

Kayle
The Judicator
How this differs from the live game
- The Abilities are completely different, except for Divine Blessing (W)
- Leveling up doesn't change her attacks
- Holy Fervor (P) grants Attack Damage as Ability Power and vice versa
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
Magic penetration marks are for Q and E's AP-based magic damage, especially repeated Righteous Fury autos. Armor seals and MR glyphs keep the solo lane stable; AP quints improve Q poke, W heal, and E on-hit damage.
This is a 21/0/9 AP carry page: offense reaches Executioner, Arcane Knowledge, and Spellsword for Kayle's magic DPS, while utility gives Flash cooldown, mana sustain, and Runic Affinity for the blue buff Kayle holds in a solo lane.
Skill order
ultimate at 6, 11 and 16Holy Fervor
- Reckoning (Q) takes points at levels 2, 8, 10, 12, 13.
- Divine Blessing (W) takes points at levels 4, 14, 15, 17, 18.
- Righteous Fury (E) takes points at levels 1, 3, 5, 7, 9.
- Intervention (R) takes points at levels 6, 11, 16.
Max E first because Season 3 Kayle's lane control and DPS come from Righteous Fury uptime and ranged splash autos. Q is maxed second for burst and slow strength, with one early W for sustain and movement speed.
Alternative — Max Q before E only into lanes where you cannot safely auto during Righteous Fury and must trade mostly with Reckoning poke.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default into most mid lanes: AP, health, and mana-on-kill support Kayle's E farming and Q trades.
Flask sustain start — Use into poke or attrition lanes where repeated health and mana refills are stronger than Doran's immediate stats.
Boots sustain start — Use when dodging skillshots or avoiding ganks is the lane's main problem.
Corein buy order
1Nashor's Tooth2,500gNashor's Tooth is the defining Season 3 Kayle item: AP, attack speed, and 20% cooldown reduction all directly feed Righteous Fury uptime and damage.
2Malady2,035gMalady adds attack speed, AP, on-hit magic damage, and MR shred for Kayle's repeated magic-damage autos.
3Rabadon's Deathcap3,300gRabadon's Deathcap turns Kayle from sustained poke into a real AP carry, amplifying Q, W, E, and her passive conversion.
Situationalonly when the game asks for it

Void Staff2,295gBuy Void Staff when enemies are stacking magic resist or your Malady shred is not enough.

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range fights where you can stand close enough to apply the aura.

Mercury's Treads1,200gBuy Mercury's Treads instead of Sorcerer's Shoes when CC chains or magic burst prevent you from using Intervention in time.

Ninja Tabi1,000gBuy Ninja Tabi instead of Sorcerer's Shoes against heavy basic-attack AD threats.

Hextech Gunblade3,400gBuy Hextech Gunblade when you need dueling sustain and an extra slow to keep targets in E range.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of GoldQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Gold +3.00 / 10s
Magic penetration marks are for Reckoning and Righteous Fury's AP-based magic damage poke; AD marks do not help W and only partially help E splash through its AD ratio. Armor seals cover bot-lane trades, MR glyphs keep you alive against support poke, and gold quints fit the Season 3 support economy.
A 0/9/21 support page: defense gives lane durability, while utility supplies mana, summoner cooldowns, GP10, extra starting gold, Explorer's Ward, Pickpocket, and CDR for more Q/W/R casts.
Skill order
ultimate at 6, 11 and 16Holy Fervor
- Reckoning (Q) takes points at levels 1, 8, 10, 12, 13.
- Divine Blessing (W) takes points at levels 3, 4, 5, 7, 9.
- Righteous Fury (E) takes points at levels 2, 14, 15, 17, 18.
- Intervention (R) takes points at levels 6, 11, 16.
Start Q for level-1 slow and poke, take E at level 2 so you can trade and trigger Pickpocket safely, then max W first for support sustain and movement speed. Q is maxed second for stronger peel and poke, with E last because support Kayle is not farming around splash damage.
Alternative — Q max first was also played when the lane needed stronger kill pressure and poke instead of sustain, especially with an aggressive AD carry into a weaker sustain lane.
Why these items
Openingsall within the 475 starting gold
Wealth ward start — With Wealth mastery, this is the default support opening: heavy early vision plus health potions for trading.
Faerie Charm sustain start — Use this when you expect a slower lane and need mana regeneration toward Philosopher's Stone instead of maximum level-1 ward coverage.
Flask lane start — Use Flask into poke lanes where repeat health and mana sustain matters more than an early component.
Corein buy order
1Philosopher's Stone700gPhilosopher's Stone gives the GP10 and sustain that Season 3 supports needed before completing team utility.
2Sightstone800gSightstone is the support economy item that lets Kayle maintain ward coverage without spending every recall on Sight Wards.
3Shurelya's Reverie2,100gShurelya's Reverie turns Kayle's W speed-up into a team engage or disengage tool and keeps her CDR and sustain high.
4Runic Bulwark2,950gRunic Bulwark was a premier Season 3 team aura item, adding durable resistances for Kayle and nearby allies.
Situationalonly when the game asks for it

Locket of the Iron Solari2,225gBuy Locket of the Iron Solari when the enemy has AoE burst and your team needs an extra teamfight shield.

Twin Shadows1,900gBuy Twin Shadows when you need catch tools, scouting, or help starting fights from fog of war.

Banner of Command2,360gBuy Banner of Command when your team wants siege pressure and you can safely empower cannon waves.

Mercury's Treads1,200gUse Mercury's Treads instead of Ionian Boots when crowd control or magic damage is stopping you from casting Intervention in time.

Ninja Tabi1,000gUse Ninja Tabi when the enemy bot lane and main threats are basic-attack physical damage champions.
One build, written by a player. Newest first.
Write a Kayle buildBuild
Runes and masteries
The author did not publish a rune page. A standard support setup — armour seals, scaling magic resist glyphs, gold quintessences — fits what the build wants.
7/0/23. Summoner's Wrath because Exhaust is half the build.
Skill order
ultimate at 6, 11 and 16Holy Fervor
- Reckoning (Q) takes points at levels 2, 9, 10, 12, 13.
- Divine Blessing (W) takes points at levels 1, 4, 5, 7, 8.
- Righteous Fury (E) takes points at levels 3, 14, 15, 17, 18.
- Intervention (R) takes points at levels 6, 11, 16.
W max first. The heal and the movement speed are the whole lane.
Alternative — One early point in E if you are being dived and need the range.
Why these items
Openingsall within the 475 starting gold
Regen start — The author's own opening: regeneration early, ward down immediately.
Philosopher's Stone rush — When you want Philosopher's Stone and Lucky Pick online as fast as possible.
Corein buy order
1Shurelya's Reverie2,100gThe active is the engage and the disengage both.
2Stark's Fervor2,550gThe aura: attack speed and regeneration for the whole bot lane.
3Aegis of the Legion2,150gAura armour and magic resist — worth more on the team than on you.
Situationalonly when the game asks for it

Rylai's Crystal Scepter2,900gWhen you want the slow on Righteous Fury to actually stick.

Boots of Mobility1,000gInstead of Lucidity when you are roaming rather than casting.

Vision Ward125gAgainst Evelynn. Buy it before you think you need it.
Notes
the author's own wordsPaladin Kayle
Buffs on allies, debuffs on enemies. You will not carry a game with damage from this build — you win it by making the carry unkillable for four seconds at a time.
- Rush
and
for the gold.
is not a heal, it is a cancel — hold it for the burst, not for the poke.- Pink wards against Evelynn, always.
Build by Monte Christo#PBEe, transcribed from the League Classic Wiki archive.
Abilities
per rankHoly Fervor
Kayle gains a percentage of her Ability Power as Attack damage and a percentage of her Attack Damage as Ability Power.
Reckoning5 ranks
Kayle blasts a target, dealing damage, slowing their movement speed, and applying a stack of Holy Fervor.
- Damage
- 60 / 110 / 160 / 210 / 260 + 80% AP
- Cooldown
- 8s
- Cost
- 70 / 75 / 80 / 85 / 90 Mana
- Range
- 625
Divine Blessing5 ranks
Kayle blesses an allied champion, increasing their movement speed and healing them.
- Heal
- 65 / 105 / 145 / 185 / 225 + 50% AP
- Cooldown
- 10s
- Cost
- 60 / 65 / 70 / 75 / 80 Mana
- Range
- 700
Righteous Fury5 ranks
Kayle increases her attack range and her basic attacks deals additional damage to her target and nearby enemies.
- Target Damage
- 4 / 10 / 16 / 22 / 28 + 30% AP
- Splash Damage
- 4 / 10 / 16 / 22 / 28 + 20 / 25 / 30 / 35 / 40% AD + 30% AP
- Cooldown
- 22 / 21 / 20 / 19 / 18s
- Cost
- 65 Mana
- Range
- 400
Intervention3 ranks
Bathes Kayle's target in a holy light, rendering them immune to all damage for a short time.
- Cooldown
- 90 / 75 / 60s
- Cost
- 100 / 75 / 50 Mana
- Range
- 1200
Matchup against
62 champions, one-on-one
AhriEven
Kayle wins extended autos during Righteous Fury, but Ahri can decide the duel with Charm into Orb of Deception and kite out Kayle's Intervention with Spirit Rush.
Watch for Charm: if it lands, Ahri gets the full Orb of Deception pass and enough time to reposition before Kayle can trade back.
How to beat
Hold just outside Charm range and punish after she uses it on the wave or misses it. Use Reckoning to start only when Spirit Rush has fewer charges or is down, then keep Righteous Fury running while saving Intervention for her second spell cycle rather than the first poke.
Later Finished builds favor Kayle in a committed side-lane fight if Charm misses, but Ahri is better at picking targets before the fight starts. In teamfights, stay behind your front line, make Ahri spend Charm first, then use Intervention to deny her assassination reset window.
- Do not chase in a straight line after Spirit Rush; she wants to line up the return half of Orb of Deception.
- If Charm is down, Ahri cannot stop your Righteous Fury DPS without burning Spirit Rush defensively.
- Intervention should cover her committed burst, not random Fox-Fire poke.
- Minions help block Charm, but they do not stop Orb of Deception's return damage.

AkaliUnfavoured
Akali's repeated Shadow Dance entries and Twilight Shroud make it hard for Kayle to keep continuous Righteous Fury damage on her.
Watch for Twilight Shroud: it denies Kayle clean auto attacks and lets Akali wait out Reckoning slow or Intervention time.
How to beat
Keep the wave open and avoid dueling her inside Twilight Shroud unless you already have true sight or a large health lead. Bait Mark of the Assassin or a Shadow Dance charge, back out during the shroud, then re-enter with Reckoning and Righteous Fury when she has to leave it.
Later Akali remains dangerous in side lanes because she can force short trades and reset visibility, while Kayle is stronger when grouped and protecting a carry with Intervention. In late fights, do not ult the first touch unless Akali commits deep enough that your team can punish her after shroud ends.
- Do not spend Reckoning before Twilight Shroud if she can simply disappear during the slow.
- Fight near minions only when Righteous Fury splash can keep pressure while she moves in and out.
- Akali's sustain means half trades favor her; Kayle wants one clean extended window.
- If she uses Shadow Dance to escape instead of engage, chase only while Righteous Fury still has duration.

AlistarFavoured
Alistar can interrupt and displace Kayle, but he lacks enough sustained damage to win a straight duel after his combo is spent.
Watch for Pulverize into Headbutt: it removes Kayle's attack time and can knock her out of Righteous Fury range.
How to beat
Do not stand in Pulverize range for free; make Alistar use Headbutt defensively or to disengage. Once his knockup is down, slow him with Reckoning and keep attacking through Righteous Fury, backing off during Unbreakable Will rather than wasting damage into it.
Later Kayle wins the side lane unless Alistar is only clearing and refusing the duel. In teamfights, his value is engage and peel, so save Intervention for the carry he knocks into his team or for yourself if Pulverize starts a chain CC.
- Stop attacking during Unbreakable Will if you can kite instead; its damage reduction wastes your best window.
- Divine Blessing can undo the spacing loss from Headbutt if you are not stunned afterward.
- Alistar's heal extends the fight but does not match Kayle's sustained damage.
- Do not chase him under turret after Headbutt is available.

AmumuEven
Kayle can kite Amumu and shred him over time, but Bandage Toss into Curse of the Sad Mummy can trap her long enough for Despair and Tantrum to matter.
Watch for Bandage Toss: if it hits, Amumu gets into Despair range and can chain Curse of the Sad Mummy before Kayle reopens distance.
How to beat
Keep minions between you and Bandage Toss, then punish the miss with Reckoning and Righteous Fury autos. If he lands Q, use Divine Blessing after the stun to leave Despair range and hold Intervention for the Curse window or his final damage cycle.
Later Kayle generally handles Amumu in a long side-lane duel if she avoids the first engage, but Amumu's teamfight engage is more reliable. Stay spread enough that Curse does not catch Kayle and her carry together, then use Intervention on whoever gets locked in the center.
- Do not stand next to him after Bandage Toss ends; Despair rewards Amumu for close-range stalling.
- Reckoning after his Q miss is your cleanest punish window.
- Curse of the Sad Mummy can waste most of Righteous Fury's duration if you cast E too early.
- His Tantrum reduces physical damage, so your mixed damage matters more than pure autos.

AniviaUnfavoured
Anivia's range, wall control, stun setup, and Rebirth make it difficult for Kayle to finish her before taking a second spell rotation.
Watch for Flash Frost: the stun enables Frostbite burst and gives Anivia time to wall Kayle away from the egg or trap her in Glacial Storm.
How to beat
Approach diagonally so Flash Frost cannot cover both your entry and retreat, and do not commit Righteous Fury until it has missed or been detonated early. If you force Rebirth, immediately decide whether you can finish the egg before Wall and Storm zone you out; otherwise heal, reset, and take the won trade.
Later Anivia is stronger at controlling teamfights and defending terrain, while Kayle can win a side lane only when she has space to chase past Wall. In grouped fights, Kayle should protect the target caught by Flash Frost and avoid burning Intervention before Anivia's Frostbite follow-up.
- Do not chase through Crystallize into Glacial Storm; that is Anivia's best duel terrain.
- Intervention can deny Frostbite after the chill lands, which is better than blocking minor Storm ticks.
- Rebirth makes close all-ins risky if your Righteous Fury duration is almost over.
- Use Divine Blessing to cross the edge of Glacial Storm, not to stand inside it longer.

AnnieUnfavoured
Annie's point-and-click stun burst can remove Kayle's health before Kayle gets enough attacks to turn the duel.
Watch for Pyromania stun with Summon: Tibbers: it locks Kayle down while Annie lands her full burst and adds Tibbers damage during Kayle's response.
How to beat
Track Annie's stun count and do not walk into Disintegrate or Tibbers range when Pyromania is ready. If she spends stun on the wave or misses Incinerate positioning, slow her with Reckoning and trade while her burst is down, saving Intervention for Tibbers impact or the stunned burst sequence.
Later Annie is still favored at starting fights with instant crowd control, but Kayle can outscale her in sustained damage if the first burst is denied. In teamfights, stay outside Flash-Tibbers range and ult the target Annie stuns rather than trying to duel her frontally.
- Count Pyromania stacks before every trade; this matchup changes completely at four stacks.
- Molten Shield punishes basic attacks, so short pokes into shield are inefficient.
- If Tibbers is down, Annie has much less threat against Intervention.
- Mercury's Treads matter because the stun duration is what lets her unload safely.

AsheFavoured
Kayle's heal, slow, and invulnerability let her survive Ashe's first control spell and win the sustained damage race once in Righteous Fury range.
Watch for Enchanted Crystal Arrow: it gives Ashe the space to unload Volley and Frost Shot kiting before Kayle can answer.
How to beat
Do not start the duel at max Ashe range unless Reckoning is ready to slow her back. If Arrow is available, angle around minions or hold Intervention for the stun follow-up, then use Divine Blessing to close and keep Righteous Fury autos on her through Frost Shot.
Later Kayle wins the side-lane duel if she can reach Ashe, while Ashe contributes more reliable long-range engage for her team. In teamfights, Kayle should stand where Arrow cannot start the fight for free and use Intervention on the Arrow target if Ashe catches a carry.
- Boots of Swiftness are unusually valuable because Frost Shot is her whole kite pattern.
- After Arrow is down, Ashe has no dash to escape Reckoning plus Divine Blessing.
- Do not let Volley chip you low before committing; Ashe wants you entering at half health.
- Intervention during the stun follow-up is better than using it after you are already kited out.

BlitzcrankFavoured
Blitzcrank is dangerous if Rocket Grab starts the fight, but after his knockup combo Kayle has far better sustained damage.
Watch for Rocket Grab: it drags Kayle into melee range and guarantees Power Fist plus Static Field damage before she can kite.
How to beat
Fight behind minions and punish every missed Rocket Grab with Reckoning into Righteous Fury. If he lands the grab, wait out Power Fist before using Divine Blessing to create distance, and do not spend Intervention until Static Field or the follow-up burst is actually happening.
Later Kayle wins the 1v1 unless she is hooked under a turret or into a team, but Blitzcrank's real value is catching someone before a fight. In teamfights, hold Intervention for the grabbed ally and keep attacking the nearest target rather than chasing Blitzcrank through his front line.
- Mana Barrier makes his last 20% health deceptive; keep attacking instead of swapping targets too early.
- Do not use Reckoning while he is out of range with Rocket Grab ready unless minions block the hook.
- Power Fist is the end of his duel threat, not the start of a long damage pattern.
- Static Field's silence can interrupt your response, so ult before it only if lethal burst is guaranteed.

BrandUnfavoured
Brand's spell rotation and Blaze percent damage punish Kayle before she can stay in range long enough to finish him.
Watch for Sear on a Blazed target: it stuns Kayle and guarantees Pillar of Flame plus Pyroclasm damage.
How to beat
Never walk straight at Brand after he has tagged you with Blaze; sidestep Sear first, then commit. Use Reckoning after Pillar of Flame is down, keep enough spacing that Pyroclasm cannot bounce repeatedly through minions, and save Intervention for the stunned burst chain rather than the first spell hit.
Later Brand remains stronger in grouped fights because Pyroclasm and Blaze punish clustered teams, while Kayle can beat him in a side lane only after dodging Sear. In teamfights, spread from allies, let Brand waste a spell, then use Intervention on the stunned target or on yourself if you are the bounce anchor.
- Being Blazed changes Sear from poke into the deciding stun; back off until the mark falls if needed.
- Do not duel him inside your own minion wave when Pyroclasm is up.
- Pillar of Flame's delay is your cue to move forward if it misses, not just sideways forever.
- Magic resist is specifically valuable because his passive keeps ticking after the burst.

Cho'GathEven
Kayle can kite Cho'Gath's melee damage, but Rupture into Feral Scream and Feast can kill her through a mistimed Intervention.
Watch for Feast: it is true damage execute pressure that punishes Kayle if Intervention is used too early or while silenced.
How to beat
Stay at Righteous Fury range and move unpredictably so Rupture cannot start the trade. If Rupture misses, use Reckoning and autos; if Feral Scream is still ready, avoid dropping into Feast range until you can cast Intervention before the silence or after it ends.
Later Cho'Gath becomes harder to burst in side lanes, but Kayle's ranged sustained damage can still win if she respects Feast range. In teamfights, Cho'Gath controls space and silences carries, so Kayle should keep distance and ult the target he knocks up or the ally about to be Feasted.
- Do not hold Intervention too greedily if Feral Scream is about to silence you.
- Rupture is slow enough to dodge when you are not attacking in place.
- Cho'Gath's sustain from Carnivore matters in lane trades, not in an isolated all-in.
- Madred's Bloodrazor is a real anti-Cho item when his Feast stacks make him too durable.

CorkiEven
Corki can burst and shred armor with Gatling Gun, but Kayle's Intervention can blank his best damage window and her sustained autos compete well afterward.
Watch for Gatling Gun: if Kayle stays in the cone, Corki reduces her armor while stacking his mixed damage trade.
How to beat
Do not chase directly through Gatling Gun; step to the side, then re-enter with Reckoning once the cone is wasted or Corki has used Valkyrie. Save Intervention for the moment he commits with Phosphorus Bomb and missiles, then keep Righteous Fury on him after Valkyrie is down.
Later The side-lane duel depends heavily on Valkyrie: Corki wins if he resets spacing, Kayle wins if she forces him to fight without it. In teamfights, Kayle's ultimate can deny Corki's burst on a priority target, but she must avoid spending the whole fight walking through poke.
- Valkyrie down is the green light; before that he can break your Righteous Fury uptime.
- Do not stand in Gatling Gun just because Intervention is available; it can outlast your best timing.
- Phosphorus Bomb reveals and chunks, so brush jukes are less reliable against him.
- Corki's damage is mixed, making single-resist stacking less decisive.

Dr. MundoEven
Kayle can kite Dr. Mundo and apply steady ranged damage, but Sadism can outlast her all-in unless she has healing reduction or enough sustained damage.
Watch for Sadism: it turns a won trade into a reset if Kayle cannot cut the healing or keep attacking through his retreat.
How to beat
Hold Righteous Fury range and dodge Infected Cleaver rather than letting the slow pull you into Burning Agony. Trade until he uses Sadism, then either apply Grievous Wounds and keep hitting or disengage with Divine Blessing until the heal window is mostly gone.
Later Mundo becomes difficult to remove in side lanes without anti-heal or percent-health damage, while Kayle is more valuable in teamfights if she ignores him and protects carries. Finished Kayle should kite him backward and save Intervention for the enemy damage behind Mundo, not for his first cleaver.
- Infected Cleaver is his way to make you fight at his range; dodging it matters more than trading one more auto.
- Executioner's Calling is specifically strong because Sadism is the duel's reset button.
- Do not ult just because Mundo activates Sadism; ult lethal follow-up, not healing.
- If he misses cleaver, Reckoning plus Righteous Fury gives you a clean punish window.

EvelynnEven
Evelynn can choose the opening with Shadow Walk and burst Kayle, but Kayle wins if she survives the first combo and keeps her in Righteous Fury range.
Watch for Shadow Walk opener: Evelynn starts the duel on her terms and can land Ravage plus Agony's Embrace before Kayle spaces out.
How to beat
Do not sit alone in narrow paths without vision; make Evelynn reveal into your minion wave or turret side before committing. Once she appears, use Reckoning immediately to stop the follow-through, hold Intervention for Agony's Embrace or the lethal Ravage sequence, and chase only while her Dark Frenzy speed is not enough to break range.
Later Evelynn is better at finding isolated targets, while Kayle is stronger in visible front-to-back fights. In teamfights, stay near allies and use Intervention to deny Evelynn's first assassination target, then turn with Reckoning once she has no clean exit.
- Twin Shadows or ward items matter because the hardest part is controlling when the fight starts.
- Do not waste Righteous Fury on empty air while waiting for her to reveal.
- Agony's Embrace slow can make your Divine Blessing feel late; cast it after the slow lands if you need to escape.
- If Evelynn fails to kill during the opener, Kayle's sustained damage takes over.

EzrealEven
Ezreal can kite and poke with Mystic Shot, but Kayle wins committed trades when Arcane Shift is down and Intervention blocks his burst finish.
Watch for Arcane Shift: it denies Kayle's engage range and lets Ezreal reset after landing poke or avoid Reckoning follow-up.
How to beat
Stand behind minions to cut off Mystic Shot cooldown resets and avoid starting with Reckoning unless Arcane Shift is down or forced defensively. After he shifts, use Divine Blessing and Reckoning to stay attached, then Intervention his Trueshot Barrage or final spell-auto burst.
Later In side lanes, Ezreal wins if he keeps distance indefinitely, while Kayle wins if she forces a full fight after Arcane Shift. In teamfights, Kayle should protect against his poke finish and avoid chasing him past the front line when he still has Shift.
- Minions are your best defense against Mystic Shot resets.
- Essence Flux lowers attack speed, so do not judge the duel from one weakened trade.
- Arcane Shift down is more important than Trueshot Barrage down for killing him.
- Intervention can turn his global execute into wasted channel time.

FiddlesticksUnfavoured
Fiddlesticks' fear, silence, and Drain punish Kayle's need to stand and attack, especially if he starts with Crowstorm from fog.
Watch for Terrify: it stops Kayle from interrupting or leaving Drain and can hold her inside Crowstorm long enough to lose the duel.
How to beat
Do not duel him from fog or brush; force Fiddlesticks to show before he can channel Crowstorm on top of you. If Terrify is down, Reckoning into Righteous Fury can punish him, but save Intervention for Crowstorm damage or the Drain channel that would otherwise swing the fight back.
Later Fiddlesticks is more dangerous in teamfights than side lanes because Crowstorm from fog can decide the fight instantly. Kayle should ward flanks, keep enough distance to avoid being feared with the carry, and ult the Crowstorm target while her team exits the zone.
- Dark Wind silence can delay Intervention, so do not wait until the last possible instant if it is bouncing toward you.
- Breaking Drain range is often better than trying to outdamage the heal.
- Never chase into unwarded brush when Crowstorm is available.
- Mercury's Treads reduce the fear window that lets him complete his combo.

GangplankFavoured
Gangplank's Parrrley poke and Remove Scurvy sustain are annoying, but Kayle's ranged uptime and Intervention beat him in a direct extended duel.
Watch for Remove Scurvy: it clears Reckoning's slow and heals through the trade, denying Kayle's first catch attempt.
How to beat
Use Reckoning to force Remove Scurvy, then wait a beat instead of overchasing through Cannon Barrage. Once the cleanse is down, Divine Blessing forward and keep Righteous Fury active while saving Intervention for his crit Parrrley plus melee finish.
Later Kayle generally wins the side lane if she can keep attacking after Remove Scurvy is used, while Gangplank brings global zone control with Cannon Barrage. In teamfights, do not waste Intervention on random ult ticks; use it when his team follows the slow or when Parrrley threatens a low carry.
- His cleanse removes your slow, so the second engage matters more than the first.
- Do not stand in Cannon Barrage while trying to finish him; it buys him space for another Parrrley.
- Ninja Tabi is effective because Parrrley behaves like his key damage trade.
- Gangplank has no dash, so once Remove Scurvy is down he struggles to leave Righteous Fury range.

GarenFavoured
Kayle wins if she keeps Righteous Fury uptime for ranged trades because Garen has to spend Decisive Strike just to reach her and cannot stick through Reckoning plus Divine Blessing.
Watch for Decisive Strike breaks Reckoning's slow and lets Garen force the silence into Judgment range.
How to beat
Hold max Righteous Fury range and refresh Perseverance with single autos instead of letting him reset. Bait Decisive Strike, kite backward with Divine Blessing, then punish while it is down; only use Intervention for Demacian Justice or a committed silence-spin-execute all-in.
Later Kayle outscales the side lane unless she lets Garen flash-silence her at low health. In teamfights, save Intervention for Demacian Justice timing or for the carry Garen is trying to finish, then shred his frontline with E splash.
- Tap him often enough to stop Perseverance from carrying the lane.
- Do not Reckoning before Decisive Strike if he is already sprinting at you.
- Intervention denies the execute portion of his all-in if you hold it late.
- Kite sideways after his Q lands so Judgment loses ticks.

GragasEven
Kayle can out-DPS Gragas in extended range, but Body Slam and Explosive Cask can force her into Barrel Roll trades before she gets a clean burn-down.
Watch for Body Slam closes the gap, interrupts spacing, and sets up Barrel Roll plus Explosive Cask displacement.
How to beat
Stay just outside Body Slam range and make him spend Barrel Roll on waves before walking forward with Righteous Fury. If Body Slam misses or is used to farm, slow him with Reckoning and chase; if he holds Explosive Cask, keep Intervention for the burst-displacement combo rather than early poke.
Later Kayle generally wins a straight sustained side-lane fight if she dodges Body Slam, but Gragas has better pick and disengage angles in grouped fights. Do not tunnel on killing him through Happy Hour; hit whoever his Cask mispositions and use Intervention after the knockback lands.
- Do not stand on a primed Barrel Roll just to keep attacking.
- His Barrel Roll attack-speed slow cuts your best damage window.
- Save Divine Blessing until after Body Slam's slow if you need to chase.
- Punish Drunken Rage channels with Reckoning into E autos.

HeimerdingerEven
Kayle can clear turrets with Righteous Fury and heal through chip, but Heimerdinger controls space so well that walking into grenade range can flip the duel.
Watch for CH-1 Concussion Grenade stuns or blinds you, removing the auto-attack window you need to kill him or his turrets.
How to beat
Fight by trimming H-28G Evolution Turrets first, not by chasing through them. Hold Righteous Fury range, sidestep grenade before committing, and only run at Heimerdinger when his turret nest is thinned or his stun is down.
Later Kayle wins open side-lane duels, while Heimerdinger is more useful when defending a fixed area. In teamfights, do not dive into turret zones for him; clear the setup, then use Intervention to keep a diver alive through rockets and grenade follow-up.
- E splash lets you damage Heimerdinger while clearing turrets if he stands near them.
- A direct grenade hit is worse than the turret damage because it stops your retaliation.
- Do not chase into multiple turrets after Righteous Fury expires.
- His rockets target nearby enemies, so minion positioning can soak some poke.

JannaFavoured
Janna lacks the damage to beat Kayle alone, but her shields, speed, knockup, and Monsoon make actually finishing her difficult.
Watch for Monsoon knocks you out of Righteous Fury range and resets the chase after you commit.
How to beat
Treat it as a chase, not a burst duel: walk her down with Righteous Fury and keep Reckoning for after Zephyr or Howling Gale. Do not use Intervention just to ignore poke; save it if she baits you under teammates or turret, because she cannot kill you alone without help.
Later Kayle wins any isolated side lane, but Janna should almost never give her that fight. In teamfights, attack the nearest valuable target and hold Intervention for the ally Janna is trying to disengage from, not for Janna herself.
- Break Eye Of The Storm before judging whether she is killable.
- Reckoning after Zephyr gives you the best chance to stay in range.
- Do not chase through a charged Howling Gale line.
- Monsoon can waste your E duration, so re-engage after the knockback rather than during it.

Jarvan IVEven
Kayle can kite Jarvan between cooldowns, but his armor shred, knockup, and Cataclysm give him a real all-in if he reaches her before she has space.
Watch for Cataclysm traps Kayle in melee range and forces Intervention or Flash if Jarvan still has damage available.
How to beat
Hold Righteous Fury range and angle away from Demacian Standard so Dragon Strike cannot knock you up for free. If he misses E-Q or uses it to farm, Reckoning him and chase; if he commits with Cataclysm, use Intervention during the burst and keep attacking while his escape is down.
Later Kayle usually wins longer side-lane fights once she survives the first engage, but Jarvan brings stronger initiation to teamfights. Stand outside his E-Q line, punish his backline after he dives, and use Intervention on the Cataclysm target if it creates the fight.
- Do not stand between Jarvan and his Standard.
- His passive hit hurts most at high current health, so avoid giving him a clean opener.
- Golden Aegis slows your chase; wait it out before overcommitting.
- Cataclysm terrain can trap you with him but also prevents him from leaving your E autos.

JaxUnfavoured
Jax is one of Kayle's worst duels because Counter Strike blanks her basic attacks and Leap Strike forces melee before she can fully kite.
Watch for Counter Strike dodges Righteous Fury attacks and denies Kayle's main damage window.
How to beat
Do not fight into Counter Strike; back up immediately, then re-enter with Reckoning once the dodge ends. Keep Righteous Fury for the post-Counter Strike window and use Intervention for his Leap Strike plus Empower burst, not for early poke.
Later Jax eventually owns the side lane if he can force repeated all-ins, while Kayle is more reliable grouped because Intervention changes teamfights. Match him only with distance, wards, and cooldown advantage; otherwise clear waves and join fights before he gets isolated access.
- If Counter Strike is active, stop trading and create distance.
- Reckoning after his dodge ends is your real punish window.
- Do not waste Intervention while he is still dodging your attacks.
- Frozen Heart's aura matters because Jax needs stacked attack speed to finish you.

KarthusFavoured
Kayle's sustained ranged damage and Intervention beat Karthus in a direct duel as long as she keeps moving through Lay Waste zones.
Watch for Wall of Pain removes your movement and magic resistance, making repeated Lay Waste hits and Defile stick.
How to beat
Fight at the edge of Righteous Fury range and stutter-step constantly so Lay Waste does not land isolated hits. Save Divine Blessing for after Wall of Pain and hold Intervention for the final Defile/Requiem damage, including after Karthus dies and keeps casting.
Later Kayle can kill Karthus in side lane, but his Death Defied and Requiem still affect the whole map. In teamfights, do not spend Intervention early if Requiem can clean up afterward; finish him, then spread from Defile and protect the target he channels on.
- Move after every auto; standing still lets Lay Waste decide the duel.
- Intervention can cover Requiem even after Karthus is dead.
- Do not chase inside Defile longer than your E window requires.
- Wall of Pain is the cue to heal and reposition, not to stand and trade.

KassadinEven
Kayle can punish Kassadin before he stacks Riftwalk pressure, but his silence and magic reduction make short trades awkward and his mobility controls disengage.
Watch for Null Sphere silences Kayle, delaying Divine Blessing, Reckoning, and Intervention during his burst window.
How to beat
Abuse him when Riftwalk is down or costly, keeping Righteous Fury range so he must spend it forward instead of sideways. Do not open with every spell into Null Sphere; trade autos first, then Reckoning as he exits or after the silence ends.
Later Kassadin becomes harder to pin in side lane and can choose when the duel happens, while Kayle is stronger in front-to-back teamfights if she is not silenced at the wrong time. Keep Intervention available before he dives your backline and do not chase Riftwalk stacks into fog.
- His passive reduces your magic-heavy damage, so extended autos matter more than one spell trade.
- If he Riftwalks forward and Null Sphere is down, punish immediately.
- Cast Intervention before the silence only when lethal burst is clearly coming.
- Do not follow repeated Riftwalks without vision.

KatarinaFavoured
Kayle has the tools to survive Katarina's burst and can keep attacking through Shunpo once Death Lotus is answered by Intervention or distance.
Watch for Death Lotus deals the duel's lethal damage if Kayle stays in range without Intervention.
How to beat
Hold Righteous Fury range and make Katarina use Shunpo to start the fight, then slow her with Reckoning as she tries to stay on you. When she channels Death Lotus, either step out with Divine Blessing or use Intervention and keep attacking through it.
Later Kayle wins the isolated duel, but Katarina is more dangerous in messy teamfights where Voracity resets chain kills. Save Intervention for the first reset target and keep spacing so Death Lotus cannot hit multiple carries for free.
- Do not ult before Death Lotus unless Shunpo burst would kill you outright.
- Reckoning after Shunpo leaves her with no easy way to keep contact.
- Your E lets you punish her while backing out of Lotus range.
- Grievous Wounds is useful only if her build relies on spell vamp or healing.

KennenUnfavoured
Kennen's ranged poke, repeated marks, and Slicing Maelstrom stun chain can deny Kayle the stable auto window she needs.
Watch for Slicing Maelstrom stacks Mark of the Storm quickly, stunning Kayle during Kennen's all-in.
How to beat
Stay outside his passive auto pattern and do not let a single mark become two before stepping up. Bait Lightning Rush or dodge Thundering Shuriken, then trade with Reckoning and E; keep Intervention for the Maelstrom stun chain rather than the first poke spell.
Later Kennen remains more dangerous in grouped fights because his ultimate can stun several targets, while Kayle wins only if she can force a clean extended duel after his engage fails. Position wide, ult the Maelstrom target, and hit from the edge instead of walking into his storm.
- Count Mark of the Storm; two marks means you cannot greed for one more auto.
- Do not chase while Lightning Rush is available unless Reckoning will land first.
- Mercury's Treads reduce the stun chain enough to keep attacking sooner.
- Intervention should cover the ultimate window, not random shuriken poke.

Kog'MawEven
Kayle can burst-protect herself with Intervention, but Bio-Arcane Barrage outranges and out-DPSes her if Kog'Maw starts the fight on his terms.
Watch for Bio-Arcane Barrage extends Kog'Maw's range and adds percent-health magic damage, beating Kayle in a straight stationary auto fight.
How to beat
Do not trade while his W is fresh unless you can force him into Reckoning range immediately. Back off through Void Ooze, wait out Bio-Arcane Barrage, then use Divine Blessing plus Reckoning to close and finish before it returns.
Later Kog'Maw has the scarier raw damage in front-to-back fights, but Kayle's Intervention can invalidate the first lethal focus window. In side lane, Kayle wins only by forcing short windows around Kog'Maw W cooldown; in teamfights, protect the diver or carry who reaches him.
- His W range means your E range is not automatically safe.
- Do not chase Icathian Surprise after winning the duel.
- Void Ooze is his spacing tool; crossing it slowly gives him too many autos.
- Intervention buys time, but it does not beat Bio-Arcane Barrage if you start too far away.

Lee SinEven
Kayle can kite Lee Sin after his first rotation, but Sonic Wave into Resonating Strike and Dragon's Rage can burst her before the fight becomes sustained.
Watch for Sonic Wave / Resonating Strike gives Lee Sin targeted access and execute pressure once Kayle is marked.
How to beat
Stand behind minions or angle sideways so Sonic Wave is not free; if it misses, immediately punish with Reckoning and Righteous Fury. If it lands, prepare Intervention for the Resonating Strike plus Dragon's Rage burst and kite after he spends the second Q.
Later Kayle scales better in sustained side-lane damage if Lee Sin cannot start with Q, while Lee Sin remains a pick and displacement threat in teamfights. Keep enough distance that Dragon's Rage cannot kick you into his team, and ult the kicked carry if that is his engage.
- The duel changes completely on whether Sonic Wave hits.
- Do not use Divine Blessing before Cripple if you need the speed to escape.
- After Dragon's Rage, Lee Sin often has no cooldowns left to stay on you.
- Armor is efficient because most of his kill pressure is physical.

LeonaFavoured
Leona can lock Kayle down, but she lacks solo damage, so Kayle wins the duel once the crowd control chain is spent.
Watch for Zenith Blade lets Leona attach to you and start Shield of Daybreak into Solar Flare lockdown.
How to beat
Keep Righteous Fury range and sidestep Zenith Blade rather than trying to outtrade her first contact. If she lands it, use Intervention only if the full CC chain is paired with real damage; otherwise heal after the stun and kite her down while Eclipse falls off.
Later Kayle wins any isolated side lane, but Leona is built to decide teamfights with allies nearby. Do not waste cooldowns trying to kill her first through Eclipse; hit the exposed carry and use Intervention on whoever Solar Flare catches.
- Dodge Zenith Blade and she has no real way to start the duel.
- Wait out Eclipse before judging your damage.
- Her passive does not add damage unless an ally procs it.
- Solar Flare is dangerous because it sets up others, not because Leona kills you alone.

LuluEven
Kayle has better sustained damage, but Lulu's slows, shield, polymorph, and Wild Growth can deny the exact commit window Kayle needs.
Watch for Whimsy disables Kayle during her Righteous Fury window or speeds Lulu out before Kayle can finish.
How to beat
Trade patiently at E edge and try to make Lulu spend Help, Pix! or Glitterlance before you commit. Once Whimsy is down, Reckoning into sustained autos; if she uses Wild Growth defensively, back off the knockup and finish after the bonus health window decays.
Later Kayle is stronger in side-lane DPS, but Lulu is often more valuable grouped because she turns one carry or diver into a protected threat. In teamfights, do not chase Lulu through shields; use Intervention to match her Wild Growth on the key target.
- Do not start your full commit while Whimsy is available.
- Pix damage makes short auto trades less free than they look.
- Wild Growth can interrupt your chase with the knockup, so leave room to re-step.
- Mercury's Treads help against the polymorph and slow chain.

LuxEven
Kayle wins if she reaches sustained attack range, but Lux can keep the fight at spell range and punish any Light Binding with a full combo.
Watch for Light Binding roots Kayle long enough for Lucent Singularity and Finales Funkeln to land cleanly.
How to beat
Move laterally outside minion lines and do not walk straight at her while Light Binding is up. When it misses, use Divine Blessing plus Reckoning to close and force autos; save Intervention for the laser combo if you are rooted and cannot dodge.
Later Kayle is better in extended side-lane contact, while Lux is safer and stronger before fights with poke and picks. Grouped, stand away from obvious binding lanes and use Intervention on the bound target before Finales Funkeln lands.
- A missed Light Binding is your main go button.
- Do not spend Intervention on Lucent Singularity poke if Finales Funkeln is still available.
- Her shield can make one burst window fail, so keep attacking after it returns.
- Minions can block Q, but they do not protect you from E slow into laser.

MalphiteUnfavoured
Malphite is difficult because Seismic Shard steals Kayle's spacing and Ground Slam cuts her attack speed, making her sustained damage unreliable before his ultimate burst.
Watch for Ground Slam reduces Kayle's attack speed, taking away the Righteous Fury DPS window she needs to win.
How to beat
Break Granite Shield with a light E trade, then back off before he can answer with Seismic Shard. Fight only after Ground Slam is used or whiffed; if he ultimates in, use Intervention for Unstoppable Force plus follow-up and kite once the attack-speed slow ends.
Later Malphite usually wins the direct side-lane engage if he can force it, but Kayle outvalues him in fights when Intervention answers his initiation. Stay spread, ult the Unstoppable Force target, and avoid hitting him through armor and shield while higher-value targets are reachable.
- Do not all-in while Granite Shield is fresh.
- Ground Slam is the real duel problem, not just his ultimate.
- Boots of Swiftness help against repeated Seismic Shard steals.
- After he uses Unstoppable Force, he has trouble staying on you without Q.

MalzaharUnfavoured
Malzahar wins if he lands Nether Grasp with Null Zone under you, because Kayle cannot attack or cast Intervention while suppressed unless she pre-casts it.
Watch for Nether Grasp suppresses you long enough for Null Zone and Malefic Visions to finish the duel.
How to beat
Stay just outside Nether Grasp range and trade with Righteous Fury autos after Malzahar spends Call of the Void or Malefic Visions on the wave. If he walks forward with spells ready, either pre-cast Intervention before the suppress or back out completely. Commit only after his ultimate is down or when Quicksilver Sash is available.
Later Finished builds make Malzahar more dangerous in isolated picks, while Kayle is stronger in front-to-back fights if she saves Intervention for his target. In side lane, do not give him a clean flash-ultimate angle; shove with E and rotate rather than standing in his range.
- Intervention must be used before Nether Grasp unless you have Quicksilver Sash.
- Do not duel inside Null Zone even while invulnerable; the immunity ends before the zone does.
- Killing the Voidling with splash autos reduces his sustained damage in longer trades.

Master YiEven
Kayle can kite and ult through Yi's kill window, but Highlander ignores Reckoning's slow and lets him force the all-in if she wastes cooldowns.
Watch for Highlander removes your slow plan and gives Yi the speed to stay on you through Righteous Fury spacing.
How to beat
Harass before he activates Highlander, then hold Reckoning until Alpha Strike ends so it cannot dodge the projectile. Use Divine Blessing for distance and Intervention when his burst and Double Strike are actually landing, not as soon as he runs at you. If Meditate starts after your ult, step back and reset rather than feeding him a full channel.
Later Late side lane is volatile: full-damage Yi can kill Kayle if he reaches her, but Kayle wins when she has room to kite and time Intervention cleanly. In teamfights, ult the target Yi commits to and make him spend Highlander chasing through your team instead of dueling in open space.
- Do not cast Reckoning into Alpha Strike; wait for Yi to reappear.
- Highlander makes the slow from Reckoning irrelevant, so save W movement for that window.
- If Yi channels Meditate during your Intervention, stop wasting autos and reposition.

Miss FortuneEven
Kayle wins extended trades with Righteous Fury and Intervention, but Miss Fortune can front-load damage with Double Up and Bullet Time if Kayle is trapped in Make It Rain.
Watch for Bullet Time punishes you for standing in Make It Rain or walking in a straight line after your slow is down.
How to beat
Fight at the edge of Righteous Fury range and avoid lining up behind minions for Double Up. Bait Make It Rain first, then use Divine Blessing to leave the slow and turn with Reckoning. Save Intervention for Bullet Time or the final Impure Shots-stacked autos, whichever is actually killing you.
Later Kayle scales better as a duelist once she can survive the first channel, while Miss Fortune remains more dangerous in grouped choke fights. In teamfights, hold Intervention for Bullet Time's focus target or use Reckoning to interrupt her positioning before she channels.
- Do not stand behind low-health minions; Double Up turns that into a real trade.
- Righteous Fury splash can keep Strut down before the all-in.
- Step sideways out of Bullet Time rather than backing straight away through the cone.

MorganaEven
Morgana can deny Reckoning and bind Kayle for a full damage cycle, but Kayle outdamages her if Black Shield or Dark Binding misses.
Watch for Dark Binding locks you in Tormented Soil and gives Morgana time to trigger Soul Shackles.
How to beat
Do not start with Reckoning into Black Shield; poke with Righteous Fury until she uses the shield or binding. Keep enough spacing that a missed Dark Binding gives you several free autos, then commit with Q and W movement. If Soul Shackles attaches, either use Intervention for the second hit or break the tether with Divine Blessing immediately.
Later Morgana is harder to punish later because Black Shield and Zhonya-style stalling favor teamfights, not duels. Kayle should hit frontliners and save Intervention for the teammate caught by Binding or Soul Shackles rather than chasing Morgana through her zone control.
- Black Shield blocks Reckoning's slow, so do not rely on Q to start every trade.
- Move out of Tormented Soil immediately after a bind; Intervention does not remove the root.
- Divine Blessing can break Soul Shackles range before the stun if used early.

NasusFavoured
Kayle can bully Nasus from range and deny clean Siphoning Strike trades, but she must respect Wither once he has enough stacks and Fury of the Sands.
Watch for Wither removes your attack speed and movement, turning a winning ranged trade into a Nasus melee all-in.
How to beat
Keep Righteous Fury active when trading and hit him when he walks up for Siphoning Strike. Hold Divine Blessing for Wither rather than casual poke, then kite backward while Reckoning keeps him from reaching you after Wither fades. Do not stand in Spirit Fire during extended autos because the armor shred makes his return damage matter.
Later If Nasus is allowed to stack freely, he eventually wins the side lane when Wither forces Kayle into melee range. Kayle's late teamfight is still stronger when she protects a carry with Intervention and kites Nasus instead of trying to duel him inside his ultimate.
- Punish every Siphoning Strike last-hit with Righteous Fury autos.
- Back off during Fury of the Sands if Wither is still active; re-enter when one cooldown is gone.
- Spirit Fire is not just damage, it makes his next Q trade much worse for you.

NidaleeEven
The duel hinges on spear avoidance: Kayle wins steady ranged autos, while Nidalee wins if Javelin Toss or Bushwhack opens a cougar burst window.
Watch for Javelin Toss from long range takes enough health that Nidalee can finish with cougar form before Intervention swings the fight.
How to beat
Fight around minions and short angles so Javelin Toss cannot travel far. Use Righteous Fury to punish human-form heals and autos, but do not chase through brush or over traps. Commit after she misses spear or uses Pounce forward, then save Intervention for the cougar Takedown finish.
Later Nidalee is better at poking and avoiding bad side-lane fights, while Kayle is better if the duel becomes a forced stand-and-fight. In teamfights, Kayle should shield spear targets with Intervention and only chase Nidalee after her escape path is cut off.
- A trapped Kayle loses resistances, so disengage instead of taking the cougar fight.
- Brush movement from Prowl makes straight chasing bad; use waves and objectives to force her out.
- Intervention is strongest against the cougar execute, not the first spear unless it would kill you.

Nunu & WillumpFavoured
Nunu's Ice Blast is annoying, but he lacks the sustained damage to beat Kayle unless she sits in Absolute Zero.
Watch for Absolute Zero forces you to either leave the channel or spend Intervention on a mostly avoidable burst.
How to beat
Trade at Righteous Fury range and keep moving so Ice Blast does not let him walk into ultimate range. When he channels Absolute Zero, use Divine Blessing to leave the area or Reckoning him before committing back in. Save Intervention only if you are trapped too close and cannot exit before the detonation.
Later Nunu rarely wants the isolated duel; he matters more by buffing an ally and controlling objectives. Kayle wins side pressure, while in teamfights she should watch the carry empowered by Blood Boil and avoid stacking into Absolute Zero.
- Do not chase Nunu through brush or fog when Absolute Zero is available.
- Ice Blast slows attack speed too, so short trades are better than forcing through the debuff.
- Consume does not help him in a champion duel unless he can reset around nearby minions or monsters.

OlafUnfavoured
Olaf can ignore Kayle's slow with Ragnarok and force true-damage trades that Intervention only delays.
Watch for Ragnarok makes Reckoning's slow useless and lets Olaf run through your spacing for repeated Reckless Swing hits.
How to beat
Before level 6, punish missed Undertow pickups with Righteous Fury and never let him chain axes for free. After Ragnarok, kite away with Divine Blessing immediately and avoid spending Reckoning as your main peel while he is immune. Commit only when Ragnarok has ended or Olaf is already too low to survive your Intervention-backed counterattack.
Later Olaf remains one of the harder side-lane duels because true damage and slow immunity attack Kayle's core tools. In teamfights, Kayle should ult Olaf's first target and let the team kite him out rather than trying to 1v1 him during Ragnarok.
- Stand away from dropped axes so Olaf must choose between chasing you and resetting Undertow.
- Intervention blocks Reckless Swing damage, but it does not stop Olaf from staying attached.
- Do not all-in low-health Olaf casually; Berserker Rage and Vicious Strikes make that his best window.

PantheonUnfavoured
Pantheon's point-and-click stun and early burst beat Kayle before she can create a long Righteous Fury trade.
Watch for Aegis of Zeonia stuns you long enough for Heartseeker Strike and Spear Shot to land before you can kite.
How to beat
Stay outside Aegis of Zeonia range and use Righteous Fury to break Aegis Protection before casting important autos or Reckoning. If he jumps, use Intervention during Heartseeker Strike's damage window and then kite back with Divine Blessing. Your best commits come after his stun is down, because without it he cannot keep you in melee.
Later Kayle outscales Pantheon in full teamfights if she survives the first engage, but isolated side lane still punishes careless positioning. Track Grand Skyfall flanks and save Intervention for the target he stuns, then turn once his burst is spent.
- Remove Aegis Protection with a splash or basic attack before relying on a key hit.
- Heartseeker Strike is the damage window to ult, not the opening spear poke.
- If Pantheon holds stun, do not walk up just because Righteous Fury is active.

RammusEven
Kayle can shred him with mixed damage over time, but Puncturing Taunt into Defensive Ball Curl punishes her for auto-attacking on his terms.
Watch for Puncturing Taunt forces you to attack Defensive Ball Curl and removes your ability to kite.
How to beat
Keep distance from Powerball paths and do not chase him when Defensive Ball Curl is active. If he taunts you, use Intervention during the forced-attack window or immediately after to survive the return damage and Tremors. Commit once Taunt or Ball Curl is down, because then Rammus has trouble staying on you.
Later Rammus usually wins by starting fights, not by pure dueling, and Kayle is valuable because Intervention denies his taunt pick. In side lane, Kayle can pressure him if she respects engage range and does not auto into Ball Curl for free.
- Stop attacking if Defensive Ball Curl is up and you are not taunted.
- Righteous Fury range lets you punish Rammus after Powerball misses.
- Intervention can cover the taunt duration, but it will not stop Tremors from damaging structures or teammates.

RyzeUnfavoured
Ryze's targeted root and repeated spell rotations beat Kayle in close range unless she can preempt the burst with Intervention and disengage.
Watch for Rune Prison roots you in range for Spell Flux, Overload, and Desperate Power follow-up.
How to beat
Trade only at the edge of Righteous Fury and back off before Rune Prison range if his cooldowns are ready. If he roots you, cast Intervention for the loaded Desperate Power rotation, then use Divine Blessing as soon as you can move. Do not stand near minions during Spell Flux bounces when he is looking for an all-in.
Later Ryze is a brutal late side-lane opponent because his cooldown loop and spell vamp reward close fights. Kayle is better in grouped fights when she can ult his target and attack from behind a frontline instead of matching him alone.
- Rune Prison is targeted, so spacing matters more than dodging.
- Avoid fighting inside a minion wave when Spell Flux can bounce repeatedly.
- If Desperate Power is active, kite first and resume after the steroid ends.

ShacoEven
Kayle wins a fair visible fight, but Shaco can turn it with Deceive positioning, Jack In The Box fear, and clone confusion.
Watch for Deceive gives Shaco the first backstab angle and lets him dodge your Reckoning timing.
How to beat
Keep Righteous Fury active before face-checking and avoid fighting on top of Jack In The Box setups. Wait for Shaco to appear from Deceive before using Reckoning, then kite away from the box line with Divine Blessing. If Hallucinate starts, switch targets carefully and save Intervention for the real Shaco's burst, not the clone explosion unless it will kill you.
Later Shaco rarely wants a clean late duel; he wants picks from fog and split pressure. Kayle outperforms him in structured teamfights if she keeps vision down and uses Intervention on his first victim, while side lane depends heavily on whether Shaco gets the opening.
- Do not throw Reckoning at Shaco before Deceive is committed.
- A sudden Shaco standing still or pathing oddly is often the clone baiting explosion damage.
- Fighting in pre-placed boxes removes Kayle's range advantage.

ShenFavoured
Shen is durable and disruptive, but Kayle can outrange him and win sustained trades unless Shadow Dash catches her in a bad spot.
Watch for Shadow Dash taunts you long enough for Shen to force melee trades and stop your kiting.
How to beat
Stand behind or beside minions so Shadow Dash has to be obvious, then punish him with Righteous Fury when it misses. Do not waste Reckoning into Feint unless you are using it only for the slow. When Stand United is down or irrelevant, commit after Shadow Dash because Shen lacks the damage to match your sustained autos.
Later Kayle wins the side-lane duel, but Shen can leave with Stand United and impact fights before she does. Push him in, communicate his ultimate timing, and use Intervention in the teamfight he joins rather than chasing his teleport too late.
- Keep the wave positioned so Shadow Dash cannot hit you for free from fog.
- Righteous Fury splash can keep pressure on Shen while he hides behind minions.
- If Shen channels Stand United in your face, interrupting is not in Kayle's kit; punish the lane state instead.

SingedEven
Kayle can kite Singed in open space, but Fling into Poison Trail and Insanity Potion turns a chase into his fight.
Watch for Fling puts you behind Singed, forcing you through Poison Trail and breaking your preferred range.
How to beat
Do not chase directly behind him; hold Righteous Fury range from the side and make him walk toward you to start anything. Save Divine Blessing for after Mega Adhesive or Fling, not for the first few poison ticks. Commit after Fling is down or when Insanity Potion has been kited out.
Later Singed becomes harder to kill and better at disrupting teams, while Kayle remains more valuable if she protects the carry he flips. In side lane, Kayle can hold him but should not follow long proxy chases through poison paths.
- Stand to the side of Poison Trail, not behind Singed's retreat path.
- Mega Adhesive plus Fling is the real catch pattern; one without the other is easier to kite.
- Intervention is best when Fling delivers you into his team or turret, not for routine poison damage.

SionUnfavoured
Sion's point-and-click stun and lifesteal ultimate make the duel difficult if he reaches Kayle before she has thinned his shield.
Watch for Cryptic Gaze stuns you long enough for Death's Caress and Cannibalism attacks to swing the trade.
How to beat
Poke Death's Caress from Righteous Fury range and back off before he can stun into the shield detonation. If Cryptic Gaze lands, use Intervention for the shield pop or the first Cannibalism autos, then kite until the lifesteal window ends. Buy anti-heal if the duel is about extended attacks rather than short poke.
Later Finished Sion is dangerous in side lane because Cannibalism can outlast Kayle if she cannot disengage. In teamfights, deny his first stun target with Intervention and focus him only after his shield or ultimate has been forced.
- Do not stand close to a charged Death's Caress shield; make him pop it without hitting you.
- Executioner's Calling is specifically valuable when Cannibalism is deciding the fight.
- Cryptic Gaze is targeted, so your real defense is staying outside its range.

SivirFavoured
Kayle's longer Righteous Fury range and Intervention beat Sivir's short-ranged autos as long as Spell Shield does not eat Reckoning for free.
Watch for Spell Shield can block Reckoning, denying your slow and giving Sivir the tempo to kite with On The Hunt.
How to beat
Pressure from Righteous Fury range and bait Spell Shield with movement or a low-value spell timing before committing Reckoning. Avoid the return path of Boomerang Blade, then use Divine Blessing to maintain the range gap when she activates On The Hunt. Once Spell Shield is down, Kayle's slow and invulnerability make the extended duel favorable.
Later Kayle is the stronger pure duelist, while Sivir contributes more team movement and wave control. In teamfights, do not tunnel on Sivir through Spell Shield; hit the closest target and keep Intervention for her team's engage or her burst target.
- Do not open every fight with Reckoning; good Sivir players are waiting to shield it.
- Stand off the minion wave so Ricochet and Boomerang Blade do not both hit you for free.
- Righteous Fury outranges Sivir's basic attacks, so force her to spend On The Hunt to reach you.

SkarnerEven
Kayle wins the space before contact, but Skarner can turn the duel if Crystalline Exoskeleton survives long enough for Impale to drag her through his sustained Crystal Slash damage.
Watch for Impale: suppresses Kayle during her damage window and can waste Intervention if she casts it too late.
How to beat
Hold Righteous Fury range and tag him with Reckoning as soon as Crystalline Exoskeleton comes up, because breaking the shield removes his speed and attack speed. Do not stand in melee trading Crystal Slash unless his shield is down and Impale is unavailable or you have Quicksilver Sash ready. Commit after he spends W to enter and fails to reach you.
Later Finished Kayle usually controls the side lane if she has a cleanse answer for Impale; without it, Skarner can still force one clean pick. In teamfights he is more valuable as a single-target engage, so save Intervention or QSS for the champion he suppresses rather than tunneling on killing him.
- Reckoning into immediate backstep often breaks his W chase before he gets Q rhythm.
- If he reaches melee with W still active, kite first and damage second.
- Intervention does not stop the displacement or suppression value of Impale; cleanse it if possible.

SonaFavoured
Sona can poke and disengage, but Kayle outranges her all-in threat once Crescendo is baited and burns through her low durability.
Watch for Crescendo: stuns Kayle long enough for Sona to reset spacing or finish a low-health trade.
How to beat
Fight at the edge of Righteous Fury range and do not chase in a straight line when her Power Chord is ready. Bait Crescendo with Divine Blessing movement speed, then re-enter with Reckoning and sustained autos. If Crescendo is down, Sona has no reliable way to stop Kayle from walking her down.
Later Kayle hard outscales the duel and side lane, while Sona matters mostly through auras and Crescendo in grouped fights. Keep enough spacing that she cannot catch Kayle and a carry in the same ultimate, then use Intervention to deny the follow-up burst.
- Count her spell casts; Power Chord after three spells changes the next trade.
- Do not use Intervention just for Hymn of Valor poke unless Crescendo is already gone.
- Her heals buy time, not a winning extended duel.

SorakaFavoured
Soraka can silence and heal through short trades, but she lacks the damage or control to beat Kayle in a committed 1v1.
Watch for Infuse: silences Kayle and can stop Reckoning, Divine Blessing, or Intervention during the critical moment.
How to beat
Do not start the all-in while Infuse is available if you are already low; poke with Righteous Fury until she uses it for damage or mana control. After the silence lands, chase with Divine Blessing and keep attacking through Wish. Grievous Wounds helps if the duel is about repeated heals rather than one clean kill.
Later Kayle wins the side lane decisively, but Soraka's value is in teamfights where Wish and Astral Blessing keep carries alive. Hit whichever target Soraka cannot instantly save, or force Wish before committing Intervention.
- Infuse is the only spell that can stop your ultimate timing.
- Wish can flip a close duel, so do not stop attacking when she drops low.
- Her Consecration makes pure magic poke less decisive near allies.

TaricFavoured
Taric's armor aura and stun make short trades annoying, but Kayle can kite his melee range and kill him after Dazzle is spent.
Watch for Dazzle: stuns Kayle and lets Taric close for Shatter and Radiance before she can kite.
How to beat
Stay just outside Dazzle comfort range until he walks forward, then slow him with Reckoning and retreat while Righteous Fury is active. If he uses Dazzle defensively or misses the chance to chain damage, turn and run him down through Imbue. Avoid extended melee trades where Shatter and Gemcraft get repeated value.
Later Kayle wins the isolated lane because Taric cannot force contact often enough. In teamfights, Taric is a setup and aura champion, so save Intervention for the ally stunned by Dazzle if the enemy team is ready to burst them.
- His Shatter armor makes physical-heavy autos weaker, but Righteous Fury still lets you kite him.
- Do not dive into point-blank Dazzle; it deals more damage up close.
- Once Dazzle is down, he has no second gap closer.

TeemoUnfavoured
Teemo directly attacks Kayle's auto-based damage with Blinding Dart while matching her ranged harassment through poison and traps.
Watch for Blinding Dart: blinds Kayle during Righteous Fury and removes most of her trade damage.
How to beat
Do not activate Righteous Fury and fully commit into an available Blinding Dart; bait Q with a short Reckoning trade or a step forward, then back out. Once blind is down, use Divine Blessing to close, slow him with Reckoning, and force a longer trade before Move Quick resets. Sweep around Noxious Trap paths conceptually: never chase him through his prepared line.
Later Teemo remains dangerous in side lanes because mushrooms control the chase path, but Kayle outperforms him in front-to-back teamfights if she can hit safely. Buy enough magic resistance or tenacity to survive poison and blind, then save Intervention for the moment after blind expires so your autos matter.
- Blind wastes Righteous Fury uptime; wait it out before judging the trade.
- Reckoning breaks Move Quick's spacing advantage if you land it before he turns.
- Do not follow a retreating Teemo through unwarded choke paths.

TristanaEven
Kayle can beat Tristana before range scaling takes over, but Tristana's Rocket Jump and Buster Shot can deny Kayle's limited chase window.
Watch for Buster Shot: knocks Kayle out of Righteous Fury range and ends the all-in before her sustained damage finishes the kill.
How to beat
Hold Righteous Fury range without burning Divine Blessing early, and pressure her to use Rocket Jump defensively. After Rocket Jump is down, Reckoning plus W movement speed gives Kayle the best chase window, but be ready for Buster Shot to reset the fight. Do not overcommit Intervention before Tristana has used her displacement tools.
Later At full build, Tristana's range scaling makes the side-lane duel harder if she can kite in open space. Kayle is still stronger in teamfights when Intervention denies Tristana's burst target, but she must avoid being knocked away from the fight.
- Rocket Jump down is the real go signal, not just Buster Shot down.
- Fight near minions carefully; Explosive Shot splash can soften you before the duel.
- Use Divine Blessing after her first disengage, not before she jumps.

TryndamereEven
Kayle can kite Tryndamere and answer his lethal window with Intervention, but Undying Rage can outlast her if she wastes slow or ultimate too early.
Watch for Undying Rage: prevents the kill during Kayle's best damage window and lets Tryndamere keep critting while she waits it out.
How to beat
Keep him at Righteous Fury range and save Reckoning until after Spinning Slash or until he is forced to walk directly at you. When he uses Undying Rage, stop trying to finish immediately and kite with Divine Blessing until it ends. Use Intervention either to deny his crit burst during Undying Rage or to survive the last second before you can re-engage.
Later The side lane stays volatile: Kayle wins if she has room to kite, Tryndamere wins if he reaches her with Fury and forces both ultimates early. In teamfights, Kayle is usually more useful because Intervention can protect a carry while Tryndamere must find a flank.
- Do not Reckoning before Spinning Slash unless you are sure he cannot close anyway.
- Mocking Shout hurts hybrid Kayle's AD portion, so avoid turning your back for free.
- When Undying Rage starts, count it out and move, then finish after it fades.

Twisted FateFavoured
Twisted Fate can stun and poke, but in a fair duel Kayle survives the card burst and wins the sustained fight once Pick A Card is down.
Watch for Gold Card from Pick A Card: stuns Kayle and gives Twisted Fate his only clean way to land Wild Cards and disengage.
How to beat
Respect the loaded card and do not walk in while Gold Card is selected. After he throws it, use Divine Blessing to close, Reckoning to slow, and keep Righteous Fury autos on him before Pick A Card cycles again. Sidestep Wild Cards rather than spending Intervention on poke unless his full combo would kill.
Later Kayle wins the isolated duel, but Twisted Fate changes the map with Gate and Destiny instead of handshaking side-lane fights. Push waves carefully, track his ultimate, and be ready to join fights where Intervention beats his pick attempt.
- Gold Card down means he has almost no duel control.
- Destiny's slow can stop your chase even if he is not winning the fight.
- Stand off the minion line so Wild Cards cannot farm and poke you together.

TwitchEven
Kayle can outduel Twitch if she survives the Ambush opener, but stacked Deadly Venom into Expunge can kill her before her sustained damage catches up.
Watch for Ambush opener: lets Twitch start the duel on his terms with free poison stacks before Kayle is already attacking.
How to beat
Do not walk into fog or isolated brush when Twitch is missing; the duel is much easier if you see him before Ambush breaks. If he opens first, use Intervention late enough to block Expunge or Spray and Pray damage, then Reckoning him as he tries to kite. Once Spray and Pray is down or dodged sideways, Kayle can win the close-range sustained trade.
Later Twitch is scarier in grouped fights because Spray and Pray pierces through teams, while Kayle's Intervention can deny his first assassination target. In side lane, vision decides the duel more than raw stats: seen Twitch is manageable, unseen Twitch is dangerous.
- Intervention is best held for Expunge or the peak of Spray and Pray, not the first auto.
- Move sideways out of Spray and Pray's line instead of only running backward.
- If Ambush is already broken without damage dealt, Kayle can force the fight.

VayneUnfavoured
Vayne's mobility, Condemn peel, and Silver Bolts let her beat Kayle in extended single-target duels if she is allowed to kite.
Watch for Condemn: knocks Kayle out of range or pins her to terrain, breaking the chase and setting up Silver Bolts damage.
How to beat
Fight away from walls and do not use Divine Blessing until after Condemn or Tumble creates distance. Try to start with Reckoning while Vayne's Tumble is committed forward, then keep Righteous Fury uptime through her Final Hour invisibility by repositioning instead of panic ulting. If she saves Condemn, you often cannot force the kill alone.
Later Vayne becomes one of the hardest side-lane marksmen for Kayle because Silver Bolts ignores durability and Final Hour gives repeated stealth repositioning. Kayle's better answer is grouped fighting: protect the target Vayne commits on with Intervention and punish her short range when she exits stealth.
- Never chase Vayne along a wall; Condemn turns the duel instantly.
- Count Silver Bolts procs and step back before the third hit when possible.
- Final Hour invisibility can waste Righteous Fury time if you commit too early.

VeigarEven
Kayle can kill Veigar if she dodges Event Horizon, but his burst is uniquely punishing because Primordial Burst scales off Kayle's AP.
Watch for Event Horizon: stuns Kayle long enough for Dark Matter, Baleful Strike, and Primordial Burst to land together.
How to beat
Stay near the edge of Righteous Fury range and bait Event Horizon before committing Divine Blessing forward. If the cage misses or you can walk inside without touching the wall, chase immediately with Reckoning and force him to spend burst into Intervention. Do not stack unnecessary AP without respecting Primordial Burst's scaling into you.
Later Veigar's finished burst can delete Kayle or a carry, but Kayle wins the duel if she denies the stun and times Intervention on Primordial Burst. In teamfights, hold ultimate for the caged target rather than using it early for poke.
- The cage wall is the danger; standing calmly inside can be better than walking into the stun.
- Primordial Burst hits harder because Kayle naturally builds AP.
- Banshee's Veil can block the spell that starts his whole combo.

WarwickEven
Warwick's sustain and suppression make him hard to burst, but Kayle can kite him before Infinite Duress and deny his finishing damage with Intervention or cleanse.
Watch for Infinite Duress: suppresses Kayle and locks her in place while Warwick heals and deals damage.
How to beat
Keep Righteous Fury spacing and do not let him walk up for repeated Hungering Strike trades for free. Reckoning after he commits forward, then kite until Infinite Duress is either used or no longer lethal. If you have QSS, cleanse the suppression and turn immediately while his best lockdown is gone.
Later Warwick remains a reliable side-lane duelist if he can ult Kayle without a cleanse, but Kayle outscales his teamfight damage and can protect his target with Intervention. Grievous Wounds matters if the fight is long enough for multiple Hungering Strikes and passive healing.
- Blood Scent makes low-health escapes unreliable; leave before you are marked and limping.
- Do not spend Intervention before Infinite Duress unless you will die immediately.
- Executioner's Calling cuts his passive and Hungering Strike sustain in extended duels.

WukongEven
Kayle wins if she keeps Wukong at range, but Wukong's dash, Decoy, and Cyclone can force a melee burst window before she can burn him down.
Watch for Cyclone: knocks Kayle up and keeps Wukong on top of her during his strongest all-in.
How to beat
Hold Righteous Fury range and save Reckoning until after Nimbus Strike or Decoy; slowing the clone wastes your escape window. When he dashes in, kite backward with Divine Blessing and watch for the Decoy pause before committing autos. Use Intervention during Cyclone's damage and knock-up chain, then re-engage when he has no second gap closer.
Later In side lane, Kayle wins longer open-space fights, while Wukong wins short terrain or brush engages that hide Decoy. In teamfights Wukong's Cyclone engage is often more important than the duel, so Kayle should ult the carry hit by the knock-up and punish him after the spin ends.
- If Wukong suddenly stops attacking, expect Decoy and do not dump damage into the clone.
- Reckoning after Nimbus Strike is much stronger than before it.
- Stand away from brush edges where Decoy can reset vision for free.

ZileanEven
Zilean can kite and reset his life with Chronoshift, but Kayle has enough sustained ranged damage to win if she forces his cooldowns before committing fully.
Watch for Chronoshift: revives Zilean after Kayle's first kill attempt and can make her waste Righteous Fury and Intervention timing.
How to beat
Trade at Righteous Fury range but do not chase through repeated Time Bombs while Time Warp is available. Force Chronoshift with Reckoning and autos, then back off just long enough that he revives without a clean bomb chain onto you. Re-engage after the revive when Rewind has not yet rebuilt every cooldown.
Later Kayle is stronger in straight side-lane damage, but Zilean rarely needs to duel; he wins value by speeding allies and reviving carries. In teamfights, do not pour everything into the Chronoshift target unless your team can kill them twice, and use Intervention to match his revive tempo.
- Time Warp can be a slow on you or a speed on him; either way, save Divine Blessing to answer it.
- Do not stand near minions when Time Bomb is about to pop.
- After Chronoshift triggers, reposition first, then finish the second health bar.
No champion by that name.
18- Attack damage
- 107.3
- Ability power
- 583.7
- Armor
- 139.5
- Magic resist
- 55.35
- Attack speed
- 1.519
- Cooldown reduction
- 23%
- Critical strike chance
- 0%
- Move speed
- 399

Click an item to leave it out of the numbers.
Resources
- Health
- 2,082
- Health regen
- 20.25 / 5s
- Mana
- 1,297
- Resource regen
- 15.95 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QReckoningrank 5/5
- Damage
- 741
WDivine Blessingrank 5/5
- Heal
- 517
ERighteous Furyrank 5/5
- Target Damage
- 207
- Splash Damage
- 251
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.519
- Average hit
- 139.2
- Normal hit
- 139.2
- Critical hit
- 248.7
- On-hit damage
- 29.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 4.7s
On-hit
- Spellsword29.8
5% of ability power · magic damage
- off
E, rank 5/5 · magic damage · needs Righteous Fury active
Not counted: the splash onto nearby enemies.
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 107.3
- Ability power
- 40
- Armor
- 115.5
- Magic resist
- 127.35
- Attack speed
- 0.887
- Cooldown reduction
- 39%
- Critical strike chance
- 0%
- Move speed
- 410.4

Click an item to leave it out of the numbers.
Resources
- Health
- 3,150
- Health regen
- 37.25 / 5s
- Mana
- 975
- Resource regen
- 53.95 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QReckoningrank 5/5
- Damage
- 292
WDivine Blessingrank 5/5
- Heal
- 245
ERighteous Furyrank 5/5
- Target Damage
- 40
- Splash Damage
- 83
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.887
- Average hit
- 107.3
- Normal hit
- 107.3
- Critical hit
- 214.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.5s
On-hit
- off
E, rank 5/5 · magic damage · needs Righteous Fury active
Not counted: the splash onto nearby enemies.
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 107.3
- Ability power
- 0
- Armor
- 80.5
- Magic resist
- 42.75
- Attack speed
- 0.887
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 335
Resources
- Health
- 2,082
- Health regen
- 20.25 / 5s
- Mana
- 975
- Resource regen
- 12.95 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QReckoningrank 5/5
- Damage
- 260
WDivine Blessingrank 5/5
- Heal
- 225
ERighteous Furyrank 5/5
- Target Damage
- 28
- Splash Damage
- 71
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.887
- Average hit
- 107.3
- Normal hit
- 107.3
- Critical hit
- 214.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.5s
On-hit
- off
E, rank 5/5 · magic damage · needs Righteous Fury active
Not counted: the splash onto nearby enemies.
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 107.3
- Ability power
- 59
- Armor
- 100.5
- Magic resist
- 62.75
- Attack speed
- 0.887
- Cooldown reduction
- 40%
- Critical strike chance
- 0%
- Move speed
- 380
Click an item to leave it out of the numbers.
Resources
- Health
- 3,012
- Health regen
- 30.25 / 5s
- Mana
- 1,155
- Resource regen
- 25.95 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QReckoningrank 5/5
- Damage
- 307
WDivine Blessingrank 5/5
- Heal
- 255
ERighteous Furyrank 5/5
- Target Damage
- 46
- Splash Damage
- 89
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.887
- Average hit
- 107.3
- Normal hit
- 107.3
- Critical hit
- 214.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 10.5s
On-hit
- off
E, rank 5/5 · magic damage · needs Righteous Fury active
Not counted: the splash onto nearby enemies.
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.