Future Evelynn VGU Kit Concept

McDuble·9/27/2016, 10:11:26 PM·2 votes·845 views

By no means am I expecting this to be successful, but after watching a few videos on future updates, I realized Evelynn seemed to be at a loss for where to go with her on her future VGU. I thought about it a bit and came up with a base kit for her that still fits with her story as the widowmaker yet would provide enough of an update to her kit to not only make her viable but would fulfill her goal of being an assassin while still being a jungler as well as make her unique in teamfights in that she wants to flank the enemy team to force her target into her reach. Here goes

Passive - To the Shadows (40 second cooldown)

After being out of combat for 10 seconds, Evelynn goes into stealth. While stealthed, Evelynn leaves footprints that can be seen for a short time. Upon entering combat, Evelynn fear's the nearest enemy and exits stealth, prioritizing champions and large monsters

Q - Spike Lash (10/9/8/7/6 second cooldown)

Passive Evelynn gains movement 5/10/15/20/25% movement speed towards lashed enemy champions.

Evelynn throws out the shawls around her arms in an arc to target enemy, ignoring minions. When Spike Lash hits it's target they become marked with lashing for 4 seconds.

Spike Lash can be blocked by enemy champions. If an enemy champion who was not targeted by Spike Lash is hit, they begin to bleed for 5% of their current health over the next 3 seconds, applying lashing.

W - What You Can't See/You Can't Catch (27/24/21/18/15 second cooldown)

Passive While Evelynn is stealthed or has recently come out of stealth, her armor and magic resistance are reduced by 12/10/8/6/4%

Evelynn instantly becomes stealthed and gains 30% Movement Speed. For the next 2 seconds, taking damage doesn't remove stealth.

Evelynn can reactivate You Can't Catch to instantly remove her from stealth and gain an additional 20% movement speed for the remainder of What You Can't See. While You Can't Catch is active, the effects of What You Can't See's passive are increased by 50%.

E - Enhance the Pain (15/13/11/9/7 second cooldown)

Passive Evelynn's auto attacks deal a bonus 2/3/4/5/6% physical damage to lashed targets.

Evelynn gains 20/25/30/35/40% attack speed for the next 3 seconds. If Evelynn attacks a lashed target 3 times while Enhance the Pain is Active, the wounds break, causing an additional 15% of the target's current health in magic damage.

R - Embraced by the Darkness (150/125/100 second cooldown)

Embraced by the Darkness can only be used while To The Shadow's is active.

Evelynn creates a sphere of darkness around herself, blocking vision for all but Evelynn in the immediate area. When Evelynn enters combat, the darkness is lifted, and all of Evelynn's passive effects are doubled for the next 10 seconds.

The idea behind the kit is that Evelynn is an opportunist more than most others. When the time is right, Evelynn will continue to do what she does best; Stay stealthed, and hit her target hard. She doesn't stand for anybody getting in between her and her target. Her biggest weakness is like any other asssassin. When she gets hit by crowd control, she's going to be hurting. She can try to get out, but if she isn't smart about when she goes in, she will end up getting burst down. She can skirmish very well early, but as soon as her lashing is gone, she needs to leave or she will have a very hard time making it out alive.

13 Comments

Oleandervine9/27/2016, 10:15:38 PM2 votes

Remove the permanent stealth. That has been discussed by Riot as being inherently poisonous to her kit and extremely hindering to any kit design that would give her burst.

McDuble9/27/2016, 11:34:10 PM1 votes

Changed back to the perm stealth, but added a form of counter-play to the mechanic

McDuble9/29/2016, 7:10:57 AM1 votes

Update: Adjusted the kit to interact with the other abilities a bit more

McDuble10/3/2016, 9:21:21 PM1 votes

changed her passive again to give a cooldown to being able to go back into stealth

McDuble10/10/2016, 10:53:50 PM1 votes

If anybody does have any feedback i'd love to get some more on this, I try to get creative when i'm bored and this is new territory for me

McDuble10/31/2016, 4:34:15 AM1 votes

forgot about this......still looking for feedback

McDuble2/9/2017, 6:00:35 AM1 votes

looking for any more feedback if anybody is interested at all

A little Peepo2/9/2017, 6:09:08 AM1 votes

Stealth and eve don't mix well and we have seen this a lot already. Old eve was an issue because of stealth and stun and new eve was an issue because of % damage and perma stealth, your idea has all the issues eve initially had. Stealth+cc is too much for someone like eve especially if she is an assassin, %damage on assassins is also toxic in the sense that it leads to tank builds, tank fizz, tankko, let's stay away from % damage and rely more on base damages or scalings, assassins shouldn't be able to kill tank that quickly. Although stealth is something that identifies eve I feel that riot should move away from that and have her identify with something healthier than stealth.

Now if your idea is to turn eve into something else like a fighter and remove her from assassin then this idea could work well :) over all it seems like you put a lot of thought into post +1