Kayle Rework Concept: Cause I got bored one night.

Raven and Terra·6/14/2018, 11:10:47 AM·1 votes·918 views

Do understand, I am in no way experienced in the number balancing. This numbers might maker her overpowered or never played. But, in the hopes of making my favorite girl more interesting to play, I did this. (Also sorry for formatting, I was using Notepad when writing this up and was trying to keep it all on one page without needing to scroll left or right. I tried to fix it for this, but I might have missed a spot or two. Tell me what you think and if I should attempt another champion sometime soon (cause why not). I'll avoid base stats since I don't really trust how well it will go.

KAYLE REWORK CONCEPT: JUST FOR FUN

Passive - Righteous Fury

Kayle's basic attacks deal bonus magic damage based on level.

>Bonus Magic Damage: 10 - 30 (Levels 1 - 11) [10,11,12,13,14,15,18,21,24,27,30] (+ 15% AP)

Periodically, When Kayle targets an enemy unit with a basic attack outside of her melee range, she becomes "empowered", gaining bonus attack range and doubling the bonus magic damage from 'Righteous Fury'. In addition, Her basic attacks deal magic damage to all enemies near the main target, dealing magic damage and apply spell effects to the damaged units. Kayle is considered as a Ranged Champion while "empowered".

>Cooldown: 18 - 10 (Levels 1 - 11) [18,17.2,16.4,15.6,14.8,14,13.2,12.4,11.6,10.8,10] *Not Affected by Cooldown Reduction >Bonus Attack Range: 325 - 475 (Levels 1 - 11) [325,340,355,370,385,400,415,430,445,460,475] >Bonus Magic Damage: 20 - 60 (Levels 1 - 11) [20,22,24,26,28,30,36,42,48,54,60] (+ 30% AP) >Bonus Splash Damage: 20 - 60 (Levels 1 - 11) [20,22,24,26,28,30,36,42,48,54,60] (+ 30% AP) (+30% Bonus AD)

*Notes: Mainly just moved Kayle's current E over to here. At first, I thought about how maybe this idea could make Kayle a perma-ranged Champion, but ultimately felt that the two main things that made Kayle unique in the Champion pool was Her Ultimate and Her E. This Pseudo-ranged aspect was something very few champions have, and usually this was tied to a complete "Form-Change", i.e. Jayce, Nidalee, Elise, Gnar. The only other champion who could change it outside of a Form-change was Ivern, and he has to be in a bush to use this. This way, she retains the unique range status that she has had in the past years, while also putting it in a bit better spot for her. As for the number changes, My goal was simply give her a side-grade for the most part. Her early levels would be a bit stronger, damage-wise, which is offset by the range nerf. This helps her scale up a tiny bit better later on, along with the pretty decent range buff (making her tied with annie and Anivia) at the cost of a bit worse laning phase with the range nerf early on. In addition, the by-level scaling on the Cooldown of it makes her less reliant on Nashor's and other CDR items, allowing her more flexibility in her build path (though Nashor's is still good on her with the Attack Speed, Ability Power, and Passive.

Q - Reckoning

Kayle blasts in a target direction, shooting a ball of judgement out that stops at the first enemy unit hit, dealing Magic Damage, slowing them for 3 seconds, and gaining additional effects depending on the unit hit.

Enemy Champion: Snares them for 0.1 seconds Neutral Monsters: Grants Kayle 30% Attack Speed and deals 20 bonus physical damage as on-hit for the next 10 seconds. Epic Monsters: Grants Kayle 60% Attack Speed and deals 40 bonus physical damage as on-hit for the next 10 seconds.

>Cooldown: 15 seconds >Mana Cost: 80/85/90/95/100 Mana >Range: 800 >Magic Damage: 75/125/175/225/275 (+110% Bonus AD)(+75% AP) >Slow: 45/50/55/60/65

*Note: This was the one I was having the most issues with. Kayle's Q is rather boring as an ability, but with so many things changed elsewhere, I felt like put too much into this would be just confusing (as if the rest wasn't enough). So, I decided to keep it simple. Make it a skill shot, and allow it to be blocked by minions. With her new E, there was no need to keep the cooldown as low, so I was able to increase the effect when landed as compensation. Also, made it apply a very small amount of hard cc, just to allow her to proc a few other things she wasn't able to before. Nothing too much, I hope. Also added a little something for Jungle Kayle.

W - Divine Blessing

Self-cast: Kayle is invigorated, extending her wings. For the next 3 seconds, she gains increased movement speed. Upon targeting a unit, she dashes towards them, leaving herself at her maximum auto attack range away from them and healing herself. If she targets a unit outside of her melee auto attack range but has her passive available, she will still dash to melee range, without activating her passive.

Ally-cast: Kayle blesses the target allied champion, instantly healing them and granting them 'Blessing of an Angel' for the next 3 seconds. While affected by 'Blessing of an Angel', the ally gains movement speed when running towards Kayle. If the affected ally takes damage while affected by 'Blessing of an Angel', the duration is refreshed.

>Cooldown: 20 >Mana cost: 60/70/80/90/100 >Target Range: 900 >Dash Range: 600 >Movement Speed Buff: 14/18/22/26/30 (+6% per 100 AP) >Heal: 60/100/140/180/220 (+50% AP)(+30% Bonus AD)

*Note: First off, I want to say I chose this for the simple fact that I saw two problems with Divine Blessing. Despite the fact that she has WINGS, she doesn't properly use them once in her kit, even when buffing herself with this ability. She just kinda flies faster. It doesn't quite FEEL like she has wings. On the other hand, I feel like this ability, when used on allies, just feels so much like other heals. It seems that so often heals are accompanied by a haste. And while I ended up keeping the haste in the ability, I felt that the haste really only makes sense, thematically, if it is towards Kayle. She is meant to be a guardian angel, protecting her allies from danger. While her ult keeps her ally from harm, or herself, this is supposed to help lead them to safety. So letting them reach towards Kayle, towards supposed safety, was thematically correct. Just general movement speed? Not so much. On the other hand, this lead to the question of how to make it feel unique. Eventually, I settled on having the haste refresh upon receiving damage. Thematically, the ally is still in danger, and as such is still in need of assistance. Gameplay-wise, it has some clear counterplay (wait out the buff, kind of like a shield) or cc them down, since the movement speed won't be able to be used. As for the first problem, I decided to give her a small dash to allow for a more 'Flight' feel to the ability, when casted on herself. While this does give her a form of escape that's a bit more reliable, it is offset early on by her lower range, allowing a bit more freedom with this. I was debating about making the range even smaller, but figured the numbers are just estimates anyways, plus this is for fun so a few mishaps along the way wouldn't be too much of an issue. The last bit about it not activating her passive was is to kind of secure it as a more "escape" rather than "gap close". If used for gap close with your passive not active but ready to be, it would put you in harms way, right next to the enemy. As such, it is much more useful to target an minion/monster/ally behind you to go towards them. It also becomes rather useless when no units are around, giving a clear time to fight you. At the same time, it helps a bit more in teamfights, where you can use it to dash to an ally for safety, or to offer safety to them instead.

E - Holy Judgement

Kayle judges her enemy, causing her next basic attack to pierce them, Dealing bonus damage and reducing their armor and magic resist for 5 seconds. Subsequent casts on the same target increases the effects, up to 5 times. If Kayle kills a unit with the 'Holy Judgement', she receives a partial refund on the mana and cooldown.

>Cooldown: 12/10/8/6/4 >Cooldown Refund: 50% of its current cooldown. >Mana cost: 35/40/45/50/55 Mana >Mana Refund: 30 Mana >Damage: 20/40/60/80/100 (+12.5% Bonus AD)(+20% AP) >Bonus Damage per stack on the target: 10 (+5% Bonus AD)(+8% AP) bonus damage >Max Damage: 60/80/100/120/140 (+32.5% Bonus AD)(+52% AP) >Armor and Magic Resistance Shred: 3% >Bonus Armor and Magic Resistance Shred per stack on the target: 3% >Max Armor and Magic Resistance Shred: 15%

"This ability resets Kayle's auto attack timer"

*Note: With this spot open, I wanted to move her passive here. I felt this was useful for a few reasons. The first reason is because the Armor and Magic resistance shred actually was really nice, just went unnoticed from lack of clarity. Since her new E had more opportunities for an interactive passive that you would notice, I figured I could move this here instead. At first, I was tempted to give her other abilities bonus effects at max stacks, but felt between keeping track which enemies have how many stacks and watching your passive cooldown, making that was a bit too much. Plus, I had some ideas for her W anyways that were pretty convoluted so making it have bonus effect with this seemed like too much to keep track of. As a side note, this gives Kayle a better reason to build Sheen, if the player so chooses.

R - Intervention

Kayle bathes the target allied champion or herself in holy light, rendering them invulnerable for a few seconds.

>Cooldown: 110/100/90 >Mana Cost: 0 Mana >Duration: 1.5/2/2.5 >Target Range: 1200

*Notes: Didn't change much here. For the most part, I wanted to leave this untouched since it's so iconic of an ability for Kayle. Just a few number changes to go along with the rest of her kit. CDR becomes a bit more important if you want this up more often, and timing is a bit more important now, enforcing the need for more skilled usage of the ability. As compensation, though, a slight range buff to help out with those ally-saving ultimates. Overall nerf, though, which is obvious.

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