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.

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