Kayle Abilities Concept

Stacona·11/22/2018, 7:26:15 AM·2 votes·1,029 views

Get to the point:

  • I like Kayle as this ability power marksman healer.

  • Kayle has a lot of one-dimensional abilities, and one ability that should be a passive because it is useless having to press E every 9 seconds, so she can use abilities with skill expression allowing the player to express themselves and play Kayle differently than another Kayle player. Skill expression does not mean making a champion hard to play or complicated, it just grants them more depth with player choice.

  • A lot of Kayle's abilities feel cheap to play against and unfair, which results in hard to balance since she will either be permanently banned or picked or a dust collector champion, depending on her raw power through number balancing. I want Kayle to be good, especially fun and rewarding to play as, without feeling cheap or oppressive when against her - allowing her to be a champion in the game for people to play without the need of being broken or a dust collector.

  • I am taking inspiration of Furia from Paladins for my ideas here, she is a champion that is a healer and has a weapon that fires swords that decreases in damage with range. This weapon idea is great for Kayle allowing for a more elegant way to introduce that hybrid of a melee and ranged champion and have her permanently range from the start with damage fall off, with cooldown reduction allowing for max damage at a farther distance (same % of the total range) instead of max damage at melee range to keep her cooldown reduction scaling aspect for her attacks.


Attack Range: 650 units Attack Speed: 0.635 +4% per level Attack Damage: Average Movement: 335 units per second

NOTE: CDR scaling value takes % value to decimal value so 40% is 0.40, also 0% = 0 and anything multiplied by zero is zero. With the mastery, can have it set to 45% as the cap.


Blazing Sword (Passive):

Kayle's basic attacks deal up to (+120%AD)(+70%AP) magic damage based on how close the target is, minimum 10% of this damage value.

Kayle deals maximum damage to targets within [150 + (650 x CDR)] range, this value increases based on Kayle's cooldown reduction.

Holy Flame (Q):

Cooldown: 10 seconds; Cost: 80/85/90/95/100 mana; Range: 800 units

Kayle unleashes a holy flame at the target enemy, reducing its armor and magic resistance by 15/17.5/20/22.5/25% for 5 seconds and slowing down by 50/55/60/65/70% for 2.5 seconds.

As the flame travels, it ignites struck enemies, dealing 100/140/180/220/260(+75%AP) magic damage over 5 seconds. Cannot affect the target enemy.

All struck enemies are revealed with True Sight for 5 seconds.

Divine Blessing (W):

Cooldown: 6 seconds; Cost: 60/70/80/90/100 mana; Range: 900 units

Passive: Kayle's attacks charge her next heal, granting 6/7/8/9/10 charges on hit and doubled against champions and epic monsters, up to 200 total charges. Kayle has a minimum of 80 charges.

Active: Kayle heals the target champion for up to 40/90/140/190/240(+100%AP) health based on charges consumed. Healing an allied champion grants Kayle 40/50/60/70/80% bonus attack speed for 4 seconds.

Intervention (E):

Cooldown: 14 seconds; Cost: 50 mana; Range: 900 units

Kayle bathes the target champion in holy light for 1 second, granting the target immunity to damage. If the holy light absorbed champion or epic monster damage, then 10/20/30/40/50% of the cooldown is refunded.

If Kayle is bathed in holy light, then she reduces her damage output by 50%, refunds the mana cost, and causes Divine Blessing to be fully charged.

The Reckoning (R):

Cooldown: 120/110/100 seconds; Cost: 100 mana; Range: 1500/2000/2500 units / 400 units

Kayle blasts down powerful energy to the target location, travelling down for 0.75 second, dealing 250/325/400(+110%AP) magic damage and stunning for 1.25/1.5/1.75 seconds.


2 Comments

Mediocre Food11/22/2018, 11:52:36 AM1 votes

IMO if you want the E to essentially always have some of it's cooldown refunded, increase the base cooldown.