[Rework Concept] Kayle, the Judicator

Eranell·10/11/2017, 7:44:48 PM·1 votes·517 views

I'm gonna skip the foreword, if you dont mind and go straight to my take on a Kyle Rework. Aaaand here you go.

Kayle, the Judicator

Lane: Jungle

Role: Diver/Antidiver/Counterganker


(Passive) Light's Verdict

Dealing ability damage to enemy champions gives them one stack of "Indicted" for 4 seconds. When the enemy has reached 4 stacks of "Indicted" Kayles next basic attack pops all stacks, deals an additional 60~350 (+20% AP; +30% bonus AD) true damage and has 50 additional range against the fully "Indicted" enemy. After poping all sacks no new stacks can be accumulated on that champion for 3 seconds. Auto attacking an "Indicted" enemy also resets the decline of "Indicted"-stacks.


(Q) Burning Cross (Mana cost: 50/55/60/65/70; Cooldown: 13/12/11/10/9)

Kayle ignites the ground in target direction in form of a cross, dealing 40/75/110/145/180 (+35% AP) magic damage to all enemies hit. After a 1.5 second delay the ignited ground bursts, dealing 70/115/160/205/250 (+55% AP) additional magic damage to all enemies hit. If Kayle stands inside the intersection when the cross bursts "Burning Cross" turns into "Fiery Halo" for 4 seconds and grants Kayle 20%/22.5%/25%/27.5%/30% decreasing movement speed for 2 seconds.

(Q) Fiery Halo (Mana cost: 0; Cooldown 0)

Kayle spins around, sending out a fiery halo, dealing 50/95/140/185/230 (+50% AP) magic damage in an area around her and slows them for 30%/35%/40%/45%/50% for 1.5 seconds.


(W) Rightious Fury (Mana cost: 40; Cooldown 10/9.5/9/8.5/8)

(Passive) "Rightious Fury"'s cooldown is reduced by one second every time Kayle auto attacks an enemy champion or kills a monster/minion. Taking part in a takedown also immediately grants her "Rightious Fury" for no additional mana costs.

(Active) Kayle gains 30%/35%/40%/45%/50% attack speed and +25 range for her next 3 basic attacks for 6 seconds, deals an additional 20/40/60/80/100 (+25%/27.5%/30%/32.5%/35% AP; 30% bonus AD) magic damage to all enemies infront of her and leaps a short distance with every of those 3 attack.


(E) Angel's Arrival (Mana cost: 80; Cooldown: 22/19/16/13/10

Kayle charges for a jump in target direction (similar to Zac's (E)) dealing 75/100/125/150/175 (+25% AP) magic damage to all enemies hit, granting herself a 40/75/110/145/180 (+35% AP) shield for 3 seconds at the landing point and slowing them for 60% for 1.5 second. This slow decreases over time. If Kayle charges her jump towards allied Champions she charges 50% faster and also shields all allies hit at the landing point if she hits an allied champion. "Angel's Arrival"'s charge can be interrupted by champion/tower/epic monster damage, except if Kayle killed or assisted in an enemy champion's kill within the last 3 seconds. If Kayle takes part in a takedown "Angel's Arrival"'s cooldown is refunded. If the charge is canceled half of the mana cost and cooldown are refunded.


(R) Heavenly Intervention (Mana cost: 0; Cooldown: 100/90/80)

Kayle bathes the target allied champion or herself in holy light, rendering them immune to all damage for 2 seconds. If Kayle prevents fatal damage with this the target is healed for 150/300/500 (+50% AP; +50%/75%/100% of excessively fatal damage) after the holy light perishes.


Additional Information

  • Non of her abilities except for her E have a cast time.
  • Regarding her Ult, if you wonder what I mean by "excessively fatal damage", I mean the damage that goes beyond what would have killed her (ally). As someone who's first language isn't English I wasn't sure if it was clear what I tried to describe.
  • Additionally regarding her "E", the damage seems low on higher ranks but dont forget that she also gets a mediocre shield for 3 seconds which the enemy has to penetrate first. At rank one already the base amounts of her E add up to 115 in total.
  • Furthermore I made her "E" easily interruptable because I have the feeling that her counter jungling capabilities have quite the potential already, thanks to her high amount of AoE damage, so giving her too easy excess to escapes seems too strong for me.
  • Think of her new "Rightious Fury" as a combination of Udyr's Q (attack speed steroid), E (short leap) and R (AoE).

Ideas I have played with

  • I consider increasing her E's range per rank like Zac's does but as you normally would max it last, due to the low ratios I gave it, it seems a bit redundant to me.
  • I'm also uncertain if the shield of her E should only be granted if Kayle charged for a certain time before jumping because her early game trading potential might be to high if she is already in close range and can immidiately deal 75+ damage with a 40+ shield.
  • Furthermore I think the AoE for her E's shield granting should be bigger than the damage AoE so you dont have to decide very much where you want jump to in order to achieve a bigger value from the skill.
  • I though about giving her Q the same mechanic as Graves' Q i.e. bursting faster when hitting terrain.
  • Lastly I played with the thought of giving her Ult a much more specific cooldown. What I mean by that is, to give it a much lower cooldown but every specific champion can only be ulted rarely. Example: The Ults global cooldown is 40 seconds but one specific champion can only be ulted every 120 seconds. That would encourage her to roam and/or dive towers across the entire map instead of just one lane an also emphasize my vision of her being the sudden saviour (what fits her whole (Guardian) Angel theme) and brave leader. To keep track of that I imagine icons being displayed similar to Kindred's passive with every specific cooldown shown on the respective champion icon and the global cooldown shown normally like with every other one.
  • PS: This is not really something affecting gameplay, its more about visuals, but when I pictured her E in my head I thought that she either stands on the ground and charges a jump or slowly ascends into the air and then dives towards her target location like a slower version of Aatrox's Q (visually) or something similar to Galio's ult (but on a much smaller scale of course). Though I like the second idea more it could make things a bit hard when trying to interrupt it as an enemy, as it might be hard to tell, where she actually started the channel.

Playstyle

This Kayle's playstyle is all about diving and ruining enemy dive attempts. With her very fast clear speed, that probably can even rival that of a Master Yi, as all her skills are AoE, have high base damage (especially her Q which has 160(!) damage on rank one if hit correctely) she can be everywhere without being to highly concerned about her exp. Though she has a long range "initiate" she needs quite the amount of help with ganks as her CC is very limited, so account for that. If you want some more CC and damage from the get go you can always prepare Fiery Halo before jumping in with her E but that is only recommended, if the lane you gank doesn't have any CC to prepare the gank for you, as the damage from Burning Cross just wont be there. By dealing damage to enemies, granting a shield to allies and having increased charge speed on her E combined with her Ultimate she also excels in ruining enemy dives as well as supporting allied dives.


Closing words

I think I did a good job at making her playstyle a bit more interactive although I pretty much changed it from the ground up, though without making her inrecognisable from her former self (if you allow me a little shoulder pat there). But I had the feeling that her current set doesn't suit her very much and is pretty boring. All her former skills were point and click ones, which are unhealthy if overabundant (see old Ryze [and old, old Ryze]). I hope you guys think I did good in embracing the engelic saviour and leader concept. Feel free to leave suggestions, constructive critique, praise and whatnot in the comments.

Greetings Eranell

PS: I know I'm bad when it comes to balancing numbers, this isn't my first Champion/Rework concept, so please don't be a dick if I used massively OP or UP ratios or base values. I tried my best. Thank you.

3 Comments

Terakali10/12/2017, 6:55:00 AM1 votes

Congrats- it's not massively OP (Though it could obviously use some tweaks here and there).

It is, however, poorly worded in a few places. I hope you don't mind, but I took the liberty of correcting it for you.

Ahem.

(Passive) Light's Verdict

Dealing ability damage to enemy champions gives them one stack of "Indicted" for 4 seconds. When an enemy has reached 4 stacks of "Indicted" Kayle's next basic attack removes all stacks from the target, deals an additional 60~350 (+20% AP; +30% bonus AD) true damage and has 50 additional range. No new stacks can be given to the target for 3 seconds afterward.

(Q) Burning Cross (Mana cost: 50/55/60/65/70; Cooldown: 13/12/11/10/9)

Kayle ignites the ground in target direction in form of a cross, dealing 40/75/110/145/180 (+35% AP) magic damage to all enemies hit. After a 1.5 second delay, the ignited ground bursts, dealing 70/115/160/205/250 (+55% AP) additional magic damage to all enemies hit. If Kayle stands inside the intersection when the cross bursts "Burning Cross" turns into "Fiery Halo" for 4 seconds and grants Kayle 20%/22.5%/25%/27.5%/30% decaying movement speed for 2 seconds.

(Q) Fiery Halo (Mana cost: 0; Cooldown 0)

Kayle spins around, sending out a fiery halo, dealing 50/95/140/185/230 (+50% AP) magic damage in an area around her and slows enemies hit by 30%/35%/40%/45%/50% for 1.5 seconds.

(W) Righteous Fury (Mana cost: 40; Cooldown 10/9.5/9/8.5/8)

(Passive) "Righteous Fury"'s cooldown is reduced by one second every time Kayle auto attacks an enemy champion or kills a monster/minion. Takedowns refresh the cooldown and make the next cast of Righteous Fury free.

(Active) Kayle gains 30%/35%/40%/45%/50% attack speed and +25 range for her next 3 basic attacks or for 6 seconds. These attacks deal 20/40/60/80/100 (+25%/27.5%/30%/32.5%/35% AP; 30% bonus AD) magic damage to all enemies in front of her and allow her to dash a short distance with each strike.

(E) Angel's Arrival (Mana cost: 80; Cooldown: 22/19/16/13/10

Kayle charges for a jump in target direction (similar to Zac's (E)) dealing 75/100/125/150/175 (+25% AP) magic damage to all enemies hit, granting herself a 40/75/110/145/180 (+35% AP) shield for 3 seconds at the landing point, and slowing affected targets by 60% which decays over 1.5 seconds. If Kayle charges her jump towards allied Champions, she charges 50% faster and also shields all allies within the impact radius. "Angel's Arrival"'s charge can be interrupted by champion/tower/epic monster damage. Canceled charges refund half of it's mana cost and cooldown. Takedowns refresh "Angel's Arrival" and grant her immunity to damage interruption for 3 seconds.

(R) Heavenly Intervention (Mana cost: 0; Cooldown: 100/90/80)

Kayle bathes an allied champion in holy light, rendering them immune to all damage for 2 seconds. If the target would take an instance of damage exceeding their current health value, they heal for 150/300/500 (+50% AP; +50%/75%/100% of excessively fatal damage) after the holy light perishes.