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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Kayle

the Righteous

MageMarksman

League of LegendsPatch 26.16MidRanked Solo/DuoEmerald+NA45,598 gamesSample data

Role snapshot (Mid)

ATier
49.6%
Win Rate
8.9%
Pick Rate
15.4%
Ban Rate

45,598

Games

High

Confidence

Matchup map (Mid) — level 1–18

40%60%
≥ 60%
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

20,975 games

50.0%Win Rate

FlashIgnite

Reliable build

15,047 games

48.7%Win Rate

FlashTeleport

High observed win rate

5,472 games

52.1%Win Rate

FlashExhaust

Runes

Primary: Inspiration

  • First Strike
  • Hextech Flashtraption
  • Triple Tonic
  • Approach Velocity

Secondary: Resolve

  • Demolish
  • Second Wind

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Divine Ascent

    Kayle's attacks are empowered by the heavens as she levels up and spends skill points. Her wings are lit aflame as she progressively gains Attack Speed, Move Speed, Attack Range, and waves of fire on her attacks.

    Passive — never cast

  • Radiant Blast

    Kayle conjures a portal, summoning a celestial sword that pierces through enemies, slowing, damaging, and reducing the resistances of all hit.

    Cost 60/70/80/90/100 ManaCooldown 12/11/10/9/8sRange 900

  • Celestial Blessing

    Blessed by the divine, Kayle heals and grants Move Speed to herself and the nearest ally.

    Cost 70/75/80/85/90 ManaCooldown 15sRange 900

  • Starfire Spellblade

    Passive: Kayle's celestial sword, Virtue, deals bonus magic damage to enemies she attacks.Active: Kayle's next attack smites her target with celestial fire, dealing bonus damage proportionate to their missing health.

    Cost 0 ManaCooldown 8/7.5/7/6.5/6sRange 550

  • Divine Judgment

    Kayle makes an ally invulnerable and calls upon former Aspects of Justice to purify the area around her target with a holy rain of swords.

    Cost 100/50/0 ManaCooldown 160/120/80sRange 900

Scaling — level 1–18

KayleMid average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Kayle

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Close the gap earlyit wins at range and at three items — neither before ten minutes

  • Punish the cooldownKayle is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 7/10, so a practised player gets more out of it than the average

ARAM performance

A
51.5%
Win Rate
0.3%
5.9%
Pick Rate
3.1%
0.5%
Ban Rate
1.3%
Damage dealt
90.7%
Damage taken
99.4%
Healing
108.9%
Shielding
104.6%
Ability Haste
+8

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.5
  2. 26.14Sample win rate across this patch-0.8
  3. 26.11Sample win rate across this patch+0.7
  4. 26.08Sample win rate across this patch+0.7
  5. 26.05Sample win rate across this patch-0.8

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.