@Meddler. About the current state of Elise and Evelynn.

misfortunas··30 votes·1,754 views

One of the two jungle queens, as we all know, has been making a small comeback. Eve. Players who invest their time into mastering her complexity (stealth, q range, kiting, flanking) do get rewarded. I think her kit is in a good spot. Her Q is good, her E is good after the on-hit effects buff. But her ult and her w are... 'meh'.. Let's start with her ult.

I agree with your thinking here, Eve should never be able to kill people with her ult. That would be stupid, she is meant to pop that ult and get into the chaos. However,** I do think that her scaling on her ult needs a buff. 1% per 100 AP is very underwhelming. Her Q base damage nerfs and ratio tweaks encouraged people to play her as an assasin again, but while her Q and E do reward people for building damage items, her ult does not.** No matter how fed I become, how much AP I have, her ult does underwhelming damage, for the cooldown it has. And why not give her utility some scaling? Maybe give her shield an AD/AP ratio but reduce its base shield. Or give her slow a ratio. There is so much you can change this underwhelming ult into. But right now it only has two purposes: giving Eve her survivability in team-fights and having a ganking tool. Something like 1% per 50 AP would do the trick. Or give her shield a 0.2 ratio and reduce its base shield by 50..

Now onto her W. Her W is in a weird place. As other Eve players, I would be very happy if her W would have its stacking movespeed buff again. Right now her W is a mediocore gap-closer that has one hell of a cooldown. Her cd reduction passive applied to her W promotes an assasiny play patter but it is not that great considering the fact that you should have killed your target in seconds, refreshing your w, making the passive useless. Not only that, it is really hard for Eve to stick to targets, since her Q missile speed is very clunky. With the old W passive, you could catch up to them and kill them. It's also a nerf to her bruiser playstyle.

Other than that, Eve is pretty decent right now. I feel like with some of these changes, she would be completely viable again.

Now onto Elise (oh my, here we go). This champion is a huge mess right now. I do realize that with some special cinderhulk build, she can become decent again, but Elise is horrible right now. The fact that she is a rare pick in this tank meta says everything. She can only be played two ways: full tank with no damage and unreliable cc, or damage-ish and having no defensive stats and therefore getting blown up instantly. I believe that her kit needs no major tweaks, but solid buffs.

Starting with her Q. Her Q has a huge mana cost. 100 mana at max rank is tough. Not only that, the base damage got continuously gutted, human form and spider form. To be honest, that was kind of understandable. All she had to do was build a haunting guise and sorc boots and she would outdamage a full build mage. Nerfing her Q base damage was ok, but not giving her some scaling buffs is were you went wrong in my opinion. Right now, if she wants to be a damage-threat, she has to build a buttload of AP to deal solid damage with her Q, leaving no space for defensive items, therefore making her very squishy. And does she have long range? No. Does she have solid, reliable mobility? No. Does she have something defensive in her abilities? No. She gets blown up before she can 'assasinate someone'. Buffing her scalings on her Q would be a great start, she would be rewarded building AP. If she'd get high amounts of AP she would be fragile but would deal high damage to tanks and carries, thats what she was known for. And if she'd build pure tank with that build, she would be 'punished' by dealing low damage.

Her spider form w is in a good place in my opinion. But her human form W is not that great. The spider is very unreliable and doesn't move as fast as it should. It also has a long cooldown. Its damage is alright in my opinion. Here Elise gets rewarded building AP, other than in her Q.

Elises spiderlings and her 'ult' (bonus damage on autoattacks) are in a good place. She can deal solid dps with her w on and some spiders out. The heal is good.

Her E is in a bad spot. While its cost and cooldown are in a good spot, her rappel is awful... It is super clunky, very unreliable, has a long cooldown (even after the buff), and its range is sooooo underwhelming. Ganking with her rappel is close to impossible. A range/reliability buff would be appreciated greatly.

Please note that these are just suggestions for buffs and my personal opinion on those champions.

TL;DR: Both need scaling buffs, Eve on her R, Elise on her Q (very badly)

If you read this wall of text lol, thankyou!!!!

30 Comments

Rebonack3 votes

I still think Riot should totally remake Eve's ult so it can be something that isn't mind-numbingly underwhelming.

I'm personally fond of the idea of something more akin to her old Malice and Spite. Eve shields herself and gets a slowing/damaging OnHit effect. Kills and assists refresh the Ult's cooldown. Much closer to her old Ult and solves the burst out of stealth problem.

Kingsgrave1 votes

{quoted}

I still think Riot should totally remake Eve's ult so it can be something that isn't mind-numbingly underwhelming.

I'm personally fond of the idea of something more akin to her old Malice and Spite. Eve shields herself and gets a slowing/damaging OnHit effect. Kills and assists refresh the Ult's cooldown. Much closer to her old Ult and solves the burst out of stealth problem.

Or they could just make it a fear instead of a slow

Rebonack1 votes

{quoted}

Or they could just make it a fear instead of a slow

Riot has made it pretty clear that they never want hard CC out of stealth to come back.

Tentacle Love2 votes

I think Evelynn's problem is that she hasn't really evolved as a character past her initial iteration, and you can see it in her base splash... which has changed, what, once? way back in the ancient times?

She's probably the best example of a character that needs a complete overhaul from the ground up, but they have no idea what to do with her and they're terrified of making her worse because of the "horrors" of the old Evelynn (which, I'll be honest, probably wouldn't be as scary in this day and age of 124 champs, some of which are allowed to be even scarier right now).

Elise is just strange. It's like she was built to be the perfect character in a different game and none of her abilities have the base stats or the scaling stats to work at all.

I can't even tell what she was supposed to be, or what role she's supposed to play, or what lane she's supposed to be in. She's just bad at everything.

Kingsgrave1 votes

[{quoted}](name=Love Tentacle,realm=NA,application-id=3ErqAdtq,discussion-id=AAp4QtBE,comment-id=0007,timestamp=2015-04-30T15:42:27.975+0000)

I think Evelynn's problem is that she hasn't really evolved as a character past her initial iteration, and you can see it in her base splash... which has changed, what, once? way back in the ancient times?

She's probably the best example of a character that needs a complete overhaul from the ground up, but they have no idea what to do with her and they're terrified of making her worse because of the "horrors" of the old Evelynn (which, I'll be honest, probably wouldn't be as scary in this day and age of 124 champs, some of which are allowed to be even scarier right now).

Elise is just strange. It's like she was built to be the perfect character in a different game and none of her abilities have the base stats or the scaling stats to work at all.

I can't even tell what she was supposed to be, or what role she's supposed to play, or what lane she's supposed to be in. She's just bad at everything.

Old Eve would actually be far better in the current meta than New Eve is.

Rico Nasty1 votes

upvoted for truth. i have a little something to add, i think they should tweak evelynn so that she's a viable laner. her passive would be good for roaming, and they should give her more damage. as for elise, she is pretty hopeless rn, and riot doesn't seem to be doing much about it. she'd be good if she wasn't so damn squishy and had lower mana costs.

Abyssphere1 votes

My personal thought on Elise isn't that her damage is bad but that she is too squishy to use it. You said it yourself that when she builds damage she gets blown up, and making her deal more damage doesn't really help that. It means she can overkill people better but she'll still get blown up instantly after. So, my idea for a buff would be increasing the AP ratio on Skittering Frenzy's heal so that she can stay in the thick of a fight for longer. Her on-hit AA damage in spider form is cool but she can't use it because she gets killed instantly, so once the game gets to the grouping stage her Skittering Frenzy becomes useless - spider form will only be entered for her execute/Rappel. That IMO is the weakest point in her kit - she's too squishy to use her AAs.

If she healed enough from Frenzy to have a bit more survivability I think she'd be in a good spot.

Baron of Bread1 votes

The problem with that idea is that as you said: "she's too squishy to use her AAs" and "she'll still get blown up instantly".

If that is the problem, then upgrading her heal on AA won't solve the problem without making her broken. For a heal upgrade to make this work it would need to be strong enough to get her through burst, but then it would be so strong that sustained damage would be absolutely useless against her.

I used to think that upgrading the heal was a good path to balance, but now I don't think it could make a significant difference without being broken.

Abyssphere1 votes

[{quoted}](name=Baron of Bread,realm=NA,application-id=3ErqAdtq,discussion-id=AAp4QtBE,comment-id=00010000,timestamp=2015-04-30T03:26:40.178+0000)

The problem with that idea is that as you said: "she's too squishy to use her AAs" and "she'll still get blown up instantly".

If that is the problem, then upgrading her heal on AA won't solve the problem without making her broken. For a heal upgrade to make this work it would need to be strong enough to get her through burst, but then it would be so strong that sustained damage would be absolutely useless against her.

I used to think that upgrading the heal was a good path to balance, but now I don't think it could make a significant difference without being broken.

But she's an AP fighter. AD fighters tend to build copious amounts of lifesteal and there's never a problem with that except with people like Aatrox because he has huge amounts of lifesteal in his kit on top of what he gets from items. Elise gets nothing from items because AP itemization understandably has no lifesteal, so basically all you would be doing with Skittering Frenzy is buffing it to the point where she can at least try to compete with the sustain of other fighters.

You do have to find a balance between "not healing enough" and "healing way too much" but right now Frenzy is more on the weaker side, and doesn't need to be shoved to the stronger side either. It's not about buffing her to the point where she can sustain through being focused by three people, it's about buffing her to the point where she can at least attempt to go in without dying first.

And I mean there's even more counterplay to Skittering Frenzy sustain than there is to other people with on-hit healing because the majority of her heals will come from her Spiderlings, which you CAN easily get rid of. Even if the heal was overtuned she wouldn't be unstoppable - you could easily cut off both her DPS and her healing by using an AOE spell or two on her spiderlings.

Baron of Bread1 votes

If her current issue is instant deletion as you mentioned in your original comment, then an increased heal won't do anything to stop it (unless it was completely ridiculous). If you want her to deal with sustained damage better, you could increase her heal a bit and keep it balanced as you said. If that was the situation you were talking about, sorry that I misunderstood.

I honestly think one of the best paths to balancing her is to make her spiderlings get HP scaling off of her AP (not a big scaling, but enough to survive some damage). It would make it so it takes more than one AoE to kill them if you built damage, allowing you to actually do damage and heal with them. I think it could be balanced relatively easily (it wouldn't help her early but it would give her a late), but I would have to see its effects in game to be sure.

Abyssphere1 votes

[{quoted}](name=Baron of Bread,realm=NA,application-id=3ErqAdtq,discussion-id=AAp4QtBE,comment-id=0001000000000000,timestamp=2015-04-30T20:15:59.763+0000)

If her current issue is instant deletion as you mentioned in your original comment, then an increased heal won't do anything to stop it (unless it was completely ridiculous). If you want her to deal with sustained damage better, you could increase her heal a bit and keep it balanced as you said. If that was the situation you were talking about, sorry that I misunderstood.

I honestly think one of the best paths to balancing her is to make her spiderlings get HP scaling off of her AP (not a big scaling, but enough to survive some damage). It would make it so it takes more than one AoE to kill them if you built damage, allowing you to actually do damage and heal with them. I think it could be balanced relatively easily (it wouldn't help her early but it would give her a late), but I would have to see its effects in game to be sure.

Sorry, I guess my post was a bit unclear :) Being killed "instantly" was an exaggeration in my post. If she gets focused by bursty characters and killed in 0.5 seconds then yes, she definitely shouldn't survive. She should need to pick her moments to go in rather than just yoloing it like Tryndamere or something. But she does get very quickly melted over 1-2 seconds and a better Frenzy heal would make her a lot more resilient against that.

I think making her spiderlings tankier is a good idea too, that's actually another change I could go for (alongside or instead of the heal buff). While being killed quickly is obviously a huge problem for her, another one she has is that her spiderlings are so much of her DPS (and with heavy AP, survivability) but they die much too quickly to really be viable in doing that. So yeah, making them die less easy would be something else I'd like Riot to try.

Random other suggestion: On-kill/assist reset on Rappel. Not my favourite way to buff her at all but hey, it'd be flashy.

Baron of Bread1 votes

Ok, in that case the heal buff would definitely be helpful. Sorry for misunderstanding earlier.

I think the Rappel resets might be a bit ridiculous. At that point it would be like a Zhonya's on kill/assist more than a gapcloser; I don't want to see Elise being more obnoxious than Fizz.

CatSith1 votes

at least her rappel doesn't do damage upon landing.

CatSith1 votes

I dont think buffing her W heal wont be doing much considering how easily her spiderlings die in teamfights.

Earthpine1 votes

Well I don't have much to say about Eve since I don't play her, but I do have a bit to say for Elise (I do play her).

I agree with her Q needing a buff. I can't understand why it costs so much mana for so little damage. I normally do a combo of Q (human form), W,E,R,W,Q (against a champion with full HP). The outcome is either 0 damage, or (if I build enough MP and the champion is squishy) kill them. I play Elise mid nowadays, I can't play her in the jungle since I believe she is a mage assassin, not a tank. And the Magus enchant doesn't do a lot (but that's a different discussion) to help Elise with being the mage assassin.

Elise's W (human form) is terrible. I have pointed the W in a straight line and it would go around a corner to nothing. And it's so slow people can walk away with tier 1/2 boots. And even if they get hit it wouldn't even hurt them, it's more of a tickle in the foot then an exploding spider in their face. But I do agree her spider form W is fine.

Elise's E (human form) is good, I have grown used to it, but I wouldn't mind a slight width increase. But her spider form E. Is. TERRIBLE. You have no idea how many times I have used E in spider form to chase just for me to hang there awkwardly while the enemy laughs outside my range and escape. You can't get down unless there is an enemy. It would be better if it could target ALLIES as well, so if a team is chasing and (say) Lee Sin hops in front of me and I E to get down onto him, rather then be there still unable to do anything. Another thing (but I think would be OP) which may improve it is making it make you invulnerable to all damage. But that's probably OP, so unlikely.

And finally but not least is Elise's R. I think it's alright right now, but maybe a little armor boost in spider form, because you would expect a spider to be more difficult to kill then a half-naked woman. I like the difference in MS, makes it more interesting to chase people down.

These are my thoughts on Elise right now. Nothing about Eve I'm afraid, last time I played her was last year on free week.

Abyssphere1 votes

{quoted}

Well I don't have much to say about Eve since I don't play her, but I do have a bit to say for Elise (I do play her).

I agree with her Q needing a buff. I can't understand why it costs so much mana for so little damage. I normally do a combo of Q (human form), W,E,R,W,Q (against a champion with full HP). The outcome is either 0 damage, or (if I build enough MP and the champion is squishy) kill them. I play Elise mid nowadays, I can't play her in the jungle since I believe she is a mage assassin, not a tank. And the Magus enchant doesn't do a lot (but that's a different discussion) to help Elise with being the mage assassin.

Elise's W (human form) is terrible. I have pointed the W in a straight line and it would go around a corner to nothing. And it's so slow people can walk away with tier 1/2 boots. And even if they get hit it wouldn't even hurt them, it's more of a tickle in the foot then an exploding spider in their face. But I do agree her spider form W is fine.

Elise's E (human form) is good, I have grown used to it, but I wouldn't mind a slight width increase. But her spider form E. Is. TERRIBLE. You have no idea how many times I have used E in spider form to chase just for me to hang there awkwardly while the enemy laughs outside my range and escape. You can't get down unless there is an enemy. It would be better if it could target ALLIES as well, so if a team is chasing and (say) Lee Sin hops in front of me and I E to get down onto him, rather then be there still unable to do anything. Another thing (but I think would be OP) which may improve it is making it make you invulnerable to all damage. But that's probably OP, so unlikely.

And finally but not least is Elise's R. I think it's alright right now, but maybe a little armor boost in spider form, because you would expect a spider to be more difficult to kill then a half-naked woman. I like the difference in MS, makes it more interesting to chase people down.

These are my thoughts on Elise right now. Nothing about Eve I'm afraid, last time I played her was last year on free week.

Elise's W only tickles people if you're going magic pen Elise. It has 275 base with 80% AP scaling - when that hits people it hurts like an Annie spell if you're actually building AP. There are problems with Volatile Spiderling but damage isn't one of them, it scales extremely well with both level and AP.

Darkwind1 votes

{quoted}

Elise's W (human form) is terrible. I have pointed the W in a straight line and it would go around a corner to nothing. And it's so slow people can walk away with tier 1/2 boots. And even if they get hit it wouldn't even hurt them, it's more of a tickle in the foot then an exploding spider in their face. But I do agree her spider form W is fine.

Who cares? That's not how you should get your W to reach people, anyway. If you spider form Q someone, your human W will leap from wherever it is to attack that same person. So instead of trying to hit people with it, send it the opposite direction before you transform+Q for additional burst.

Earthpine1 votes

I do know that, but what if I just want to poke my enemies? I do that in the jungle when it does go around the corner, I just switch to spider form and Q quickly. But it shouldn't do that. It should walk in a straight line, not in a weird curve.

Partholonian1 votes

{quoted}

And the Magus enchant doesn't do a lot (but that's a different discussion) to help Elise with being the mage assassin.

It really isn't a different discussion. You can't be effective in the jungle unless you work well with one of the jungler items. (It also helps for that item to not suck.)

Warrior is AD, so it's right out. Devourer is for autoattackers -- you could maybe do something with it during Skittering Frenzy but most of the time it does nothing for you. Cinderhulk is good half the time. The other half you're a squishy mage who doesn't want to stand on the front line. And finally Magus, which seems to be the best fit to Elise by default (even if it's as the only AP item in a build of mostly tanky stuff and some MagPen)... it's just weak. The only mage that is used much in the jungle right now is Gragas, and he doesn't usually build Magus, it's a Cinderhulk utility heavy build. Which seems like it could be attractive for Elise too, until you reflect that she has significantly less utility than Gragas. Unless his ult is up, then she has MUCH less utility than Gragas.

Elise's ult is never down, which is another way of saying that her ult is never up; this is mainly a disadvantage for a jungler, who usually want to use their ult to gank and then go back to farming until it comes off CD again.

And she has very limited teamfight presence.

Earthpine1 votes

I almost never use Elise in the jungle anymore, mainly because of what you said. She shouldn't be a tank, but a mage. The thing is, Elise has an amazing early game gank, once you hit level 3 you can gank effectively. But once the enemy starts to hit level 6, you're not very important. You can gank but you don't have that extra bit to stay the same as the enemy. You either get fed early, or help your team get fed, or lose the game (basically). It shouldn't be like this. It should be that once Elise gets Magus, you're the same as everyone else.

I have tried AD Elise top before, I got one or two kills but the rest of my team made them surrender <:

Salidfingers1 votes

I like playing eve jungle if i have to jungle.

Then again i go non tank eve and actually carry my games.

Epilogue of Life1 votes

Upvote cuz i wanna use my S3 skin....

Varnoc1 votes

I agree completely on your analysis of Elise, her Q damage needs to feel rewarding for building AP and her Rappel is... special. I've put a community feedback based Elise rework up here, and would love your feedback on the subject.

(Human E's issue can be solved by tweaking a few numbers in my opinion, namely the movement speed of the spiderling scaling with Elise's MS, so I didn't mention it above)

Knight SoIaire 1 votes

elise is coming back from the dead imo

Venowolf1 votes

Elise need that Riot "empowered" the Magus Enhanced.

Skia Asteri1 votes

http://champion.gg/champion/Evelynn/Jungle

Eve is fine, and can wait until the Mandrake Wards are released to live if they are going to be released.

Darkwind1 votes

I have an entirely different view from you on how Elise should work. First, I disagree with you on Rappel. It is actually incredibly strong for so very many different purposes, which is why its range and reliability were nerfed in the first place. The ease of use has been buffed multiple times already.

The main difference in our views, however, is in how an Elise should function in a team in order to be healthy. I believe Elise should be a unique, strategic choice, chosen for her strong countergank, skirmish, and tower pushing capabilities. The idea here is to pair her with winning lanes (especially top and bot), and have her mirror the opposing junglers' movements on the map. Show up in lane when the wave shoves to the enemy top and auto it a few times; throw in the Krug buff if possible for some bonus damage. If the enemy jungler every shows up, your (theoretical) skirmish strength should give you the ability to out perform them in the 2v2 or 3v3. You then transition, with the exception of Sorc shoes, to a tanky/utility jungler. A build might look like: item 3717 item 3001 item 3020 item 2045 item 3110 item 3083 or item 3717 item 3190 item 3020item 2045 item 3110 item 3083 There are three problems with this build atm, though. One, no tenacity. Sorcs would be required to take advantage of (theoretically) high base damages, but there are no good sources of tenacity available with its removal from Cinderhulk. Second, neither makes fantastic use of Cinderhulk's bonus health. The first build is especially guilty of barely having enough HP to make it worth. The third problem is that, regardless of which is chosen, none of these are particularly strong late game. Lack of item 3143/ item 3047 makes you significantly less tanky in the late game compared to tank junglers, without dealing significantly more damage.

Therefore, instead of emphasizing her scalings at the expense of base damages, I'd prefer to emphasize her base percentage damage at the expense of scaling. My solution to this would look something like 7/8/9/10/11% current/missing hp+(1%/100ap) instead of 8%+(3%/100 ap), base damages and caps being the same. This would prevent a lane Elise from abusing high bases to build more damage and scale up/snowball, while allowing Elise in the jungle to perform better in small fights than on live.

Aelvr1 votes

It would be nice for AP Elise if Venomous Bite was reworked to include a slow, to make Skittering Frenzy better in chases (because right now Elise's chase is terribad), as well as improve her ganking utility. I almost always built summoner 11 +summoner 3 +item 3116 when playing AP nuker-assassin in season three, specifically to deal with this problem. Also, Volatile Spiderling should be made more responsive & reliable, as OP said.

DrNova1 votes

Elise should get the Zed escape, let her Rappel anywhere in the range. Would completely make up for her lack of tankyness/damage by giveing her a reliable escape if a gank goes bad (and it often does) Maybe reduce the range some since you would have no idea where she was coming down, to make it a bit more fair. But I think this would help her drastically. Still think she could use some damage buffs however

Raxistaicho1 votes

Upvoted for truth.

Honestly I just want her to be viable again :/ I really like her as a character.

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