Suggestion for Evelynn Rework

Nekusen··2 votes·895 views

**General Thoughts: ** These changes allow her to keep a clear difference between AD and AP builds, with most spells having clear benefits for each stat without the need of giving her more than 4 spells.

Passive:

Detection range changed from 700 units to 800 ---> 600 depending on level.

Q: Its a solid spell, the only thing i would add to it is the option to toggle it.

W:

Evelynn removes all slows affecting her, ignores unit collision, and gains 30/40/50/60/70% Movement Speed for 3 seconds. If Evelynn activates this spell during 3 seconds after hinting a champion targeted marked with Entrancement she becomes invisible for 1 second and resets Shadow Walk's cooldown.

Champion kills and assists refresh it's cooldown.

E: (Skillshot)

Evelynn sends forward a ball of dark energy, the first enemy hit is slowed by 60% for 0.55/0.65/0.75/0.85/0.95 seconds and dealt 35/55/75/95/115 (+50% of ability power) magic damage.

The enemy hit is marked with Entrancement for 4.5 seconds, reducing its armor and magic resist by 4/6/8/10/12. If Evelynn hits the marked target with a spell of attack, she gains 50/55/60/65/70 % Attack Speed (+1 % attack speed for every 2 Bonus Attack Damage) for 1.5 seconds (refreshes each time the marked target is hit).

R:

In an area 700/800/900 units around Evelynn, for 6/8/10 seconds, enemies don't receive any healing (regen, lifesteal, spells, etc) for the duration. Evelynn generates a shield equal to 100/150/200 + (AP) % the healing negated, shield banishes after 4 seconds of not replenishing. Enemies in the area are slowed by 35% + (1 % for every 20 AP). Evelynn's Attack Damage is increased by (25% bonus AD) the healing negated for the duration.


Notes:

  • AP % meaning that if she has 100 AP, the transfer from healing to shield will be 1 to 1, if she has 200 AP, she'll gain 2 points of shield for each 1 hp and so on.

  • Detection range takes a bit of power from early gangs and compensating later on.

  • Changes to W are meant to make her less of a diver and more of an assassin, she no longer reduce it's cooldown by hitting spells (which used to promote long engagements) and instead gets very short full invisibility with a passive refresh as a prize for being able to get out.

3 Comments

Nameless Voice1 votes

The true invisibility would remove any counterplay for when she chooses to engage on you.

Right now, you have a small amount of time between when she gets close enough to detect and when she gets into E range. That's your window to outplay her and avoid her damage. With an actual stealth, she could just wait until she's almost in your detection range, and then use her stealth to close that final gap, giving you no chance to attack her or even know she's coming. Making her revealed for a half second when casting W while stealthed would make it slightly less toxic, but not by all that much. You still wouldn't really be able to counterattack her.

Nekusen1 votes

[{quoted}](name=Nameless Voice,realm=EUW,application-id=3ErqAdtq,discussion-id=c1xLRTsI,comment-id=0000,timestamp=2017-02-06T01:12:47.636+0000)

The true invisibility would remove any counterplay for when she chooses to engage on you.

Right now, you have a small amount of time between when she gets close enough to detect and when she gets into E range. That's your window to outplay her and avoid her damage.

Thats a fair point actually, ill see how to adjuist this.

Nekusen1 votes

ok, i changed her W so the invisibility only trigger after she is in combat. (she needs to have hit a target with her E before activating W for escape)

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