Evelynn: Balance and Quality of Life suggestions
I'll just get right into it.
[SOURCE]
Agony's Embrace
Passive: DEMON SHADE
INNATE: Evelynn gains Demon Shade after being out of combat for 4 seconds. DEMON SHADE: While below 250 - 590 (based on level) (+ 250% AP) health, Evelynn Heal power restores 15 - 75 (based on level) health every second. From level 6 onward, Demon Shade also grants camouflage.
Description is difficult to determine the "at-rest" value of the regeneration. Please also detail the combined amount her health must reach before the Regeneration ceases. Math is fun, but not when you have to do it every single level and every time you purchase an item or get Infernal Drake.
Also, that heal in late game seems rather toned down. I recommend having the amount regenerated per second scale with a small percentage of her maximum health. If Evelynn's are building tank for the reason of surviving late game encounters, it would only be fair to them to allow their health regen to scale up with their health since they are trading the AP used to recover more of their maximum health in the end.
Q: HATE SPIKE TARGET RANGE: 800. COST: 40 / 45 / 50 / 55 / 60. MANA COOLDOWN: 8. BARRAGE COOLDOWN: 0.5 - 0.275 (BASED ON COOLDOWN REDUCTION).
FIRST CAST: Evelynn flourishes her lashers, launching a dart in the target direction, dealing magic damage to the first enemy hit. Hitting a monster refunds 60% of the cooldown.
DART DAMAGE: 25 / 30 / 35 / 40 / 45 (+ 30% AP)
BONUS DAMAGE: 10 / 20 / 30 / 40 / 50 (+ 25% AP)
For the next 4 seconds the enemy hit takes bonus magic damage from her next 3 basic attacks or abilities. Hate Spike may be re-activated up to 3 times until the ability comes off cooldown at no cost. SECOND CAST: Evelynn projects a line of spikes in the direction of her attack target, dealing magic damage to all enemies struck. Hate Spike will prioritize the nearest enemy if she does not have an attack target. SPIKE DAMAGE: 25 / 30 / 35 / 40 / 45 (+ 30% AP)
This skill with lots of cooldown is great, but I just feel the dart is a lot bigger than the hit-box associated with it. It just needs to be a scaled smaller just a bit. I was considering the possibility of her getting a small bonus effect for popping all 3 marks on a champion, perhaps a small burst of movement speed or a small armor/resistance buff from inflicting pain, but considering the way she plays that might be too overpowered. I think this is fine. It's scaling is very good and using the ability requires precision. Also, that scaling cooldown on the secondary casts gives the champion a great overall feel. Ultra Rapid Fire.
My real gripe with the skill is that it does NOT prioritize low health champions the way Beta Evelynn's q did. I'm not sure if that's intended. Prerework Beta Evelynn had a randomly targeting Hate Spike, so it might be intentional, its just frustrating to be right behind the guy you want to spike, but she spikes the nearest minion off the the left behind her. If it is intended, then it requires the Evelynn to have either marked her intended target or be able to get them isolated as in Kha'zix case, and presents harder challenges for the Evelynn. IF it is intended, then EVELYNN MUST HAVE INCENTIVE FOR CONSUMING ALL 3 MARKS ON THE MARKED TARGET. And that incentive should be either the MS buff I mentioned earlier, or the same CDR reduction the ability receives when used on a jungle monster.
EDIT: Hate Spike is used to deal extra damage to foes also if they are marked by the skill. Evelynn could possibly get a reveal on the enemy champion (very brief) if she was able to consume all 3 marks from Hate Spike on that champion.
I considered that Hate Spike could reveal the champion damaged if all 3 marks were consumed on the target in any fashion (including the ult for a sick assist).
My line of reasoning on that was that if Evelynn is able to inflict that much pain, she being a pain-feeding demon, would surely be able to sense the pain of that one champ she consumed all of Hate Spike's marks on.
That would definitely be a mechanic Beta Evelynn had towards the end with her reveal on her final ultimate, Agony's Embrace and still provide a form of skill expression. The utility would be tricky enough to utilize so that it wouldn't necessarily tip her balance in a direction unless the Evelynn could prove that they mastered Skill Shots and Hate Spike's Line-of-Sight requirement. Also, keep in mind how small the area revealed is around the targeted champion in any reveal-based scenario. It doesn't provide the info of who is around, just that the target is in xyz location.
W: ALLURE TARGET RANGE: 1200 / 1300 / 1400 / 1500 / 1600. COST: 60 / 70 / 80 / 90 / 100 MANA COOLDOWN: 14 / 13 / 12 / 11 / 10
ACTIVE: Evelynn curses the target champion or monster for 5 seconds. Evelynn's next basic attack or ability against the accursed expunges them, slowing them by 65%, as well as refunding Allure's mana cost if she triggers this versus a monster or before 2.5 seconds. If the target is cursed for at least 2.5 seconds, she charms the target, as well as applying additional effects based on the target type.
DISABLE DURATION:» 1 / 1.25 / 1.5 / 1.75 / 2
Against champions reduces their magic resistance for 4 seconds. Against monsters, the charm's duration is increased by 2 seconds and they take bonus magic damage.
MAGIC RESISTANCE REDUCTION: 25 / 27.5 / 30 / 32.5 / 35% BONUS MAGIC DAMAGE: 250 / 300 / 350 / 400 / 450 (+ 60% AP)
Players vastly undersell this ability. It is magnificent for good clears and mana conservation. It's range grows with rank. And it's synergy with wards is very very high. I've tested ranking this at level 2 and now I refuse to do any other way.
The information provided by this ability to enemy players is healthy to both Evelynn and enemies. She can warn enemies to not progress, trick enemies into a flank, or even just zone out a high damage threat. But the fact that it is able to reduce magic damage is where the ability really shines, allowing your teammates the chance to pick up kills more smoothly.
My only gripe with the power is that at the end of the 5 seconds, the indicator for the ability doesn't really fall off or fade, it simply vanishes. I feel that there is not enough information provided to the Evelynn's team with the way the ability's affects vanish so quickly. In the same way the ability winds up for the charm, it should wind down for 2.5 seconds also, giving a clear indication to everyone in the game that "This champion is almost free of Evelynn's curse."
E: WHIPLASH TARGET RANGE: 225 COST: 40 / 45 / 50 / 55 / 60 MANA COOLDOWN: 8
ACTIVE: Evelynn whips the target enemy with her lashers, applying on-hit effects, dealing magic damage, and gaining 30% bonus movement speed for 2 seconds. The percent health ratio deals a minimum of 25 damage.
Gaining Demon Shade resets Whiplash's cooldown and empowers the next cast. MAGIC DAMAGE: 30 / 45 / 60 / 75 / 90 (+ 4% (+ 3% per 100 AP) of target's maximum health)
EMPOWERED ACTIVE: Evelynn dashes toward the target enemy, dealing increased damage as well as damaging all enemies she passes through. On-hit effects are only applied to her target. EMPOWERED DAMAGE: 60 / 80 / 100 / 120 / 140 (+ 6% (+ 4% per 100 AP) of target's maximum health)
This is the ability I feel that has the most potential and can be so much more than it already is without breaking Evelynn's feel as a stealthy bombshell. It helps her with wave clearing and getting over thin walls to an enemy target.
Beta Evelynn had Ravage which forced her to already be close to her target and stay close in order to dish out all that damage. The replacement Evelynn has Whiplash. Lots of users have divided opinions and mixed feelings about this ability. In my personal opinion, this ability wrecks everything it touches, provided it can touch anything. Replacement Evelynn trades Attack Speed and Attack Damage Ratios for the ability to close the gap and get close and personal with the target. It can also be used to pull her to safety and out of the reach of skillshots and AoE's. It's ability to reset CDR upon entering Demon Shade is great as its always there, but offers very little beyond early game jungle clears. Evelynn is knocked out of Demon Shade for taking damage or attempting to deal damage (That basic attack windup is canceling stealth unintentionally).
Some say it needs more range. If that is the route you wish to go, I would suggest bumping it from 225 to 255 once Empowered to expand on its ability to cross walls and barriers like Anivia's Ice Wall or Jarvan 4's Cataclysm. Nothing too major, because Camille already has that Massive Gap hop on her kit.
The change I feel it really needs builds on the niche the Beta Evelynn had: "On kill refreshes her Movement speed buff"
With that said, Whiplash already has a reset that doesn't really benefit her after Early game or in team fights. Giving her the ability to use it again if she has the mana for its activation gives the old Beta Evelynn feel of "gotta go fast a lot" again, but provided she didn't just get done clearing camps or at least has blue buff available and enough wiggle room to get around. It would require good mana management, and being in a good position without being a detriment to the team.
I've seen some of the PBE changes and, personally, I do not agree with the adding AD scaling to a full AP champion like Replacement Evelynn. Think it over. Replacement Evelynn is not Beta Evelynn. This is not a patch-up or a rework, but a complete overhaul. Galio, Warwick, and Urgot are completely overhauled champions and the way you play them is as if they are a completely new champion. This trend should continue. That said, giving AD ratio's to an AP champion's ability like Whiplash will rekindle the balance nightmare triple-fold because...
R: LAST CARESS EFFECT RADIUS: 450 ANGLE: 180° COST: 100 MANA COOLDOWN: 140 / 110 / 80
ACTIVE: Evelynn becomes untargetable as she reveals her true form to all enemies in front of her, before blinking back 400 units. Enemies caught in her reveal are devastated, taking magic damage, which is doubled versus enemies below 30% of their maximum health.
MAGIC DAMAGE: 150 / 275 / 400 (+ 75% AP)
... her ultimate is the bomb! It ties everything in her kit so well together. She has an actual combo and it is devastating if pulled off with finess, but easy to mess up and requires more precision. The potential uses of this ultimate are wide and deep. It reminds me somewhat of Yasuo's Tempest when used while dashing, only the method of applying the damage is reversed with a Blink at the end. The fact that it is not a complete circle of effect is great. It offers some counter play to the enemy. If you can predict which direction she is going to blink in, and move in that direction, not only do you avoid all damage but you corner her and have an opportunity to counter-strike her.
It has really good scaling on it too, which is something all AP Evelynn players can utilize. The base damage is set just right as well. This way, an Evelynn who is behind can't just run up to an enemy who is on par with game scaling to just eliminate them to get back in the game. But when scaled into the game properly, this move allows Evelynn the potential for a multi-kill, perhaps a penta-kill, and the ability to get away to complete safety. It's small window of "untargetable" provides the Evelynn a chance to express their mastery of the game, and offers some general counter play unique to her kit. The window that enemies have time to continue pressing their attack on Eve before she uses Last Caress still allows them to get the final kill in with Damage over Time abilities, and will force the Evelynn to consider these things when preparing to try to burst down a target.
The best part though... Replacement Evelynn can secure kills on targets with less than 100 health remaining with only her ultimate. Nuff said.
I do feel as though... considering that she is "revealing" herself, and then blinking away, she should instantly be placed in Demon Shade, gaining all the perks that activating Demon Shade grants (slow regeneration, Empowered Whiplash). This allows the Evelynn who chooses to cast the ability to get into range of her target the opportunity to strike or flee should something go wrong. If she is under the effects of Damage over Time, obviously the passive will be interrupted, and she will be secured as a kill by the enemy team unless she finds a way to gain a lot of health quickly hint hint.
So to recap, as far as balance and quality of life changes go, I feel the things requiring the most attention is:
Demon Shade forces us to do too much math throughout the game. Please simplify the Regeneration and Health Thresholds.
Demon Shade is a useless passive for a Tank Evelynn. It's actually detrimental. It discourages users from ever wanting to build more than the usual health. The amount regenerated per second needs a small scaling based on maximum health.
Hate Spike not prioritizing Champions if they are not marked by Hate Spike's initial cast (provided that is not an intended mechanical issue). Hate Spike could provide some sort of incentive for consuming all 3 marks on an enemy champion (bonus speed, or 60% CDR given by striking monsters).
Allure is not visually descriptive enough towards the end of the Curse's indicator. It should wind down the same way it winds up.
Whiplash needs a sort of refresh on kill/assist. Possibly expand on the Gap Close mechanic by allowing Evelynn to dash over small walls with Empowered Whiplash on a casting range 50 units bigger..
Last Caress could activate Demon Shade at the end of the Blink and stay active if she is not taking damage.
On the whole, I enjoy playing Replacement Evelynn far better than Beta Evelynn simply for the fact that Replacement Evelynn is designed for today's League of Legends. Beta Evelynn was beginning to feel quite archaic with so many new and well endowed champions being introduced to the League. She was also a balance nightmare and becoming so toxic to game progression that everyone was picking her up for the Tower Destroying power that her kit offered (mobility is king in League of Legends).
I confess to winning games out of pure attrition when my team was expected to lose. Beta Evelynn's kit enabled her too much, she could do things no other champion could do because of the way her kit was laid out, and yet, she offered little to the team beyond fast objective clears and tower claims, but did so in an extremely awkward fashion (leave minions alive around towers and tap Q every few seconds until Ravage was ready). She didn't fit in with a lot of team comps, and yet, she always managed to pull a greater than 50% win average.
Replacement Evelynn adopts some of the less oppressive similarities of Beta Evelynn, but in such way a that putting her abilities to use and doing exceptionally well with her proves that you not only are a good Evelynn player, but a good League of Legends player.
Beta Evelynn had a misleading skill ceiling. She was rated as highly difficult to play due to having such atrocious base stats, but her game power was very high due to the ease of getting around unseen and staying that way (Teemo shrooms anyone?)
Her player-base also had an invisible "Lock-Out" mechanism, too. Only dedicated Evelynn mains seemed to know how to use her, and rarely anyone (ally and foe alike) understood her value due to her unimpressive visuals and the utility provided by her kit (hence: her toxicity to the game and all the nerfs to everything about Beta Evelynn).
Replacement Evelynn has more clarity. She is visually understandable. It doesn't take much beyond a 2 second glance to get information that one should get from that glance. There are more avenues to the kit that allow for flashier looking moves. She is not an easy to pick up champion, however, being fed actually means something now. You skilled your way through that game instead of just mashing Q and W.
I am forever appreciative of this new Evelynn and can't wait to see what directions you take her in.
Just move forward. Don't revert things to the Beta Style Evelynn. We've already been down that road and we should definitely take a lesson from what happens when you give a stealth champion too many directions to go in.
Thanks for reading. [vlad-salute]
Any suggestions or ideas? I can polish this post up with them if they are good ideas for the balance team.
*Thanks SodaMan64
*which are useful again for things like
or
which work on AD Evelynn just fine without the AD scaling already, provided they have some form of AP which every Evelynn should at current due to Hate Spike NOT getting the AD ratio.



, or an extremely well played Olaf
who knows to kill mages first. But still contains a boat-load of AP.