Evelynn "Actual" Champion Update

Takeyo Efthulc·11/17/2016, 5:04:57 AM·2 votes·619 views

This idea has been burning a hole in my mind for over a year now, and after some research I find that it seems such things have been posted here in the past, but please feel free to redirect me if you feel it would be better received elsewhere. Before I begin, let's just be perfectly clear that this would by no means be applied like a bandaid. The Champion would necessarily have to be adjusted to fit it, and while my preliminary numbers are supposed to be based off of similar abilities that already exist in the game, they still might end up being too broken in practice. With that in mind, here's the plan all spelled out:

Evelynn Evelynn, The Widowmaker

Passive: Shadow Walk Evelyn has camouflage when out of combat, and can only be detected by true sight and enemy champions within a certain distance. The longer Evelynn is in Shadow Walk, the harder she becomes to detect. While Shadow Walking Evelynn ignores unit collisions and regenerates 2% missing health and mana every half-second. If Evelynn deals damage within 1 second of leaving Shadow Walk, it will apply an additional stack of Agony.

Q: Malice and Hate, Range: 600, Speed: 3000, Cost: 6/9/12/15/18 mana/charge Passive: Evelynn gains a charge of Malice every 3 seconds, up to 6 charges. During Dark Frenzy, Evelynn gains an additional charge every 0.6 seconds. Evelynn gains increased healing and damage mitigation for each stored charge. Active: After a brief delay, Evelyn expends all Malice charges to fire a shadow spike toward her most Hated foe, dealing magic damage per charge equal to 20/30/40/50/60 (+20% bonus AD)(+20% AP) in a line.

W: Dark Frenzy, Cost: 40 mana, Cooldown: 20 Active: Evelynn leaps forward and enters a frenzy, breaking Shadow Walk, removing all slows and roots affecting her, and gaining 60/65/70/75/80% bonus movement speed and 40/60/80/100/120% bonus attack speed over the next 3 seconds and ignoring unit collisions. Basic attacks will reduce the cooldown of Agony’s Embrace by 2 seconds. Dealing and receiving direct damage (not damage over time) will reduce the cooldown of Dark Frenzy by 2 seconds. Kills and assists reset Dark Frenzy’s cooldown. Activating Dark Frenzy immediately after killing a champion will absorb their lingering essence, healing Evelynn by 6% of their max health, and restoring 6% of her missing mana, and empowering her next ability or attack to deal an additional 6% damage as magic damage.

E: Agony’s Embrace, Range: 250, Cost: 50/60/70/80 mana, Cooldown: 8 Active: Evelynn slashes an area next to her twice with twin shadow claws slowing enemies hit by 20% for 2 seconds and dealing 20/30/40/50/60 (+40% bonus AD) physical damage and 20/30/40/50/60 (+40% AP) magical damage per strike. Each strike will apply a stack of Agony to the target, causing them to bleed for 4/5/6/7/8 (+2% bonus AD)(+2% AP) true damage per second per stack. Targets hit by both strikes will take an additional 10/15/20/25/30 (+60% bonus AD)(+60% AP) magical damage and be slowed by an additional 20% and the slow duration will be reset. The attack area moves with Evelynn, so it can be repositioned mid-cast.

R: Queen of Dusk, Range: 600/300, Cost: 100/110/120 mana, Cooldown: 120/110/100 Active: Evelynn enters stealth for up to 4 seconds. Enemies receive a warning when she is near and when she is moving toward them. After 1 second she may activate the ability again to dash to target location near an enemy champion. Evelynn is revealed as she descends with a bloodcurdling shriek that slows her target by 80% and she proceeds to consume their essence, channeling for up to 6 seconds and dealing magic damage per second 100/200/300 (+60% AP)(+1% enemy missing HP)(+1% Evelynn missing HP), and gaining a blood shield equal to 60% of the damage dealt. Evelynn may cancel the feeding at any time to reenter stealth for up to 4 more seconds, but she cannot feed again. If Evelynn’s feasting is interrupted, she will not reenter stealth, and this ability will go on cooldown. If Evelynn’s feast kills the target, 50% of the mana cost will be refunded, and she will reenter stealth and may seek another victim. However, the duration of the stealth and the feeding will be reduced 1 second per victim. If Evelynn’s stealth expires, the ability will end immediately. If Evelynn’s victim escapes her grasp, the ability will end immediately. If Evelynn’s blood shield remains at the end of the ability, she will be healed for an amount equal to its final value. Sustaining damage of any kind will reduce the cooldown of this ability by 1 second at most every 2 seconds. Activating Dark Frenzy will reduce the cooldown of this ability by 6 seconds.

1 Comments

Takeyo Efthulc11/17/2016, 5:18:20 AM1 votes

I feel like this is just a simple kind of "overview" version, and many tweaks could be made to make it more dynamic and interesting. Give it more pronounced strengths and more exploitable weaknesses. However, I'd like it if you all could come up with ideas for all of that, and make this more of a group effort, hopefully better representing the thoughts of the Evelynn mains community on the whole, and not just being the brainchild of one single Evelynn main ;)