
Champion guide
Patch 26.16Kayle
The Judicator
- Fighter
- Top
- Mid
- Mana
The only button on this roster that makes an ally immune to damage, attached to a champion who switches from melee to ranged with one activation. Kayle wins fights she had no business surviving.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 501+93
- HP regen (per 5s)
- 7.5+0.75
- Mana
- 295+40
- Mana regen (per 5s)
- 7.425+0.325
- Attack damage
- 56.3+3
- Attack speed
- 0.638+2.3 %
- Armor
- 21+3.5
- Magic resist
- 30+0.75
- Attack range
- 125
- Move speed
- 335
Abilities
Passive
Holy Fervor
Kayle gains a percentage of her Ability Power as Attack damage and a percentage of her Attack Damage as Ability Power.
QReckoning
5 ranks- Cooldown
- 8 s
- Cost
- 70/75/80/85/90 Mana
- Range
- 625
- Damage
- 60/110/160/210/260 (+80 % AP)
Kayle blasts a target, dealing 60/110/160/210/260 (+80 % AP) magic damage while Slowing by 35/40/45/50/55% and increasing Kayle's damage to them by 8/10/12/14/16% for 3 seconds.
WDivine Blessing
5 ranks- Cooldown
- 10 s
- Cost
- 60/65/70/75/80 Mana
- Range
- 700
- Healing
- 65/105/145/185/225 (+50 % AP)
Kayle blesses an allied champion, increasing their Movement Speed by 12% for 10 seconds and healing them for 65/105/145/185/225 (+50 % AP) health.
ERighteous Fury
5 ranks- Cooldown
- 22/21/20/19/18 s
- Cost
- 65 Mana
- Range
- 400
- Damage
- 4/10/16/22/28 (+30 % AP)
- Damage
- 4/10/16/22/28 (+20 %/25 %/30 %/35 %/40 % AD +30 % AP)
Kayle increases her attack range by 400 for 10 seconds and her basic attacks deal 4/10/16/22/28 (+30 % AP) additional magic damage on-hit. Nearby enemies take 4/10/16/22/28 (+20 %/25 %/30 %/35 %/40 % AD +30 % AP) magic damage on attack.
RIntervention
3 ranks- Cooldown
- 90/75/60 s
- Cost
- 100/75/50 Mana
- Range
- 1,200
Kayle bathes an allied champion in holy light, making them Invulnerable for 2.5 seconds.
In short
Kayle is a hybrid in the literal sense: Fervor converts part of her ability power into attack damage and part of her attack damage into ability power, so every offensive stat she buys feeds both halves of the champion. Righteous Fury extends her attack range and splashes her hits onto nearby enemies, which is where most of her damage lives and why she clears a wave faster than almost any melee laner.
Intervention is what makes her unique in this mode. Making a target immune to damage, ally or herself, isn't a heal, it's a cancel: the enemy sequence goes into the void and their cooldowns are gone for nothing. The rest of the kit is simple, a strike that slows and a blessing that heals and speeds up an ally. Without her ultimate up, Kayle is a squishy champion who dies quickly.
Strengths and weaknesses
Her lane strength comes from temporary range: a melee opponent can't answer anything while Righteous Fury is active, and the slow on Judgment stops them from disengaging. Divine Blessing means she refuses to be pushed out of lane, and late in the game those two buttons turn an allied carry into a target nobody can catch. On top of that, her attack splash gives her permanent wave pressure and therefore map pressure.
The limits are blunt. Her power window lasts exactly as long as her Fury: the moment it drops, you're a melee fighter with mediocre range and no escape. She has no dash, no shield and no hard crowd control, so any team that can touch you kills you. Her mana disappears if you use the blessing as a comfort heal. And a blind or an attack speed cut removes nearly all of her damage, because everything runs through basic attacks.
Laning phase
Max Righteous Fury first: it's your damage, your wave clear and your range in one ability. The trade sequence never changes, Judgment to stick them in the slow, activate Fury, land two or three attacks, then walk out before the duration ends. Never activate Fury and let it expire while you're walking around, that's the classic beginner leak on this champion.
Your ability to hold the lane is real: you can keep the wave in the middle with no effort and land free attacks on anyone who steps up to farm. Against an opponent who shoves faster than you, don't contest the wave under your tower in melee, collect the minions at your extended range instead. Intervention is not a panic button in lane, it's a gank trap: let the enemy jungler commit, let the sequence start, then cancel it at the last possible moment.
Power spikes
The first spike is obvious and brutal, and it's her ultimate level. Plenty of enemy teams don't respect it and burn three abilities plus a summoner spell on a target that cannot die. The second is the shift into attack speed: Kayle doesn't scale on damage per hit, she scales on how many hits she fits inside her window.
The third is when her cooldowns get short, especially the ultimate, which drops noticeably per rank. A Kayle who can offer an Intervention in every skirmish matters more than the same Kayle with one extra item. Late game, with a full hybrid build and her range active, she plays as a second carry who can also save the first one.
Teamfights and positioning
Your spot is the second line, in range of your carry and out of range of their front line. You come in after the engage, activate Fury once the enemy is already committed elsewhere, and let the splash work on a clumped group. The slow on Judgment exists to hold a diver in place, not to finish someone who's already leaving.
The whole fight comes down to who you pick for Intervention. Simple rule: the ally the enemy has already committed their sequence into, not the ally with the lowest health bar. Used on someone mid-dive it's worth a full fight; used too early it only delays a death that was already written. And never forget you're a legal target for your own ultimate the moment an assassin picks you.