Suggestion and Discussion for a Kayle Rework

Kurai Mahou no·7/29/2017, 5:40:55 PM·2 votes·745 views

Kayle has a VGU planned in the future and since I am a Kayle main with over 700 games I wanted to suggest some ideas for her rework.

Stats

Health: 574 - 2155 (Health can be reduced to balance her new R) Health Regen: 8.26 - 21 Mana: 322 - 1002 Mana Regen: 6 - 19.6 Attack Damage: 51 -98.6 (Attack Damage can be reduced in the early game to balance her passive) Attack Speed: 0.638 (+0 – 37.4%) Armor: 26.9 - 86.4 Magic Resist: 30 – 38.5 Move Speed: 335 Attack Range: 525 (Kayle is permanently ranged; this will truly make her a jack-of-all-trades champion in conjunction with her kit)

P: Righteous Fury Kayle’s sword exudes a heavenly fire that allows Kayle to attack from a distance.

Kayle’s basic attacks deal bonus adaptive damage to her main target, deal bonus adaptive damage enemies around her main target and applies spell effects.

Adaptive damage type is determined by bonus Attack Damage or Ability Power, whichever is greater. Attacking turrets will not activate the AOE portion of the passive.

Bonus Adaptive Damage: 20 (+3 per level) (+30% AP) Splash Bonus Adaptive Damage: 20 (+3 per level) (+22% (+1% per level) tAD) (+30% AP) Splash Effective Radius: 150

Kayle has been known for her Hybrid play styles and her history as one of the ultimate flex picks. Most Kayles feel that her E is one of her key defining skills. Thus I suggest converting the active E damage into her reworked passive. Doing so would open up a path where early CDR isn't necessary and allows her to build more varied items. Her new kit would also tie into her passive which would provide a more cohesive experience. With the introduction of the Adaptive concept, an adaptive passive would make for an interesting gameplay. Keeping in line with Kayle's current game mechanisms, the basic attack does not produce a projectile (looking at all the salty Yasuo mains).

Q: Reckoning Kayle channels for 1 second and launches a bolt of heavenly light in one direction which detonates upon hitting an enemy champion or when it reaches its maximum range. Upon detonation, the land is Consecrated, dealing 50% of Kayle’s bonus adaptive damage over time to all enemies within the area and slowing them while in the area.

Enemy minions receive only 10% of Reckoning’s damage. Kayle can move and attack while channeling.

Maximum Projectile Range: 675 Projectile Speed: 1500 Mana Cost: 80 at all ranks Cooldown: 10 seconds at all ranks Projectile Magic Damage: 60/110/160/210/260 (+100% tAD) (+75% AP)

Consecrated Radius: 150 Slow: 40%/45%/50%/55%/60% (Buffed to balance counter play) Duration: 2/2.25/2.5/2.75/3 seconds (Like Morgana's Tormented Soil) Consecrated Adaptive Damage: 10 (+1.5 per level) (+11% (+0.5% per level) tAD) (+15% AP) Damage Over Time Is Applied Based On Kayle’s Attack Speed.

Total rework. An early game nerf and late game buff to the mana cost and a nerf to the cooldown to balance out the damage increase, new effects, and improved Quality of Life. Current Q is a targeted slow that severely reduces Kayle's DPS if used, relegating it to a soft CC that isn't helpful for chasing certain enemies because it currently requires a short channel time that stop movement and attacks. Allowing movement and basic attacks during the channel would significantly improve her QOL. The damage reduction on minions is to minimize its use for wave clearing because current Q is single-target anyway. Consecrated is similar to Morgana's Tormented Soil but has a delayed application, buffed current Q slow, damage that ties into Kayle's new passive, and an Attack Speed scaling that makes Kayle a unique kind of caster. The small radius of Consecrated and skill-shot nature of the bolt allows for counter play. This skill would benefit from all offensive stats making a variety of builds viable.

W: Into the Fray (Nice name, right) Kayle flies to a target area, healing herself and all ally champions around her upon stopping. Kayle also blesses herself and her ally champions with Divine Blessing for 3 seconds. Healing ally champions reduce the cooldown of Into the Fray by 1 seconds for each ally champion healed. Healing received from Into the Fray is reduced by 50% if applied again within 10 seconds.

Divine Blessing grants bonus movement speed. Into the Fray can travel through terrain.

Maximum Dash Range: 400 (doubled if in the direction of an ally champion) Mana Cost: 60/70/80/90/100 Cooldown: 15 seconds Heal: 50/100/150/200/250 (+40% AP) Radius of Effect: 150

Divine Blessing Bonus Movement Speed: 6%/7%/8%/9%/10% (+3% per 100 AP) The effect is tripled for Kayle and ally champions with Divine Blessing moving towards Kayle. Divine Blessing Duration: 3 seconds at all ranks Radius of Effect: 150

A speed buff and heal reworked into a skill that capitalizes on the theme of an angel leading an army into battle. Just like the Warwick Ult rework, this skill can be used to escape but would it would be punishing to do so in the early game. An aoe heal is also insanely broken in a team-fight, especially with Cooldown Reduction, so the reduced healing component is to prevent abuse late game. The reduced movement speed unless moving towards Kayle makes thematic sense and impacts how W is used. This skill makes for a great support skill for a support Kayle build.

E: Vengeful Judgment Passive Aura: Enemy champions who damage Kayle or ally champions around her receive a Pending Judgment stack that lasts for 10 seconds, stacking up to 5 times. Receiving additional stacks after 5 refreshes Pending Judgement's duration.

Active: Consume all stacks of Pending Judgment from enemy champions around Kayle and deals damage to enemy champions equal to Kayle’s bonus Adaptive Damage for each Pending Judgment stack consumed. Pending Judgment stacks consumed are replaced with a Vengeance stack which reduces enemy champions’ defenses by 2% for each stack and are deemed Judged. Enemy champions who have been Judged cannot gain Pending Judgement stacks for a certain amount of time.

Aura Radius and Radius of Active Effect: 500 Mana Cost: 100 at all ranks Cooldown: 30 seconds at all ranks Pending Judgment Duration: 10 seconds at all ranks Judged Duration: 30/25/20/15/10 seconds Vengeance Duration: 3/3.5/4/4.5/5 seconds

Total Rework. This new E reworks Kayle's current passive into an active that requires some forethought. It is a skill that can be utilized by any build, whether tank, burst, on-hit, etc. The high cooldown and mana cost prevents spamming, the damage is tied to the new passive and the restrictions acts as a gate. An indicator above champions will denote the different states they are in, providing counter play via transparency.

R: Intervention Kayle channels for a time. The channel cannot be interrupted and during the channel Kayle cannot attack, move, use items, or cast spells. Kayle also becomes un-targettable and invulnerable. During the channel, she consecrates the area beneath her. Enemy champions immediately receive maximum Vengeance stacks while in the Consecrated area. Consecrated deals 25% of Kayle’s bonus adaptive damage to all enemies and slows them. Ally champions (including Kayle) receive 10% of Into the Fray’s healing over time and Divine Blessing while in the Consecrated area. Kayle's descent ignites the area, reducing her health to 10% and dealing magic damage to all enemies proportional the health Kayle lost. Kayle continues channeling after the base duration by consuming her mana.

Intervention's Consecrated Radius: 500/550/600 Channel duration: 1/2/3 seconds (+1 second per 200 mana consumed) Mana Cost: 100/75/50 (+200 per second after 3 seconds) Mana will not drain below 10% of Kayle’s maximum mana. Cooldown: 100/90/80 seconds Consecrated Adaptive Damage: 5 (+0.75 per level) (+5.5% (+0.25% per level) tAD) (+7.5% AP) Slow: 40/45/50/55/60% based on Q rank Heal: 5/10/15/20/25 (+4% AP) based on W rank Heal Tick: Based on Kayle’s Attack Speed Bonus Movement Speed: 18%/21%/24%/27%/30% (+9% per 100 AP) Descent Damage: 50% of Health Consumed

Many people have qualms about invincibility skills, especially Kayle's which can turn the game if used properly. But it lacks counter play other than by hard CC. So instead, I suggest reworking her ultimate into something like a composite of her kit, ramped up a notch. The ultimate now turns Kayle into a stationary support and a ticking bomb. The heal is massively reduced to compensate for the Attack Speed scaling; the buffs are limited to the zone; a team-fight becomes something of a 4v5 since Kayle is Zhonya'd for at least 2 seconds, if not more; and at the end of it all Kayle is reduced to a point where she can be one shotted and can only cast one or two spells due to the mana costs. The counterplay is to remain outside the area of effect, which would effectively make the second part of her ult a huge cost.

Comments please.

6 Comments

Scólias7/29/2017, 10:52:11 PM5 votes

1.25 million mastery points Kayle here. This is is awful.

MIASpartanSV7/30/2017, 6:33:33 PM3 votes

I was gonna write a long paragraph on why this proposed kit is bad, but I feel like you did it for me in the summary of the ult. This turns Kayle into a stationary support, and your ult is no longer a clutch tool to save an important carry, but a shitty zhonya's that cost's your team a player who then loses up to 90% of their hp by choice. Making that ult be effective is impossible. Unless you stack hard core hp the comedown damage is never going to be worth the cost, and then you're gonna be one shot. The only good move in this kit is the W. It gives Kayle a battle support feel and that could be fun and useful. With having 700 games on Kayle I have no idea why you would think this kit would be fun to play. You can't do anything because half your damaging deal kit people can walk out of due to long channels.

FloRaider427/29/2017, 11:35:41 PM2 votes

Permanent range seems weird, considering that E's CD is mainly there for gating her power.

A 1 second channel on 675 range sounds really bad (if you can still move that is usually mentioned) and an AOE effect remiscent of Morg seems out of Place considering their rivalry.

Vengefull Judgement shouldn't punish enemies for playing the game.

Overall seems really loaded with different effects and thematics.

Recrudescence7/30/2017, 5:07:27 PM1 votes

Interesting... I would say, everything apart from E and partly Passive looks realistic enough to be in the game. Maybe a little too much with the ultimate, "this game is supposed to be easy to understand" (from ask riot).

There is no "middle" option for her strength, only too bad or too good. That is why I will not vote.

+1

Memeful Soul7/31/2017, 10:40:08 AM1 votes

just like scolias below me said, awful. The only good thing in this walloftext.jpg is her W, others are just shit.