Kayle Abilities Concept

Stacona··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 Food1 votes

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

Stacona1 votes

It only has a 1 second duration, so there is plenty of downtime. It is a shield with a short duration for infinite durability and being balanced as such which makes it more fair to go against and leaves room for an impactful, good feeling ultimate.

The refund teaches the player about proper shield usage and punishes poor use with just spamming it, even more-so with its tiny duration.

The refund only triggers once per cast, and you won't feel it until rank 3, having the most impact at ranks 4+5. It is a clever way to keep the cooldown the same and lower the cooldown through skill requirement, because otherwise maxing the ability does absolutely nothing since the only thing that gets stronger is the cooldown refund as its lower cooldown per rank for a shield. Great ability when played as support for a 1 point wonder which reduces level reliance.

Max rank and max cooldown, you still have a 3 seconds downtime between shields, meaning it is down more than it is up so it should not feel cheap even in the late game in theory. Early game it has a long cooldown no matter what with its tiny duration, so skillful and proper use is that much more important. If they max it first to mitigate its weaker early to mid game long downtime then they are giving up heal power or damage power, between W or Q respectively.

I do feel Kayle should be treated as a weaker early game and very strong late game champion anyways, and the way she plays and with an infinite durability shield, this further supports that aspect for game balance.

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