How I Would Have Done a Kayle Rework

Stacona·4/18/2019, 10:28:14 PM·2 votes·1,410 views

This is something I thought of before her most recent rework and I still think would be the better direction go with her. This rework was very soft with Kayle that barely addressed gameplay issues that the previous rework had, but she still has a lot of the same problems.

  • Her invincibility shield can be done in a way that would be healthy for the game, but as a basic ability, not as an ultimate. The reason to why a basic ability invincibility shield is healthier for the game, despite having a drastically lower cooldown, is because the duration is drastically reduced which makes it less oppressive, less frustrating to go against, and a lot more skillful to use by the user and needs to time it properly - literally placing it on the same power level as the other basic ability shields in the game.

  • The main part Kayle needs is a true identity to her. Play like a marksman that is melee and then perma ranged is not a real identity, nor offers any fun gameplay to it that every other marksmen can already do. What I would have done was made her basic attack both all of the time at all stages of the game, which means it would be her passive, that part Riot got right at least, just implemented poorly and in the wrong way. Incentive is how you can have a ranged basic attack also feel melee, I would have increased her range to 650 (same as Caitlyn), but have dramatic damage fall off based on distance with damage amps in the short to melee range area to her attack target. ~ Example being 120% damage in the 250 or less range spot and then drops to 40% damage at 650+ range, with a gradual damage change for every value in between. So this encourages Kayle to be up close and personal without forcing her to be, allowing the player to express themselves more and decide how they want to play the champion at any given point despite just being a simple basic attack. The benefit is that we can play around her kit more and play around the fact that she always has a long range attack option.

  • Rather than less emphasis on Kayle's heal, I would have removed the movement speed and emphasized the healing further. I would have done this by simply have her heal cooldown reduced by attacks on-hit. Play the marksman style, get rewarded with a spam heal, play passive and safe and you have a long cooldown lackluster feeling heal. The benefit with increasing her healing output is that it offers her team utility, but most importantly emphasizes her as a sustain damage dealer by reducing her damage levels, relying on her heal spam for those long drawn out fights rather than straight up killing the target with absurd damage values in the late game - both for support and damage roles.

  • Simple point. Her reworked Q Riot nailed it for the most part, the ability does not need to be fancy, just some slight changes. BUT the flaw to it is that it is a random ability on the kit and makes no sense to be on this, what should be, ability power based marksman healer with divine, angry angel damage. Cool looking ability, fulfills a job, but not the job of providing proper kit synergy.

  • That reworked E is just lazy. It is barely better than her previous E, which was bad because it is a passive that required a button press offering zero gameplay or enjoyment by the player and just is a hassle to deal with. The new E is a more active version of the previous E, but still has that passive feeling element to it where it feels pointless to why it even is a button press in the first place - this ability could be an on hit passive and you would notice absolutely nothing different about it.


I am going to create an example kit now, with the goal here of creating something engaging and fun to play as, something that be properly tuned for the long term, and feels more fair to go against.


Attack Range: 625 units Attack Speed: 0.690 +2.5% per level (just a normal attack speed, no weird ass double ratios here) Movement: 340 units per second Attack Damage: Low

NOTE: Holy Fervor is the damage of the attack, not bonus damage.


Holy Fervor (Passive):

Kayle's attacks deal less damage the further away her target is, dealing between (+120%AD)(+60%AP) to (+40%AD)(+10%AP) magic damage, max against those within 350 range. On hit damage deals between 150% to 50% based on distance.

Damaging an enemy with the physical blade of her sword, within 175 range, converts 50% of the damage to true damage.

Radiant Blade (Q):

Cooldown: N/A; Cost: 50/60/70/80/90 mana; Range: 700 units; Cone: 90 degrees

Kayle consumes her attack timer and cannot attack for twice as long to slice a divine version of sword in the target direction, dealing her maximum damage to all enemies struck as magic damage, slowing by 15/25/35/45/55% for 2 seconds, and reducing their armour and magic resistance by 10/12.5/15/17.5/20% for 4 seconds. On hit effects apply to every enemy struck.

Casting Radiant Blade again within 3 seconds will consume 50% more mana and slash in a cone instead, dealing 4/5/6/7/8%(+2% per 100AP) of the targets' maximum health as additional magic damage.

(Cannot cast if Kayle currently cannot basic attack.)

Divine Blessing (W):

Cooldown: 20 seconds; Cost: 50/55/60/65/70 mana; Range: 900 units

Kayle heals the target allied champion and herself for 40/50/60/70/80(+70%AP) health.

Passive: Kayle reduces Divine Blessing's cooldown by 1/1.75/2.5/3.25/4 seconds on hit, 25% value against non-champions and non-epic monsters.

Intervention (E):

Cooldown: 24/20/16/12/8 seconds; Cost: 0/15/30/45/60 mana; Range: 900 units

Kayle bathes the target allied champion or herself in holy light for 1 second, preventing all damage against the target. Kayle cannot deal damage if she is covered in holy light.

Divine Judgement (R):

Cooldown: 90/60/30 seconds; Cost: 100 mana; Range: 625 units / 45 degrees

Kayle sends out waves of divine energy in a cone whenever she attacks to damage every enemy they pass through instead of her normal attack, following the same rules as Holy Fervor, and gain 30/40/50% bonus attack speed for 7 seconds.

During this time, maximum damage range is increased by 0/50/100 units and minimum damage deals (+0/10/20%AD)(+0/5/10%AP) more damage.


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