A Fancy kayle rework concept

Homeshake·5/10/2018, 8:24:28 AM·2 votes·1,497 views

So kayle is in a weird spot right now, she's either oppressive in lane with a high likelyhood to hyper carry, or she's underpowered due to nerfs so much so that she loses to most champions top or mid and doesnt have good enough mobility to escape ganks even though she auto pushes in is a hinderance to the team until nearly full build (which is where she is now). Here's the problem, you cant buff kayle so much to where she wins lane or she'll easily hyper carry. I think a smaller secondary problem is that shes trying to full 2 roles at once, which is fine because it means she can support herself yet when shes hyper carrying and saving allies i think it can become difficult to deal with and hard to balance properly. her outdated kit needs a significant rework which will open up new opportunities for her to outplay and give opponents definitive windows of opportunity to punish her. That's the goal, lets get into it.

For starters, I think she needs to always be ranged. Reason being is that her E CD isnt just a window of opportunity for champions to play against her but also zone her from experience or CS. Imagine if kogmaw turned into mellee form without his bio-arcane barrage active, he wouldnt be very effective. we'll give her some low attack range and take power from somewhere else.

Kayle attack range change from 175 to 475.

Passive - Holy Fervor - Every second in combat grants kayle a stack of Holy Fervor increasin Kayle's attack speed by 3/5/7% for 2 seconds at lvls 1/9/16. stacks up to 5 times. after 2 seconds not in combat her stacks of holy fervor will fall off every seconds.

"I think changing kayle's passive is important due to the way the current passive effects the enemy. Getting 5 stacks of holy fervor is difficult in lane, and isnt really usefull without all 5 stacks. early on its next to useless and If your opponent isnt building armor or magic resist its even less useful. E.G. Riven at lvl 6 has 45 armor and 37 MR which at max stacks would be 7 armor pen and 5 magic pen. However If kayle is Ahead in lane it can be hard to itemize properly against her as a tanky target such as late game where it really shines. I think it should be changed from percent penetration so champions can more effectively itemize against her and she has more consistent power spikes."

Q - Reckoning - ACTIVE: Kayle Smites the target location after .7 seconds dealing 60 / 110 / 160 / 210 / 260 +100 bonus AD +60%AP magic damage and slowing the target by 40% for 3 seconds." with the added effect of Holy Veil - When kayle attacks a Reckoned Champion she gains 10/15/20/25/30 health. effect radius 125 target range 825. 70 / 75 / 80 / 85 / 90 mana cost CD 8 seconds.

"Kayle's Q is point and click which makes it difficult for opponents to work around, Being an small aoe with a timed delay allows opponents to not only dodge kayle's Q but punish her while its on CD. That being said she should also be rewarded for landing a successful skill. So i gave her a flat amount of sustain when attacking a reckoned target.

W - **Angelic Descent **- Kayle dashes to target Location dealing 70/100/130/160/190 +45%AP damage to enemy champions, and shielding allies for 60/90/120/150/180 55%AP. 70/80/90/100/110 mana cost CD 22/20/18/16/14 Target range 650 effect radius 250.

"Kayles W isn't very technical and doesnt feel like it gives her enough MS to escape but gives her too much movement speed when chasing. Giving her a Dash means she can potentially avoid ganks/ dodge abilites but encourages her to go into the frey during a teamfight. While sacrificing her sustain in lane and moving that sustain to require her to be engaged on her Q target to acquire it. This means Kayle can no longer top herself off or Sit back and heal up when a trade doesnt go her way."

E - Righteous Fury - Kayle's E Is Iconic and i dont want to change it too much however i would change the bonus range from 400 bonus range to 50 bonus range to be at the same point, due to the range change to 475 base.

Ult - Judgement - Kayle casts judgement over a target Area afflicting enemies with judgement after .5 seconds for 6/7/8 seconds. kayles to attacks to judged enemies apply a stack of Prosecution stacking up to 3 times for 2 seconds. her 3rd stack of prosecution causes on - hit effects to trigger twice. When she cumulatively deals 100% of judged targets maximum health post damage mitigation, she Gains Intervention bathing herself in light becoming invulnerable for 2 seconds. E.G. dealing 20% of Urgot's maximum health and 80% of jinxes maximum health will trigger the effect. Mana cost 100 CD 90/80/70. Effect Radius 425. Target range 850.

"This causes Her point and click invulnerability to be a little more broadcasted opening up opportunities for bursting her down before she becomes invulnerable as well as potentially dodging it. and due to the added safety of angelic descent it will be much more difficult to proc the effect in lane. She will have to work for the effect while also still being useful enough without it. And now that she cant use it on allies and the duration has been reduced allows me to give her ultimate more power without it being too overwhelming."

If you have any thoughts or comments you'd Like to share please feel free to comment below, This concept was just a quick sketch of some possible changes they could make to provide more versatility and counterplay to an outdated kit.

If you liked this rework concept, Go check out this teemo concept i wrote aswell. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/r8nu5Y1U-teemo-rework

4 Comments

Digitallyjinxed5/10/2018, 11:53:07 AM1 votes

I really like the update concept and thought you did a great job of keeping enough of her kit to make Kayle still feel like Kayle. One change I would recommend would be making her heal on her Q have an AP ratio so that it doesn't fall off completely into late game when at 3k hp she is only healing .1% of her max hp on hit.

iKiLL PyR0MaNiAC5/10/2018, 2:25:45 PM1 votes

Kayle is OP and does not struggle to get away, its very easy to Q the enemy and W yourself away, or if your out numbered ult and W yourself away and perhaps a flash too.. the fact is, if used correctly its very hard to kill kayle just as it is vladmir

The only thing that needs to be changed on kayle is the AA's, kayles AA's should be like Karthus. Where she can sit at a reasonable amount of distance and farm without being jumped on because she is squishy and forced to use her Q,W,R in defence. As a kayle player you will feel that she is kinda of useless right now as a majority of champs have been reworked with lots of stuns, slows, snares and so forth.. all the things that ruin her. So yes changing her AA's to be the same as karthus will fix this problem and make her overall a more enjoyable champ to play, opposed to high risk, high reward.

In the current season kayle is best suited as support role. Her W's with ardent censer and building other items such as knigts vow etc. really do work well on the adc's.. she heals well and gives attack speed (support right?) let alone mention you have a master yi that's fed on your team, carnage!