Kayle, the Life and Destruction of Runeterra [Damage-Healer Concept]

Stacona·7/6/2018, 7:53:46 PM·3 votes·2,193 views

Fire sword, divine healing, and making a kit to Kayle that is more interesting that does not involve Kayle being in either extreme of rarely to never picked or always picked or perma-banned. My aim here is turning Kayle to be in a spot that can be balanced easily where she can get picked and be good without the extremes of insanely overpowered or terrible and dead-weight.

I will aim at this concept to be either duo-lane damage or as the dedicated support, force her to be team reliant because what I have learned with Kayle is that her concept can be balanced as long as she is reliant on her team. The very second she can solo carry and 1v5 is when her balance issues really come out and makes it really not fun to play against, so Kayle just ends up getting perma-banned until she gets nerfed hard the next patch. The other option is turn Kayle into a completely different champion and hold on to nothing that she has now.

Also I want to remove elements in Kayle's kit that is both super strong and has no player satisfaction to it, like her current passive for an example, even if the replacement is significantly weaker, but feels better for the user then it feels stronger for the player without having something that feels like invisible power for the opponents.


Attack Range: 125 / 575 units Attack Speed: 0.694 +4% per level Movement: 335 units per second Other Stats: Same as a ranged champion


Holy Fervor (Passive):

Kayle's damaging abilities and attacks mark her targets with a stack of Reckoning for 5 seconds. When a target receives 5 stacks of Reckoning, the stacks are consumed and deals 50 - 150 (+75%AP) true damage.

Righteous Fury (Q):

Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 60/70/80/90/100 mana; Range: 700 units

Kayle blasts the target enemy with energy, dealing 60/80/100/120/140(+70%AP) magic damage and marks it for 1.25 seconds.

If Kayle attacks the marked target, then 70/85/100/115/130 plus 10% missing mana is restored and consumes the mark.

Divine Blessing (W):

Cooldown: 10 seconds; Cost: 100 mana; Range: 900 units

Passive: Heal and Shield Power reduces Divine Blessing's cooldown further. Kayle gains 0/7.5/15/22.5/30% Heal and Shield Power. Divine Blessing's cooldown cannot be reduced below 1.5 seconds.

Active: Kayle heals the target champion for 40/45/50/55/60(+100%AP) health and grants 8/11/14/17/20%(+7% per 100AP) movement speed for 3 seconds. Healing an allied champion grants Kayle 450 bonus attack range and her attacks deal 15/20/25/30/35(+100%AD)(+30%AP) magic damage for the next 6 seconds.

Intervention (E):

Cooldown: 20/17/14/11/8 seconds; Cost: 25 mana; Range: 900 units

Kayle bathes the target champion with holy light for 0.75 second, causing them to be immune to damage.

If an allied champion bathed in holy light blocked champion damage, then the next cast of Divine Blessing heals for 30/45/60/75/90(+40%AP) more health.

The Reckoning (R):

Cooldown: 20/16/12 seconds; Cost: 100 mana; Range: 1000 units

Kayle forms a mass of powerful energy for the next 1.2 seconds at the target location that blasts down energy every 0.4 second, dealing 50/75/100(+40%AP) magic damage per strike and applying a stacking slow of 15/20/25% for 1.5 seconds (max 30/40/50% slow).

Targets that are struck by all three blasts of energy are stunned for 1.5/1.75/2 seconds.

After each blast of energy is fired, the mass of powerful energy can be instantly teleported to another location by casting The Reckoning again.


UPDATE NOTES:

Righteous Fury: Range reduced to 700 from 725 units Cost increased to 60/70/80/90/100 from 40/50/60/70/80 Attacking the mark flat mana restoration increased 70/85/100/115/130 from 60/75/90/105/120

Divine Blessing: Cost increased to 100 from 50/60/70/80/90 mana (more emphasis on using your Q and following up on it to supply your mana needs) Base heal increased to 40/45/50/55/60 from 30/35/40/45/50

Intervention: Cost lowered to 25 from 40 mana (it comboes with Divine Blessing with its reward mechanic)

The Reckoning: Slow lowered to 15/20/25% from 20/30/40% (max to 30/40/50% from 40/60/80%)


18 Comments

JarodDempsey7/8/2018, 3:43:19 PM4 votes

Alright so I've mained Kayle as an enchanter support for over a year now and while I think your idea is in the right direction, it does have some issues.

Firstly other people will not like her new e since it's basically an infinite hp shield on a basically 4 sec cooldown. I mained Ori support for almost 2 years before Kayle and her shield is similar to this skill in cooldown and purpose, this version of e would be super nice Imo but once you get good at predicting enemy attacks it would get pretty op.

Secondly this this changes her from a primary heal support to a primary shield support which would make Kayle extremely difficult to use for new players and people who aren't used to shield supports and while having higher skill cap champs isn't necessarily bad, it will reduce her effective playerbase which also isn't necessarily good. Also I'd like to point out that this would often reduce her early sustain in lane while also giving her a 650+ heal on a 3 second cooldown at Max build, with the e effect and building for ap plus considering runes I could see her heal pushing beyond 1k which is just craziness.

Thirdly she still lacks hard cc in her primary kit.

My suggestions for your kit: halve the ratios on w and empowered w bonus and revert her base heal amount to slightly below what it is currently. Lower the base bonus heal by half so she isn't incentivised to start pure ap and also doesn't become too op but her empowered w will still be healing a bit more than her current heal. As a support she should have good bases for a strong lane phase. Make e a flat 1.5 second duration at all ranks and change the cooldown to 18/15/13/10/8. Also change the cost of q to 80 at all ranks.

How I would change her kit with yours in mind: I would add to the passive that healing an ally who has been damaged by an enemy champion in the last 3 seconds reduces the cooldown of w by 1/3. Q is fine with the cost change I mentioned. W I would keep the same as it currently is in game but add the current e effects to it similarly to how you have, her extended range may have to be tweaked a bit lower than yours due to my proposed e changes. I would switch your e and r. Give e the effect of Leona's ult (your current r) with appropriate damage for a normal utility ability but give it the range of Swain's w and a delay mechanic based on range similar to soraka q but with a max delay capped at like 1100 to keep it useful to counter engage while maintaining some use at long ranges without making it op/useless. Allow the holy light to provide vision for a short time similar to Swain's w and change cooldown to 20/19/18/17/16. Make R the same as it is now (no Mana cost is also important) and if it prevents death on the target then have it provide a single instance of divine blessing as well.

FlameHalbrdOkido7/8/2018, 2:06:20 PM1 votes

" true damage." NO pls Why would you put this in there? why can't it just reduce resistances on the next instance of damahe sorta like it did before this time with a visual indicator. Theres too much true damage in the game and arguable some of the champs that do have it either shouldn't or shouldnt have access to so much of it. also theres no counter to it, yeah i kno urs requires 5 stacks, but the game doesn't need more, its likely to go against ur goals and make her pick/ban. Its also probably why u dont have any comments on this thread, people see that true damage and just think the rest of the kit is stupid.

E is great, I like that you have tried to give a nod to her ult in a healthier manor, and I like its connection with W, which is also a great idea.

You need to redo her R, its basically Leona's spell, ik that sometimes abilities are just gonna be similar when theres 100+ champs in the game, but i'd go back to the drawing board with that one

thecowley7/8/2018, 11:35:34 PM1 votes

I know this makes her very support oriented, and I personally don't like that. I've been playing her since I started about 3 years ago. I love playing kayle solo. I see this being. Very hard with a kit like this.

FlameHalbrdOkido7/9/2018, 12:27:39 AM1 votes

just wanted to make a suggestion to see what you thought of it

R: The Reckoning Upon casting Kayle marks all allies within range, a small % of damage dealt to enemies by all allies within range is stored as HP in a shield for Kayle. Kayle's shield HP drops off at a rate of X HP per sec. While her shield persists a 550 unit radius bubble AoE surrounds her. Within this AoE. ALL (or a % of) damage taken by allies is stored and converted into DoT dealing a % of the stored damage = to Kayle's missing HP %(taking into account the additional shield HP%) every sec. Stored damage is signified as a Gray section in the HP bar.

This would encourage Kayle players to get into the fray and interact with enemies, as well as reward her and allies for fighting and allow her to fight while also being able to support at the same time.

J4K ShadyBacon7/11/2018, 6:09:26 AM1 votes

I am going to start off my comment by saying that I have not done any research on Kayle's lore, so I might be misspeaking here, but I think that ideally, she should work more as a fighter and less as a support since she is a holy warrior and not a dedicated healer. Also, since we have already covered the fact that you try to make it so that your reworked abilities can be balanced by changing their numerical values if necessary I will focus more on the actual change unless I see something really overpowered. So without further ado let's get into my loose review.

  1. Passive - I like the idea here. It is very normal, but that isn't exactly a bad thing. I like the fact that it promotes an aggressive play style from Kayle since she is, in fact, a warrior and thus the prompted playstyle makes sense. What I do not like is that fact that it uses true damage. I remember knocking you for this in a prior rework and really just do not like the use here either cause of how overpowered the passive could be, especially if it has no cooldown. With no cooldown on the passive, Kayle is pretty much guaranteed to win any all in.
  2. Ability Q - This is quite similar to her current Q except with the added bonus on refunding some mana. I really like this ability even though not much changed, but feel some of the values might have to be changed to balance the strength of the ability, most notably the cooldown and range.
  3. Ability W - I really like this ability. The fact that you have to heal an ally to give yourself a bonus is a really neat concept. It makes her a bit weak without an ally around, but that was your goal with the changes anyway so props to you. I do not know though if you want it to be single target damage or keep the splash, but it would make sense to make it single target damage with the range increase given the passive.
  4. Ability E - Yes, just yes. This is a really cool concept. It would definitely be interesting to balance if it is not already, might just require a larger mana cost or slight cooldown increase (not too much though so you don't become useless once on cooldown, like Blitzcrank after he uses his hook), but I love the way that it can be used to play both reactionary or aggressively to force an attack out and follow up with your damage combo. I also really like the idea of it being a good way of teaching players how to shield effectively without actually using a shield.
  5. Ability R - Good idea, the only issues I have with it are that the stun should be a lot less since it already has a triple stacking slow and the cooldown needs to be a lot more. A 12-second cooldown on an ability that slows, deals a good amount of damage and can stun multiple champions is just crazy overpowered. Also, what is the area-of-effect on this ability since that is also a big factor in balancing it? Does it have a radius of 400 units or a radius of 50 units?

In conclusion, I like this rework a lot outside of a couple of things here are there (true damage, cooldowns, mana costs, etc..). I am not too sure on how well this fits Kayle thematically since I am not too familiar with her lore, but I like the directions you took in making her a more stable champion and think that this is an ability set that could definitely have a place in the game if properly balanced.