Kayle; A Gameplay Update

Stacona··2 votes·421 views

Kayle historically if she ever is strong, then she is too strong and her current kit is not very enjoyable to play against so she ends up just being banned out because players do not want to deal with her, but if she is ever close to being balanced then her play rate and popularity drops dramatically and she just ends up being forgotten. All of this is a problem which I want to attempt to fix with my ideas, focusing heavily on proper counter play to try to make playing against Kayle more enjoyable and have Kayle as someone who would always be enjoyable to play as for the user without the requirement of her needing to be overpowered to be played (this is never a healthy spot).

I will say my view point of how a see Kayle as, someone that is an ability power marksman and a late game hard carry type that requires gold for items. Since Kayle's support side is pretty foreign to Kayle I will most likely tone this back more and focus on her constant DPS from her ranged basic attacks and more on her selfish hard carry style that needs to be protected (even though the guardian angel theme was her original intended theme; which can happen still but that would involve a massive change to Kayle to the point that she would be an entirely different and new champion).


Basic Attack Range: 525 units Movement: 335 units per second


Righteous Fury (Passive): Cooldown: 16 seconds (lowers with cooldown reduction) Kayle's sword burns with fire causing her basic attacks to deal (+65%AP) bonus magic damage on-hit for the next 9.5 seconds, during this time her basic attacks deal magic damage instead of physical damage to champions.

Spell vamp and similar effects applies to all magic damage dealt by Kayle.

Reckoning (Q): Cooldown: 10/9.5/9/8.5/8 seconds; Cost: 65/70/75/80/85 Mana; Range: 900 units; AoE: 400 units Kayle blasts the target area with a large bolt of energy dealing 80/110/140/170/200(+65%AP) magic damage and slowing struck enemies by 30/35/40/45/50% for 3 seconds.

Divine Glory (W): Cooldown: 12 seconds; Cost: 85 Mana Kayle gains 20/30/40/50/60% bonus attack speed and 15/20/25/30/35% bonus movement speed for the next 4 seconds and she heals herself for 10/13/16/19/22(+10%AP) health on-hit increasing by 2% per 1% of health Kayle is missing.

Holy Fervor (E): Cooldown: 10 seconds; Cost: 35 Mana; Range: 1000 units Passive: Kayle's basic attacks on-hit apply a holy mark on her targets for 4 seconds, stacking up to 5 times.

Active: Kayle shreds the magic resistance of targets with a holy mark on them by 2/3/4/5/6% per holy mark they had for the next 4 seconds. Any targets that had 5 holy marks on them are dealt 60/90/120/150/180(+65%AP) magic damage to and around the target.

Intervention (R): Cooldown: 90 seconds; Cost: 100 Mana; Range: 650 units Kayle surrounds either herself or an ally champion with a protective barrier preventing them from taking damage or being healed for the next 1.5/2.25/3 seconds when the target is below 15% of their maximum health. 20% of the total damage the barrier absorbed heals the target afterwards.


3 Comments

redniwediS1 votes

Whenever I play her I play her as an ADC. She feels good that way, having a weak early game and a very strong late game. I don't think she should be converted into an AD champ (although I would personally enjoy that) but I think that kind of power curve is what she needs.

She has a lot of potential as a sustained DPS champ, but up until the current issue with Rageblade she has almost always been built for burst. I don't really know what I'm getting at here, but I felt like sharing my thoughts.

Stacona1 votes

I took away her attack damage / hybrid values and made her all ability power based (I don't think hybrid Kayle has ever been balanced and just caused balanced issues), but she can easily move into a late game and dedicated ability power marksman [technically the first of her kind] move away from being a sudo support-marksman hybrid thing and just full out on the AP marksman aspect.

I think we have the same idea for Kayle's direction is to be an ability power ranged AA based [aka a marksman] sustain damage dealer; i feel that is what she is now, and to be in a healthier spot for the game is to move in this direction entirely like my example kit. Personally I do want to get rid of shredding and invincibility entirely, but I did not know what to replace these values with so I just changed them around (in hope of having the shred less invisible power and try to have the ultimate feel like it has better gameplay when against it).

Lyless1 votes

I hate Kayle

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