Kayle
Support SleeperPeel Support Kayle
How to play this build
As support, poke and sustain with Reactive slow (E) and heal the ADC with Reactivation (W). Your decisive moment is the ult (Intervention): make your carry invulnerable right as the enemy commits to the kill.
Strengths
- Intervention (R) makes an ally invulnerable: it saves your ADC at the perfect moment.
- Reckoning (Q) slows and pokes; Righteous Fury (E) gives range and magic damage.
- Divine Blessing (W) heals and hastes: sustain and peel for your carry.
- Scales into a hybrid that pokes at range and protects like few others.
Weaknesses
- Weak early: Kayle is a champion that grows over time.
- Fragile if caught without R available.
- Intervention timing is key: mistimed, it's wasted.
- Relies on landing the Q for poke and slow.
Key combos
- Poke: Reckoning (Q) to slow → autos with Righteous Fury (E) at range. Defensive: Divine Blessing (W) on the ADC → Intervention (R) right before they die.
Matchups
You beat
- Burst comps: your Intervention negates the enemy all-in.
- Bot lanes you can poke at range with E.
Trouble vs
- Aggressive early all-in before Kayle scales.
- Engage that catches you (R can't target yourself for peel timing).
Game plan
Survive the early poking with Q and healing with W. Your value spikes mid-late: poke at range with E and save Intervention for the exact moment they try to kill your ADC — good timing negates a whole fight. Position at the back and reactively.
Quick tips
- Don't waste Intervention: save it for the key burst on your carry.
- Level E in time to switch to ranged poke and gain safety.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Q for the slow and poke; Reactivation (W) second for the ADC heal. As support you don't max E (damage) first.
Items and what they do
-
Sightstone Support item granting free ward charges to control vision. -
Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists. -
Nashor's Tooth AP, CDR and attack speed, plus magic on-hit. For AP champs that auto-attack. -
Sorcerer's Shoes Boots with magic penetration. -
Zhonya's Hourglass AP and armor; stasis active makes you invulnerable and untargetable for a couple seconds.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, mana regen, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 9/0/21 — Utility
- Why this page
- 9/0/21 gives mana and utility to heal and sustain the whole lane.
Summoner spells
- Lane
- Support
- Original role
- Top/Mid Hybrid