User blog:ClariS/My Champion Remake: Kayle

Goals of the Rework
I don’t think Kayle is underpowered by any means. This is for fun. I don’t have a fixed reason beyond that.

The changes on Kayle are meant to make Kayle a hybrid scaling champion who has two distinct scaling: grabbing AD will increase Kayle's damage output while grabbing AP will increase Kayle's supporting aspect. Using this type of scaling, I think it will create an interesting feel for hybrid champions. This will also mean that Kayle should not be able to function well with 0 minions kills.

Her AD build should not be greatly affected by these changes, staying relatively the same. The biggest changes to Kayle will be AP ratio getting buff. These buffs should allow players to feel good about themselves whenever they grab AP items for Kayle.

Riot has said a long time ago that having a carry who can sustain a push for the team was toxic for the game. (If I could find that page, I would link it here) I agreed with that statement back and even now. This is why I would wish to see Kayle's heal get removed. I still wish to see Kayle be able to support while staying with the 'clutch save' feel for.

The very core of all her spells will remain the same. Most of the spell changes will apply some or all of the following goals:
 * Increase synergy with Kayle's current kit
 * Increase AP incentive
 * Increase incentive to be offensive
 * Add more utility late game

I want Kayle to fill the role of AD Fighter during the early to mid-game. By late game, she should transition to a hybrid offensive support. Kayle’s overall damage output should not be high enough to carry a team to victory alone, but through her combine utilities, she should be great fit for any team.

Stats
The change behind her increase mana per level and mana regen per level is to help offset the increase mana cost for both her and. The buff should not completely negate the increase cost; just make it manageable until you grab a mana regen item.

The increase attack speed is there just because I personally think Kayle's attack speed is bad for an attack speed dependent champion. I chose per level over the base to keep her scaling with items the same and so it would not get out of control late game. Also, this is to promote players to grab more raw stats and less attack speed.
 * Stats:
 * Attack speed per level increased to 3.0% from 2.5%.
 * Mana per level increased to 45 from 40.
 * Mana Regen per level increased to 0.575 from 0.525.

Abilities
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Complete Patch Notes

 * Stats:
 * Attack speed per level increased to 3.0% from 2.5%.
 * Mana per level increased to 45 from 40.
 * Mana Regen per level increased to 0.575 from 0.525.
 * Shred increase to 4% from 3%
 * Stacks now apply through spells.
 * Base Damage increased to 80/135/190/245/300 from 60/110/160/210/260.
 * Ability ratio decrease to 0.75 from 1.0.
 * Slow decrease to 30% from 35%
 * Slow amount increase by 2/3/4/5/6% for each autoattack Kayle lands on her target.
 * Damage amplification effect removed.
 * Mana cost decreased to 60/65/70/75/80 from 70/75/80/85/90.
 * : (Remade)
 * Activate: Blesses a target allied champion (or herself), granting them 20/28/36/44/52 (+0.1 per ability power) bonus armor & magic resist and 16/20/24/28/32% movement speed for 3.5 seconds.
 * Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80.
 * Cooldown decreased to 12 from 15.
 * Range decreased to 900 from 1200.
 * Old Activate: Blesses a target allied champion, healing 45/85/125/165/205 (+0.35 per ability power) and increasing their movement speed by 15/17/19/21/23 for 2.5 seconds.
 * : (Remade)
 * Active: Kayle bathes a target ally champion (or herself) in holy light, shielding them until absorbing up to 300/500/700 (+1.25 per ability power) damage or 8 seconds has past. While the shield holds, the champion deals 15/20/25% increase damage.
 * Mana cost increase to 150 from 100/75/50.
 * Range decrease to 900 from 1200.
 * Old Active: Kayle bathes a target ally champion (or herself) in holy light, rendering them immune to all damage for 2/2.5/3 seconds.
 * Range decrease to 900 from 1200.
 * Old Active: Kayle bathes a target ally champion (or herself) in holy light, rendering them immune to all damage for 2/2.5/3 seconds.

My Reasoning For Ultimate Change

 * And finally, her ultimate, the other big change but unlike the other one, I assume people will be more against this change because I took the beloved invincible away. I have my reasons so get prepared because this is going to be a long one:
 * Justified the Addition of a Secondary Effect: I'll like to take the time to say this; I believed Kayle's ultimate is the best spell in the game. It is simply god like, being able to absorb all the burst damage in the world and allow you or your teammates to freely attack. That is way it has such a low duration. The low duration makes it hard for any player to use the spell at it optimal. If used offensively, it is still godly, but used defensively, its above average with huge range of error (meaning it fluctuate in terms of usefulness). For those reasons, I see no justification to add anything to the spell unless the invincibly is removed.
 * Increase the Duration: The change is to offset a risk factor that Kayle's current ultimate has in where a single hard CC will kind of hard counter it. A longer duration means a larger window of opportunity of use, so no one hard CC can counter it. Instead of having to wait for the 'right' moment, you can cast it to your main DPS before the battle begins and still know it will last for a good part of the battle.
 * Increase Kayle's Overall AP ratios: To help support my goal, her zero AP ratio ultimate needed to changed. There was no way you can add AP ratios to make a shield that absorbs infinity damage absorb more damage. I could give AP ratio to a secondary effect but that would conflict with my first reason above.
 *  Keep the Cooldown either the Same or Justify a Decrease: For a support spell, there is such a small window of time of usability that there is a chance you will be baited into using it and become a useless support for a long period. I don't want to increase that time frame. Adding a secondary effect with her invincibly will mean I would have to increase cooldown by a good amount to justify the buff.
 * Adds Synergy with : My tweaked Kayle's ultimate may say the shield strength is 300 / 500 / 700 as its base amount, but with boosting armor and magic resistance, the effective health of the shield goes up. So if these two spells are used in conjuncture, the effective health for the shield is actually a lot higher. This easily keeps Kayle's shield the strongest in the game.
 * Those are my main reasons why I chose to remove the invincibly. Now, on to why I chose the secondary effect.
 * Increase Damage Boost Part I (Why this effect?): Why? Because I couldn't think of one better, and that it is supposed to make gain a more defined time of use. It can still be used defensively, but if used offensively, you gain a more profound effect. This has great synergy with the offensive built Kayle if cast on herself, and I believe this makes the best use of the increase duration.
 * Increase Damage Boost Part II (The Ripple Effect): Because the champion with the shield deals more damage, there is a much larger incentive for the enemy team to focus at the shielded champion. Before, with the short duration invincible, enemy teams would just switch target until the shields wears off and then go back at the target. Now with increase duration and increase damage, your opponent is forced to take out the shielded target instead of changing focus. In a way, you are now of protecting your entire team because you are dictating who your enemy will focus down. This is way more utility.
 * Increase Damage Boost Part III (Able to Carry): With the damage amplification being removed from, Kayle's damage output did suffer, unless this is cast on herself. The tradeoff is that in exchange for having shorter intervals, you gain more damage increase and it last longer. In exchange, it also adds another dimension of choice for Kayle, 'would you rather make yourself a carry' or 'be the support and boost someone else'. The way you use this spell will defined your role in your team late game.
 * Why NOT this effect Part I (Heal or Cleanse): I chose to not add a healing effect, or cleanse effect (two of the most common effects that I read that people suggest) for good reasons; they create a small anti-pattern in the spell. In both cases, healing and cleanse effect, they kind of ask the player to use this in the middle of the burst damage to make use of the effect while a shield would suggest the best time would be before the incoming burst of spells. Conflict! In addition, for healing effects (assuming if just a flat amount), I removed the heal on her  for a reason.
 * Why NOT this effect Part II (CC reduction): I neglected CC reduction or tenacity because of current champions who already have CC reduction built in them. I can only imagine an with ,, and . Anyways, because of those current champions, this would either force the CC reduction to be a weak amount, or make those certain champions game breaking. I don't want either case.
 * Why NOT this effect Part III (Make a Completely New Ultimate): It's just too much work to think of one that works well with her kit and as I said in my opening statement, I love Kayle's design. I don't really want to change her core game play style. If you look at all my changes, I didn't force a change in her play style at all. If Riot changes it, I'll follow with the change since I love Kayle, but if they don't, I'm not changing it.
 * Why NOT this effect Part III (Make a Completely New Ultimate): It's just too much work to think of one that works well with her kit and as I said in my opening statement, I love Kayle's design. I don't really want to change her core game play style. If you look at all my changes, I didn't force a change in her play style at all. If Riot changes it, I'll follow with the change since I love Kayle, but if they don't, I'm not changing it.

Kayle's Overview
So to basically sum up everything in a few paragraphs. Kayle has increase AP ratios overall, and deals more AoE damage. Her innate passive is now AoE and stacks twice as fast with at the single target. Her single target slow has increase if offensive, but less if used defensively.

Lost sustain, but gain more utility lategame overall. Heal has been removed to be replaced with armor and magic resist buff. Ultimate has changed from invincible to very powerful shield with damaging booster. Her supporting spells all has increase mana cost.

Her spell path is now more focus on maxing >  >.

Her item choice will greatly expand, making good use of any AP items, along with AD, and attack speed. My idea build late game will net around 150 bonus AD, 400 AP, and 80% bonus attack speed.

I imagine that her best lane would be mid (against mages) due to her buff slow, & damage on and will deal strong constant damage thanks to. The increase mana per level and mana regen will allow her to lane against other mages a lot more efficiently.

My Personal Build
This is for Summer's Rift. This is the build I imagine for more of a fighter/support champion.

Starting Items -

Build order (in idea conditions) - >  >  >  >  >  >  >

Other useful items -,  ,  ,  ,

Closing Statement
That was a lot longer then what I originally expected, but I really want to be clear with my thoughts. hehe.

With all the changes I made, I'm pretty sure Kayle is overpowered but with some numbers decreasing, it should be fine. Being a basis person who wants Kayle to be good, I think I did a good job of keeping her within an acceptable power range.

Well, I'm done with another rant and I learned so many new features of this wiki. Awesome!!! Hope you enjoyed my overlong remake and reasoning behind the changes. It was fun!!! Opinions, thoughts, disliks on the changes?