Suggestion for Evelynn Rework
**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:
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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.
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Detection range takes a bit of power from early gangs and compensating later on.
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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.