken to add to your trading power.

Recommended Items:
[Boots]
[Offensive]
[HP Stacking]
[Defensive]
Rushing Tier 2 Boots against Irelia is really good because the movement speed it gives helps dodge her Flawless Duet. Death's Dance and Phantom Dancer are you recommended items to rush as they'll help you duel her a lot easier. If the enemy team has a tanky jungler, you can opt to go Blade of the Ruined King and Guinsoo's Rageblade to shred both the jungler and Irelia. Raptor Cloak is a really situational item and is good if their jungler can set up dives against you.

Recommended Skill Order:
Since you'll be taking either Press the Attack or Lethal Tempo to fight her early on, you'll want to max Starfire Spellblade first, as the on-hit passive of it will quickly start to ramp up and the increase to the execute isn't bad either especially when combined with Press the Attack's bonus damage.

Level 4 - Mordekaiser
Recommended Runes:
Kleptomancy is the best rune in this lane as Mordekaiser is really hard to fight if you get in melee range early on, which means that your best and safest bet against Morde is to use Klepto and farm from a distance. You're going to need Perfect Timing as that'll give you the opportunity to outplay his Realm of Death and you'll need an early Boots of Speed to dodge his pull and isolated Q.

Recommended Items:
[Boots]
[HP Stacking]
[No HP Stacking]
The Tear builds are really the best for dealing with Mordekaiser. Rushing a Tear of the Goddess first allows you to harass from afar with Radiant Blast more and to use Starfire Spellblade more for Kleptomancy procs. If there is a tanky jungler on the enemy team, you should go for the build with Blade of the Ruined King and pick up a Mercury's Treads. If it is only Morde, go the Death's Dance build with Berserker's Greaves to ensure you can still deal damage later on in the game.

Recommended Skill Order:
This is just your typical Q max lane to better reserve mana and poke. Mordekaiser is really hard to all-in early on because of his passive and isolated damage, which means that you need to keep your distance and poke with Radiant Blast and Starfire Spellblade.

Level 6 - Kled
Recommended Runes:
Kled is a little bit on the harder side because of his poke and sticking power from Beartrap on a Rope and Jousting. Because of his ability to dash in and stay in or dash in and dash out, Kleptomancy and Bone Plating is the preferred combination to go with as it allows you to play safely and sustain after his Q + E combo.

Recommended Items:
[Boots]
[Standard]
[HP Stacking]
[Defensive]
Against Kled, you'll want to rush either Berserker's Greaves if you're going with Death's Dance or Ninja Tabi if you're going with Blade of the Ruined King as getting Tier 2 boots is helpful in dodging his Q and E. If Kled is the only person on his team that can go tanky, then you'll want to rush Death's Dance. If he has a tanky jungler, go Blade of the Ruined King. The optimal item is Death's Dance because of its bleed passive reducing damage in all ins and more importantly its CDR. The early CDR is important because after 6, Kled can bait out your ultimate really easily while also disengaging easily.

Recommended Skill Order:
You'll just look to poke Kled and keep your distance in this matchup because it is hard to win all ins against him due to the damage from all of his abilities and his Skaarl the Cowardly Lizard passive.

Level 3 - Ornn
Recommended Runes:


Standard rune pages that are great against tanks like Ornn. If you can afford to play aggressive, you can take Press the Attack so you can have more agency in fighting him earlier.

Recommended Items:
[Boots]
[Offensive]
The only required items against Ornn are Blade of the Ruined King and Guinsoo's Rageblade to make sure you deal damage against him throughout all stages of the game.

Recommended Skill Order:


Either skill order works, regardless of what rune you're taking. But it is preferred that you max Q if you're taking Kleptomancy and E if you're taking any other rune.

Level 3 - Shen
Recommended Runes:


Kleptomancy is the preferred rune against Shen because his W zone can make it hard to duel him early on. If you do want to go Precision, the best keystone in that tree against Shen is Press the Attack because of its damage amplification.

Recommended Items:
[Boots]
[Offensive]
[Situational]
As with any tanky champion, your best item here will be a Blade of the Ruined King paired up with Guinsoo's Rageblade because of the shredding power they have together. In lane, you can opt to pick up a Cull on your first back if you don't have any gold for anything else as you'll just be looking to play safely and farm because Shen doesn't have a lot of kill pressure.

Recommended Skill Order:


Maxing Q is the best in this matchup because of the waveclear advantage it gives you at 3/4 points and because it is hard to fight Shen early on because of his W, which can make your Starfire Spellblade's active useless for the duration.

Level 3 - Singed
Recommended Runes:


Either rune works, but Kleptomancy is the best rune in this lane as it is hard to fight Singed early on, especially as a melee champion. Take note that you should take Perfect Timing instead of Magical Footwear because you need at least Tier 1 boots to play against Singed.

Recommended Items:
[Boots]
[Offensive]
The combo of Blade of the Ruined King and Guinsoo's Rageblade work best against Singed because he will most likely be building HP items, whether they be items that give defense or AP.

Recommended Skill Order:
Maxing Radiant Blast first against Singed is the best even if you're taking Press the Attack because you won't be able to win extended fights early on even if you maxed Starfire Spellblade first.

Level 3 - Urgot
Recommended Runes:


Lethal Tempo is really good in this matchup as it greatly boosts your DPS in all-ins against him, especially in situations where you have to fight him.

Recommended Items:
[Boots]
[HP Stacking]
[No HP Stacking]
Rushing your Tier 2 boots is very important in this matchup as you'll need movement speed to dodge his Corrosive Charge and Disdain. Blade of the Ruined King is the recommended item to rush in this matchup as Urgot's core items give him a lot of health, which BoRK is really good at shredding. If no one else on the enemy team is stacking health or going tanky, then you can consider going the Death's Dance build as that is great at healing up after trading with him.

Recommended Skill Order:


Depending on the keystone you took, you can max either Radiant Blast if you took Kleptomancy or Starfire Spellblade if you took Lethal Tempo. What you max first isn't too big of a deal as he cannot sustain through Radiant Blast's damage nor can he sustain through the damage from Starfire Spellblade.

General Overview of Urgot

To properly lane against Urgot, you should first know his general laning playstyle. The majority of the time, he will look to poke with his Q and auto attacks to whittle you down, then find an opportunity to all-in with his E and W. Urgot is also really good at setting up ganks because of the slow on his Q and his dash, which means you shouldn't mindlessly push up against him without having vision or knowing where the enemy jungler is at.

Urgot has a few trading patterns that he'll use, but let's take a look at two of the common ones:

1. Corrosive Charge + Auto: This one is rather straightforward. He'll walk up to hit you with his Q, hit you with an auto attack with his shotgun legs, and back out.

2. All-in/full spell rotation: Most of the time, this is hard for Urgot to pull off against you since it requires you being in his melee range, which you should never be in in the first place.

His all-in can start off in a few ways - he could use the first trading pattern and then dash + W onto you for tons of damage. Other times, he might start by running at you to look for a dash, so if he goes for this you'll want to Radiant Blast him and Celestial Blessing away. If he is able to get his dash off on you, then his Q is pretty much guaranteed to land and slow you, which can possibly end up killing you.

Lane Gameplay

Against Urgot, the most important thing to keep track of is positioning, both your own positioning and the wave's positioning. You simply don't want to push up against him because of how good he can be at all-inning you under his tower and how good he is at setting up ganks.

To combat what he is good at, you'll want to freeze the wave near your side of the lane early on. Freezing the wave gives you three major advantages against him: it leaves him open to your jungler's ganks, it gives you the opportunity to safely kill minions, and most importantly it locks him out of using his second trading pattern as that would put him underneath your own tower.

In this position, you can out-sustain his Q + Auto trades and out-damage him with your Q and E combo. Urgot has no innate sustain in his kit while you do, so you can win the majority of short trades by not taking too much damage and healing up with one Celestial Blessing. Furthermore, his mana costs are much higher than Kayle's, making it much harder for him to consistently harass you with his spells.

So in this lane, most of his damage with come from poking you with Q. That means it is a necessity that you dodge it - which is easy. If you walk up, his natural instinct is to move in range to hit you with Q - you can dodge it by walking up and then turning 90 degrees either left or right. You can even just walk up and then walk back to do a feint and bait out his Q. Many Urgots' Q usage will be very telegraphed - if they see an opportunity to hit it and they think they can hit it, they will most likely use it. In this sense, your movement should not be telegraphed - consider dodging at a different angle or improving your reaction time so you can actually get out of the circle if you're in it.

End of Top & Mid Guide

Essentials
Gameplay
Extras
Runes
- -
Items
- -


Flash is undeniably the most important summoner spell to have. Need to escape a gank? Flash. Need to save your teammate? Flash. Need to pull off some insane jukes? Flash.

Exhaust is the standard support summoner spell to use. It's great to counter burst champions and DPS champions because it slows them and reduces their damage.

Ignite is the alternative to Exhaust. I only recommend playing this in aggressive lanes, such as if you're laning with Draven, or when you need to reduce healing early on, such as if you're against a Soraka.

W Max
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
This ability order emphasizes empowering your main support aspect, Celestial Blessing, so that it is at its strongest as early as possible. This will pretty much be your default ability order in many matchups because of how strong your heal gets at max rank and one Forbidden Idol item.

3Q > W Max
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
While it might seem odd to not max Celestial Blessing right away, it makes sense when you run the numbers. With the addition of the mana refund mechanic on Q, the 80-mana cost can turn into a 40/0-mana cost. That means you're essentially getting this high damage ability off for free.

In comparison when you look at Celestial Blessing, its healing values are VERY low early on compared to other healers. This is simply not enough to justify increasing the mana cost to 80 for a ~120 HP heal that can be reduced by Ignite or other forms of Grievous Wounds.

When you look at it this way, it is more reasonable to put 3 points into Q early on for a better laning phase and then shifting towards maxing W after level 6 once you've been able to back and start building towards a Forbidden Idol item.


Summon Aery will be the standard choice you want to run. It has both defensive and offensive capabilities with the shielding whenever you buff an ally and the little bit of poke damage you get whenever you use Radiant Blast or Starfire Spellblade. It is a very reliable keystone that you should look to take in almost every matchup for these reasons.

Guardian is a decent defensive rune to take, especially since you'll be melee and most likely near your ADC for the majority of laning phase. It gives you a shield, movement speed boost, and gives you access to more runes from Resolve. I wouldn't take this in every match up because it is not as reliable as Summon Aery. It is useful against champions you need to disengage from early on, such as a Braum Thresh Blitzcrank Alistar etc.

Glacial Augment is a very, very situational keystone to take. It allows you to be a little bit more offensive by utilizing the slow, but is only really useful if you have a strong early game ADC that can follow up on it reliably.

Aery & Resolve
For obvious reasons, Manaflow Band is the only choice in this row that makes sense. Manaflow is easily stacked and it gives you more mana to use your abilities

Early on, Transcendence will get you the 40% CDR you need. This is a great boost to your power since it'll your high CD ultimate will be able to be used more often. After you complete some of your support items, you'll be over the 40% CDR limit, which means that Transcendence will now be giving you AP. Even better!

Just for some more lane power, you'll take Scorch for more poke damage with Radiant Blast.

This is the 1 rune you MUST take as Support Kayle, as it invaluable and boosts your healing and shielding immensely.

Font of Life is a pretty nice rune you can take for when you slow enemies with Radiant Blast since it'll allow your teammates to heal by hitting them.

Against aggressive lanes, you can take this instead of Font of Life so you'll be able to be a little bit safer when 2v2ing.

If you're against a poke lane, then you'll want to take Second Wind to heal back up after getting poked.

Guardian & Sorcery

This is the 1 rune you MUST take as Support Kayle, as it invaluable and boosts your healing and shielding immensely.

Font of Life is a pretty nice rune you can take for when you slow enemies with Radiant Blast since it'll allow your teammates to heal by hitting them.

Against aggressive lanes, you can take this instead of Font of Life so you'll be able to be a little bit safer when 2v2ing.

If you're against a poke lane, then you'll want to take Second Wind to heal back up after getting poked.

For obvious reasons, Manaflow Band is the only choice in this row that makes sense. Manaflow is easily stacked and it gives you more mana to use your abilities

Early on, Transcendence will get you the 40% CDR you need. This is a great boost to your power since it'll your high CD ultimate will be able to be used more often. After you complete some of your support items, you'll be over the 40% CDR limit, which means that Transcendence will now be giving you AP. Even better!

Glacial Augment
&
Sorcery/Resolve

Perfect Timing provides both defensive and offensive capabilities. When it's up, you can use it to survive being ganked or dived and possibly pick up kills by surprising the enemy. You can also use it offensively to dive by tanking tower shots and then using it to make the tower switch targets.

Future's Market gives you the ability to back with ~200 gold less than how much you need to complete an item, but buy it anyway. Future's Market helps you reach important items faster, giving you an edge over the enemy support.

Biscuit Delivery gives you some more sustain in lane, especially if you can't walk up to pick up the coins from Ancient Coin reliably. Great to take against poke lanes.

The most obvious choice to take. Synergizes really well with Glacial Augment's slow, your teammates' CC, and Radiant Blast. You can become super fast with this rune and a maxed Celestial Blessing.

For obvious reasons, Manaflow Band is the only choice in this row that makes sense. Manaflow is easily stacked and it gives you more mana to use your abilities.

Early on, Transcendence will get you the 40% CDR you need. This is a great boost to your power since it'll your high CD ultimate will be able to be used more often. After you complete some of your support items, you'll be over the 40% CDR limit, which means that Transcendence will now be giving you AP. Even better!

If you take Resolve, this is an essential rune you NEED to take. It invaluable and increases the potential of your heals and shields.

Font of Life will basically be useful the entire game because of Glacial Augment and the slow that comes from Radiant Blast.

All Viable Secondaries