Some Ideas for the Evelynn Rework.

Bloodsoaked Eve·5/2/2016, 10:45:27 AM·6 votes·1,896 views

Hello. I am Bloodsoaked Eve. I am an Evelynn main and I was silver last season hoping to get gold this season :) I have over 300 (about 100 in ranked, the rest are out of ranked) games with her and I have played her since the beginning of season 5. I heard that she might be getting a rework soon item 3070 Evelynn . I am a little sad but if Riot does this right I would love her even more. I would probably re-buy all her skins if I could. But let's talk about this a bit and see what everyone thinks.

Things I like:

  1. Her absolute viability - You can build almost anything on her and she will still be a huge help to her team. Full tank ap, ad, sated devourer, build her for her e with full ap and apen, her ult with tanky mpen, her dueling with sated devourer hydra and trinity force, she has so many builds it's unimaginable. and I want that to remain as part of her kit.
  2. Her scalings and cds - her E (her main burst) won't be used as much when going damage and WILL be used a lot when going tank in order to keep her damage more consistent and keep her a strong force in and out of combat.
  3. Her stealth - while making her ganks deceptively strong, if riot gets rid of it I might actually stop playing league of legends. but I have have some ideas to help balance it.
  4. Her snowball potential - as an assassin, I think this will stay but I like it how it is right now, she will hurt but she IS beatable.

Things I don't like:

  1. Her current w - In all honesty this is one of the worst gap closers in the game and I have a rework for this ability in mind that fits more in with her theme of being this close-range, gets-in-your-face-and-mauls-you-worse-than-a-fed-volibear kind of assassin who creeps up on her enemy before utterly destroying them.
  2. Her ult - I like this ability, don't get me wrong, but I have no idea why it looks the way it does. she needs a lore rework, BAD. Because that ult is a great initiate but as far as the lore goes, it is out of place. I have an Idea on how to make this initiate better, and that's coming up.
  3. Her q - lore rework same as before, otherwise no complaints.

Now, for her abilities as they are now and how I would rework them,

Passive :

Current - Shadow walk

> When out of combat, Evelynn enters stealth only being able to be seen by nearby enemy champions or true sight. While stealthed, she rapidly regenerates Mana.

I love this passive, it has great qualities. It helps for ganking, counter-jging, and remaining sustained. It can also lead to some clutch escapes. If I had to change one thing, I would give her a movement speed buff upon detection, either to aid in running away, or for those pre-six ganks.

Q:

Current - Hate spike

> Evelynn fires a line of spikes through an enemy, dealing damage to all enemies in its path. Evelynn fires a line of spikes through a nearby enemy dealing 40/50/60/70/80 (+0) (+40% bonus Attack Damage) magic damage to all enemies in its path.Hate Spike prioritizes the target Evelynn is attacking.

I like the ability, it helps with chasing when you have Rylai'sitem 3116 but again, WHY IS IT HERE? My lore-hungry mind requires a reason for this ability to exist. other than that, it's a fine ability, and has become a signature part of Evelynn's kit.

W:

Current - Dark Frenzy

> Evelynn passively increases her Movement Speed when hitting enemy champions with her spells. Upon activation, Evelynn breaks free from slows affecting her and gains a massive Movement Speed boost for a short duration. Active: Evelynn removes all slows affecting her and gains 30/40/50/60/70% Movement Speed for 3 seconds. Passive: Evelynn's spell hits on enemy champions reduce Dark Frenzy's cooldown by 1 second.Champion kills and assists refresh Dark Frenzy's cooldown.

Ok. I get this ability, but I don't like it. I think as a better idea this will work

New - Night's Veil

Costs 90 mana 7/6/5/4/3 seconds after activation, Evelynn's movement speed is reduced by 25/20/15/10/5% for 10/11/12/13/15 seconds and her range of detection is decreased from 700 units to 325 units for the remainder of the slow, this cannot be activated while in combat and Evelynn must be out of combat for 6 seconds to use this ability. Evelynn's next autoattack after using this ability applies a 60/70/80/90/99% slow for three seconds and the enemy is grounded for that time. This buff lasts for 7 seconds and refreshes on kill or assist.

I feel like this will be a good idea because it fits in more with the stealth and darkness theme, as well as being easier to balance than Shaco's invisibility or Twitch's. Because this has more to balance, I feel like it would be more fair to others while also helping the person playing Evelynn.

E:

Current - Ravage

> Evelynn slashes her target twice, dealing damage with each hit. She then gains increased Attack Speed for a short duration. Evelynn swiftly attacks a target 2 times (applies on-hit effects), dealing a total of 70/110/150/190/230 (+100% Ability Power) (+40% bonus Attack Damage) physical damage.Evelynn then gains 60/75/90/105/120% Attack Speed for 3 seconds.

I love this ability, and it's often forgotten seeing as it gives her the stats that she uses to kill others. But I want to completely move this ability to her ult and augment it to make it more "ulty" as for it's replacement I think this will suffice. Plus the whole scaling with ap, but dealing physical damage makes sense as to what the ability is, but is counter-intuitive gameplay-wise.

New - Hysteric Delight Passive: Evelynn gains attack speed while in combat up to a cap of 60/75/90/105/120% at a rate of 25% per auto attack. Once the cap is reached, Evelynn gains Hysteric delight, causing her damage to increase by 2/3.5/5.5/7.5/10% at a rate of 10% per auto attack. Active: Evelynn gains 90/100/110/120/130% movement speed for 4 seconds and is de-stealthed. She then gains 15/20/25/30/35% tenacity (or slow resistance) for 4/5/6/7/8 seconds. this buff is refreshed upon kill or assist. Active cost: 60 mana

This was really hard to think of because I really love invading at level two and having her E now affixed to her ult makes that difficult. However I like this more because it will help her in dueling, chasing, running, and tank-killing while I hated her old w but I think making the mspeed shorter, but faster, is a great way to change it up, rather than an absolute slow removal (I hate those) she is now more able to get past the tank line, run away from the gank squad or, if she's fed, outduel them.

R/Ultimate:

Current - Agony's Embrace

> Evelynn summons spikes from the ground to deal damage and slow enemies in the area. She then gains a shield based on how many enemy champions were hit. Evelynn impales all enemies in the targeted area, dealing 15/20/25 (+1% Ability Power)% of their current Health in magic damage and slowing their Movement Speed by 40/60/80% for 2 seconds. Evelynn siphons their pain, gaining a 150/225/300 health shield for each enemy champion hit which lasts up to 6 seconds.

I love the initiation followup this provides, but here is the new and improved Evelynn ultimate.

New: Slaughter

Costs 150 mana Range 450 units Evelynn dashes to a target and attacks them 2 times (applies on-hit effects), dealing 150/300/500(+100% Ability Power)(+60% Bonus Attack Damage) psysical damage to the target and creating an explosion of dark energy around her, dealing 10/15/20 (+1% Ability Power)% of their current Health in magic damage and slowing their Movement Speed by 40/60/80% for 2 seconds. This damage IS NOT applied to the target, only those around it. However, The slow IS applied to the target and stacks with Night's Veil's slow. Evelynn then siphons their pain, gaining a 150/225/300 health shield for each enemy champion hit which lasts up to 6 seconds.

Sounds slightly overloaded but it allows for Evelynn to get to the squishies and take out the enemy carry before beginning to fight the tanks. This is a great way for her to set up ganks, teamfights, It helps her survive if she is outnumbered, hold aggro while the rest of the team is somehow unable to 4v1 an unfed hecarim (seriously HOW DOES HE DO IT).

I will probably write up a new lore for her in a day or two but feel free to critique me and try and spread the word about this I need as many people to see this and upvote this in order to show riot some good Ideas.

12 Comments

Akenero5/2/2016, 10:57:43 AM1 votes

https://www.dropbox.com/s/a808qmxgh97mw79/Evelynn%20pre-shading.png?dl=0

You're entering my domain... I have a reworked kit for her, which makes her unique in play style, MUCH higher skill ceiling, and a similar skill floor.

FurriesAreHot5/2/2016, 11:01:20 AM1 votes

I have a couple things to say. First, I'm so happy your a passionate eve player who wants to assist the rework of eve. Second. I think from a balance Stand point this rework is great high risk/high reward on w passive, keeping what makes eve, we'll, eve. Gets my upvote!

Akenero5/2/2016, 11:33:45 AM1 votes

I deleted every post until I'm 100% happy with it, but...here we go XD Passive: 500 detection range, buffs vbased on how she's detected. If detected by: Proximity WARNING(yellow) evelynn gains 60 flat move speed when moving away or perpendicular to the opponent. Proximity break: Evelynn's next ability costs no mana Turret break: Evelynn's mana regen is halved for 30 seconds, or until she kills an enemy. This cannot trigger more than once per minute. Using a trinket: Evelynn's sight radius is increased by 20% for 15 seconds. By casting any ability: Evelynn gains 20% bonus damage for 5 seconds. Taking damage: Evelynn gains 10% damage reduction for 5 seconds. Edit:forgot one thing! By Ward's: Evelynn's detection range increases to 750 units(live is 700) (Note, there is zero grace period for stealth, you're seen or not.)

Q:Hate Spike- Evelynn fires a spike at the nearest enemy. On contact, the spike extends parallel to Evelynn's direction of movement. If Evelynn has no viable targets, the spike will remain on the ground for 15 seconds, or until stepped on. Hate spikes do bonus damage to monsters.

W: Cloak and Dagger-Evelynn dashes towards the cursor, leaving behind a mark which activates after 1 second. If an opponent steps on the mark, Evelynn refreshes her stealth and gains 25% bonus movement speed.

E: Ravage- Evelynn slashes at a target twice, dealing physical damage, scaling with ap, then magic damage, scaling with ad.

R: Rogue Spectre- Upon cast, Evelynn enters true stealth, where she is completely undetectable. Her next attack/spell reveals her, and deals an additional 20% of the enemy's current HP as bonus magic damage.

It's still not completely done, and damage values will be evaluated after the mymu is settled down more, but her sustained damage is supposed to take a major hit, while burst takes a minor hit. Until she starts snowballing. When she gets a llittle bit ahead, she goes even with her live self, and scales exponentially with gold. Becoming a true assassin, especially past level 6.

LoquaciousKumqat5/3/2016, 12:00:55 AM1 votes

I love Eve. She's my main jungle and I used to take her top and mid when I wasn't supposed to, but still did well.

The one thing that needs to be changed is her passive detection. When she's stealthed, make her like Starcraft ghosts and dark templar, where you can still see a distortion moving. That way, someone paying attention can see an Eve coming and can actually see where she is on the map if they follow close enough (alternative make it like this at a certain distance between seeing her completely and not seeing her at all). I think this is the only way Riot will ever give power back to her other abilities and makes her stealth still stealthy, because right now they hate her passive it seems.

paisy5/3/2016, 12:38:12 AM1 votes

They said she wouldn't get an actual rework for a long time. They might do small changes in the assassin update if they do one this year.

Mirage Night5/3/2016, 6:58:35 AM1 votes

I conceptually think a stealth can sit on her passive. The biggest issue though, in its current form, most of her power budget has tied to her stealth passive, leaving her ultimate and some of her other abilities feeling lack luster. If some variable and counter play can actually be tied into it. Then it free up some of her power for other aspects of her kit.

Passive: Shadow's Embrace

When Evelynn breaks vision with enemy champions for .XX seconds (A primer to introduce counter play and a lever to adjust power) she gains stealth for X.X Seconds (An other lever to adjust power budget). Attacking or Activating an ability breaks stealth. When she gains stealth her abilities become empowered. (Rewarding Evelynn with gaining this ability)