Skip to content

Kayle [Gameplay Update Ideas]

Stacona··1 votes·241 views

This post is to grant ideas for a gameplay update for Kayle, I will treat this as a champion concept however. First thing, I am going to move Righteous Fury to her passive slot granting Kayle to always be ranged rather than melee less than 10% of the time, this also allows the ability to remove her current passive.

Basic Attack Range: 525 units

Righteous Fury (Passive): Kayle ignites her sword causing her basic attacks to deal 20(+30%AP) magic damage to her target and (+50%Total AD)(+15%AP) magic damage as splash damage around her target.

Reckoning (Q): Cooldown: 8 seconds; Cost: 70/75/80/85/90 mana; Range: 900 units Kayle unleashes a blast of energy in the target direction to deal 60/110/160/210/260(+60%AP)(+60%Bonus AD) magic damage and slow by 25/35/45/55/65% for 2.5 seconds to the first unit struck.

Divine Blessing (W): Cooldown: 15 seconds; Cost: 60/70/80/90/100 mana; Range: 900 units Kayle blesses a target allied champion to heal them for 60/105/150/195/240(+45%AP) health and increasing their movement speed by 18/21/24/27/30%(+7% per 100AP) for 3 seconds.

Holy Fervor (E): Cooldown: 16/15/14/13/12 seconds; Cost: 50 mana Kayle strengthens her sword with holy fire causing next basic attack to deal 10/20/30/40/50(+10%AP) bonus magic damage and stun her target for 0.75/1.0/1.25/1.5/1.75 seconds.

NOTE: This basic attack will have a projectile to grant a visual queue for the enemy champion that was targeted by Kayle.

Intervention (Ultimate) (R): Cooldown: 90/75/60 seconds; Cost: None; Range: 900 units Kayle creates a barrier of holy light around an ally champion causing them to take no damage, but that champion cannot deal damage either while the barrier of holy light is active for the next 2/2.5/3 seconds. Kayle may cast this ability again to end this effect early.

~ Stacona




EDIT: So first off I will admit I sacrificed her current identity too much with my original ideas, so I reverted some of my changes like her ultimate. My overall goal is to add more counter play when playing against Kayle and not to sacrifice her current identity by no longer allowing her current build passives to work anymore.

Righteous Fury: Increased her single target damage by now granting 20(+30%AP) bonus magic damage to her target and her basic attacks will splash around her target for (+50%Total AD)(+15%AP) magic damage from only dealing (+50%Total AD) magic damage as splash damage around her target.

Holy Fervor: Increased the cooldown to 16/15/14/13/12 seconds from 15/14/13/12/11 seconds This basic attack no longer gains a 100% critical strike chance but now deals 10/20/30/40/50(+10%AP) bonus magic damage NOTE: This basic attack will grant a projectile that travels to grant a heads up to whoever Kayle has targeted with her basic attack, where as her basic attacks do not travel, outside of this one that stuns, as they do now.

Intervention: Removed the idea of creating a barrier area that acts similarly to Yasuo's windwall, the ultimate has been reverted slightly but now the target that cannot take damage from the barrier of light also cannot damage anyone and this ultimate is now a defensive neutral standoff of 'you cannot hurt me, I cannot hurt you'

3 Comments

Myrddin1 votes

That just changes her identity entirely really, i like kayle, this update would make me sad

Stacona1 votes

she doesn't have an identity outside of being that hated overpowered champion, but if you take her kit and try to make her balanced you would see that she doesnt have an identity - this kind of turned her into a support marksman though, unfortunately i killed mage kayle, but kayle was never played as a true mage but as a marksman that does AP magic damage, so now she needs to build proper AD marksman items to be that auto attack sustain damage and if she goes AP it just helps her support effects and she doesnt deal very good damage- i tried for counter play with her slow by making it a skill shot to try for counter play for the enemy can attempt to dodge the slowing nuke and intervention is in a way better than it is now, but now has counter play while it is up but involves fighting on her terms

also, current holy fervor (her current passive) i dont like because it feels un-impactful for the user and invisible power for the enemy- its also very overpowered and if you lower the value it would just be useless cause the value would be too low

Stacona1 votes

After some consideration, i did decide to revert some things and allow her to be built the same way of attack speed and AP

More from Live Gameplay Balance

More by Stacona