User blog comment:Willbachbakal/(Champion Rework) Kayle, the Judicator/@comment-24862418-20140702072649/@comment-1330314-20140702091611

The on-hit damage scales with total AD, and so the level 18 damage on my Kayle's E is slightly over 60, the current rank 5 value. Unlike Kayle's current E, the single-target damage also scales with AD, so by building AD you'd be dealing a lot more damage over time. I also gave an additional nuke based on stacks generated while autoattacking, which is why I reduced the damage on her Q and the base damage on her E a little. While I did remove her range, I gave her better base stats to compensate. The cost is only an increase after 5 autoattacks, which would only begin impacting Kayle past the laning phase (and even then, it still wouldn't give her mana problems).

's on-hit damage goes up to 50, whereas my Kayle's on-hit damage goes up to 61.48. While Kayle's DPS scales less well with AP, that is intentional, as I removed some of AP Kayle's damage and gave her better utility scaling. However, AD Kayle's damage scales far better than Teemo's. He may have a DoT, but my Kayle also has a nuke that scales significantly better (120 versus 120  ). Teemo's on-hit damage costs no mana and isn't a toggle because a) most of his power is focused on his poison, so he needs a decent on-hit effect, b) there is no real gameplay to toggling the ability on or off, particularly as Teemo is incapable of functioning without his on-hit damage (my Kayle is not), and c) Teemo is meant to consume a lot of mana already through Q and R spam, not autoattacks. Besides that, my Kayle has much better utility, and much better late-game scaling, than Teemo. Moreover, her bonus damage is an AoE, which is significant if you're waveclearing or in a teamfight.

While base damage on his  beats Kayle's (it's also better than pre-nerf Kayle's damage, mind, so that point is moot), Kayle's damage scales far, far better with AP. The problem here is that you're still thinking in terms of AP scaling, when I deliberately toned down AP Kayle's damage. AD Kayle, on the other hand, has much better damage scaling.

2) The reason I switched to a toggle, as explained above, is that Kayle's current E doesn't fit as an active: with a bit of CDR, it becomes a permanent steroid, and the mana cost is so cheap that Kayle basically gets to spam it whenever it's off cooldown. Switching to a toggle would allow Kayle to have her AoE always toggled on if she so wishes, but also move her gameplay towards toggling the ability on or off, as opposed to "do I want to have my E on?" (the answer to which is always "yes," regardless of circumstances). The other reason I wanted a toggle is because I wanted Kayle to have a reason to not have her AoE damage always on in lane. The toggle off ability is there to give Kayle choice between continuing to trade with her opponent for huge DPS, or deactivating her flame sword at the right time to execute her target with a mini-nuke. This wouldn't affect Kayle's playstyle much: you'd still boost yourself, swoop in, Q, and then autoattack with your E on. The only difference here is that, after this, you additionally get to choose when your enemy's stacked up enough for you to finish them off in one hit.