Evelynn Rework, Skirmisher Assassin
No damage, mana cost, or cooldown values here. Just concepts and main mechanics. This Eve is entirely AP based, no more AD scalings. According to the Gaming Curios video I watched, Riot wanted to make Eve more like an assassin, and more single target based. I tried guys. Only read the non italicized parts if you don't care about the theory behind the skills.
Passive: Widow's Kiss (Blade's End, but with more commitment) Focusing your attacks on an enemy champion marks them. After a few seconds of Evelynn not having dealt damage to the marked enemy, the mark triggers to deal magic damage equal to a percentage of the target's missing health. Swapping focus will transfer the mark, leaving its previous bearer unaffected. Enemies damaged by Widow's Kiss cannot be marked again until out of combat with Evelynn for at least 8 seconds.
"Focusing" would be calculated specially like how Camille's passive works. Basically from out of combat the first person you deal damage to is focused, and after that prioritizing anyone hit by single target abilities, followed by the person hit by the most consecutive Q casts, followed by the person you've been auto attacking the most recently. Visually the mark would be a kind of lipstick mark that smooches when the mark triggers. This passive's counter play is to prevent Eve from attacking you, and reengage once the mark procs. Widow's Kiss is meant to be a finishing tick of damage after Evelynn has unloaded a full combo. Since her Q has a low cooldown, she can chase you to keep refreshing the mark until it would be lethal. If you can make it go off before she can get you low, she won't be able to apply it to you if you reengage. This means a big loss for Eve.
Q: Hate Spike (Same thing, but more machine gun) Fire a line of spikes in the direction of the cursor, dealing magic damage to all enemies hit.
While stealthed, Evelynn stores charges of Hate Spike up to 6, falling off quickly a short while after leaving stealth. Holding down Q rapidly fires off all charges of Hate Spike over 2 seconds, but with each dealing reduced damage.
Essentially the same thing, but with a tacked on mechanic to work with the new combat rotation. Firing off a full reservoir of Hate Spikes deals a fair chunk of damage if you can hit all of them. That's easier said than done unless you have some slows or stuns to help you out. Or if you can track movement well. Due to the loss of AD scaling and likely minor AP scaling adjustments, the sustained damage of this skill dropped for more burst. It still is a good source of sustained damage though.
W: Shadow Walk (Wraith from Dead by Daylight) Toggle On: Evelynn is very briefly slowed and, after a brief moment, will become perpetually invisible the next time she leaves the detection range of enemy champions. While attempting to stealth, Evelynn may reactivate Shadow Walk to cancel the attempt and immediately regain use of attacks and abilities. While invisible, and toggling into or out of invisibility, Evelynn cannot use her attacks or abilities. Control Wards and turrets will still reveal Evelynn. Taking damage or cc from an enemy champion while in detection range of any enemy champion will automatically toggle Shadow Walk off.
Toggle Off: Evelynn becomes visible and, after a moment, is very briefly slowed, and regains use of her attacks and abilities. While transitioning out of stealth Evelynn may reactivate Shadow Walk to cancel the attempt and immediately return her to invisibility once she leaves the detection range of enemy champions.
This is the big deal of new Eve. A toggled stealth that's not only stealth, but modified invisibility. The only true benefit to this is that, while in combat, she can walk right past enemies instead of awkwardly micromanaging her positioning. New assassins are being designed with the idea of a burst window. New Evelynn has the toggle cast time in place of this. After getting a kill there's a period of extreme vulnerability before Eve can re-stealth to get away. When leaving stealth to enter a fight, this also holds true. Evelynn will have to be very careful about when and where she decides to reveal herself. This toggle will only have a short cooldown, cementing her style as both the perma-stealth and skirmisher assassin. She'll be trying to leave stealth for a full combo, likely not killing you, then trying to stealth and stalk you until her Q charges up again to finish the job. She'll rely on repeated trading. Sustained damage in the form of occasional chunks. In between her popping up and trying to pop you, you'll have generous opportunities to dodge her Q damage, waste her passive, and punish her if she isn't careful while stealthed or stealthing.
E: Ravage (no more attack speed for you, but no more movement speed for them) Deliver a crippling strike to the target enemy, dealing magic damage and slowing them for 2.5 seconds. Automatically applies Widow's Kiss.
Implications and use are the easiest to understand. The cast range is a bit less than your Q now since you don't want to be auto attacking immediately after using it, and because it has more to do with your Q now. Basically you pop out of stealth, run a little bit into cast range, chunk em and slow em to land your Q barrage, maybe land a few more Q's for good measure and begin to stealth out once you think your passive will finish the job. This automatically applies the Widow's Kiss too, which due to the way focusing is calculated only matters for switching targets.
R: I have no idea I'm really not sure what to put here. Her kit already seems complete to me. I can't imagine how else to meaningfully add to the playstyle I've set up. Ultimates are supposed to be ultimate after all. I feel like it would have to be a utility ultimate, since she already has enough damage on her kit. Maybe some form of mobility? What do you guys think?