Why Evelynn Still Needs More Changes

Hello and welcome to A DIFFerent View! Recently Evelynn got a long awaited rework that many people were very excited about. However, even after the rework she still seems underwhelming and not much stronger than she used to be. Even though previously Evelynn was considered a troll pick, now she still seems to be weak compared to most champions. Personally, I think there are some design flaws around Evelynn entirely, and even though her new kit addresses some of her old problems, it gives her new ones. Today I am going to talk about these problems, whether they are still around, or were never fixed.

 

The New Abilities


Shadow Walk

  • Evelynn stealths into the shadows only being seen by nearby enemy champions or true sight. While stealthed, Evelynn regenerates 1% of her maximum mana every second. Casting spells, taking damage, or dealing damage reveals Evelynn for 8 seconds. 

This is Evelynn's new passive, she is passively "stealthed", however this stealth is much weaker than any other champion's stealth. Would it really be that bad if she just had a normal stealth instead of this somewhat fake one that really only allows her to get by wards and minions? Look at Shaco or Twitch, they can just come through lane where it won't be warded unless the enemies actually put one behind the tower, and then they can just show up behind a player that is slightly overextended. With the added stealth vision to towers, Evelynn can really only show up behind an enemy if they are so overextended that they could be attacking a tower (and so can any jungler). Because of this new stealth she lacks the ability to be an anti-carry, she can't reliably move to the back lines to strike a carry without being seen, at least previously she could get that far as long as the enemy didn't have an Oracle's Elixir.

Hate Spike

  • Evelynn fires a line of spikes through a nearby enemy, dealing 40/60/80/100/120 (+0.45 per ability power) (+0.4 per bonus attack damage) magic damage to all enemy units in its path.

They buffed this ability and she gained the ability to jungle at a decent speed (or at all). A stacked Skarner Q does more damage, costs less mana at higher ranks, slows, scales with AD better, and if he auto attacks twice it has the same cooldown as this ability. I don't really know what they can do to make this ability better, it has the least change of any of her other abilities, and honestly I think it should have been changed as much as the others. It really needs to do something else besides just damage people.

Dark Frenzy

  • (Passive) Evelynn's spell hits on enemy champions grant her 4/8/12/16/20 movement speed for 3 seconds. This effect can stack up to 4 times.
  • (Active) Evelynn removes all slows affecting her and gains 30/40/50/60/70% bonus movement speed for 3 seconds. Champion kills and assists refresh Dark Frenzy's cooldown.

When the Evelynn rework was first announced a long, long time ago, they said she would gain some sort of gap closer, specifically a jumping ability that she could use right when the enemies were in her stealth's sight radius. Instead they decided to give he a movement speed steroid with the active only lasting 3 seconds, and the passive giving a minimal amount until points are put into it. I think bumping at least the active up to 5 seconds is needed, right now Evelynn's ganks are pretty underwhelming. She has absolutely no CC before level 6, and this ability is the closest thing to a gap closer she has. Let's say you got into the sight range of enemy when you were ganking, this ability's 30% allows you to get close to them, use your Q and E and autoattack. Now you are relying on your 4 to 12 movement speed to keep up with an enemy, that you would also like to be autoattacking because you just gained a large attack speed steroid for 3 seconds. Unless your teammate has a consistent slow you will likely not be on them for very long.

Ravage

  • Evelynn slashes a target twice, dealing 35/60/85/110/135 (+0.5 per ability power) (+0.4 per bonus attack damage) magic damage with each strike. Evelynn gains 60/75/90/105/120% attack speed for 3 seconds.

This is one of the most random abilities I've ever seen. First of all, the damage listed is doubled because it always strikes twice, it almost seems like Riot designed this spell just so people can misread it, complain about the low damage output, and then they can respond by telling them they should read closer before they make complaints. The only reason this spell strikes twice is so it can give two stacks of her W, which could just be said in the description of this spell rather than confuse everybody. This ability also gives the largest amount of attack speed of any ability in the game, even though the duration is once again tiny. The thing I hate the most is that this skill no longer reduces armor and magic resist, at least before your teammates could deal a high amount of damage when you ganked their lane, or sometimes you could even burst somebody down. 

Agony's Embrace

  • Evelynn impales all enemies in the targeted area, dealing magic damage equal to 15/20/25% (+0.02% per ability power) of their maximum health and slowing their movement speed by 30/50/70% for 2 seconds. Evelynn siphons their pain, gaining a 150/225/300 point shield for each enemy hit and lasts up to 6 seconds.

This ability looks and sounds way too cool for what it actually does. When I hear the sound it makes, I expect the announcer to follow it up with "PENTAKILL!", but instead I end up hearing Evelynn say "Time to feed." This ability impales the enemies, spikes come up through the ground, and go up through their limbs, spines, and hearts, and you're telling me that they can still move? I don't understand why this ability can't at least be a snare if not a stun. It also has a 150 second cooldown at rank 1, this is the same as Amumu's or Fiddlesticks' ultimate, the difference is those champions actually have other sources of Crowd Control without their ultimates. Since Evelynn lost the slow on her stealth, this spell became her ganking tool, and the fact that she can only use this tool once she hits level 6 and only once every 2 and 1/2 minutes until she hits level 11 make it very difficult for her to get kills and assists.

What Do I Build On This Champion?


As we can see from Evelynn's abilities, she has 2 abilities with both AP and AD ratios, 1 ability with a tiny AP ratio, and a huge attack speed steroid. It seems like Riot wants us to build her with the few hybrid items in this game, which at the same time would make her rather squishy. Being squishy isn't very optimal considering without her ultimate she can't damage anything more than 400 units away. Another thing is she actually has the highest base attack speed at level 18 of any champion, combined with her 120% steroid, she can make extreme use out of on-hit items, too bad those items have problems of their own, mostly the fact that utilizing the combination of magic damage and attack speed doesn't go that well due to the odd mix of magical and physical damage. The other problem with an attack speed build is that Evelynn is a melee, it is harder for her to hit the target of or choice, or to even survive if she gets into range. Offensive items on a melee such as Evelynn need to be accompanied by bulky, defensive items. This leads to another problem on Evelynn.

How Do I Get Gold?


This seems to be a larger issue with Evelynn. Against smarter enemies she lacks a reliable way to get the gold she needs. She was given the ability to clear jungle camps at a reasonable speed which is great, but she lacks sustain and her ganks aren't that strong, especially before level 6. There is also the option of laning with Evelynn but due to her melee attack and mediocre range on her other abilities, it seems that many champions can push her out of lane. Every now and then you may be against some lane opponent that Evelynn can freely farm against, but if you can just farm to your heart's content wouldn't you much rather have another champion like Jax or Singed?

Also, junglers today are very tanky, mostly because as a jungler you will usually have less gold than 3 people on the enemy team (The top laner, the AP carry, and the AD carry), so the gold you do get is invested into making sure you don't die instantly to those people. Evelynn doesn't really come off as a tank, mostly because she has no short cooldown CC that can help her peel for her teammates. Also because her Q and E seem very dependent on having stats to scale with if she wants to clear her jungle at a decent pace. Right now if you build Gold per 10 items on Evelynn like a lot of other junglers do, she doesn't stay that health in the jungle and the damage from her ganks decreases greatly. 

Conclusion


I understand that this rework is the first step in changing Evelynn and that Riot has already mentioned some buffs to her ultimate and passive, but she still has problems beyond a long cooldown ultimate and a long wait before entering stealth, such as the fact that her ultimate doesn't do much until level 16 and her stealth makes her invisible to hardly anything. By no means am I saying make all of these changes I listed happen, I'm saying that she needs some of these changes to happen. I think the two most important things that need to happen for Evelynn to become viable are a) She needs more or better crowd control, and b) She needs a change in base stats such as lowering her Attack Speed for more Armor, because currently her first clear leaves her at very low Health if she doesn't want to start with a Cloth Armor. 

Right now Evelynn seems to be designed to beat lower skilled players that will over-extend against her. This is exactly the type of design that Riot does not want to do, but it the problem isn't because of low numbers or anything like that, it's her kit in general. She lacks burst which means in order for her to have successful ganks she has to chase you down for a while, if you aren't pushed, she won't be able to chase you too far before your turret starts assisting you. When you look at competitive junglers such as Nautilus, Lee Sin, Nocturne, or Maokai, they all have reliable ganks by at least level 3 and they get much stronger by level 6. There are other junglers like Shyvana or Dr. Mundo with less optimal ganks, but they clear the jungle and invade the enemy jungle incredibly well. In order for Evelynn to be looked at as a viable jungler, she either needs a better pre-6 ganking tool, or a faster clear time. Seeing that they already reworked her, adding a new ability is unlikely, so she needs focus on improving the skills she already has to fit one of the two options. What do you think should be changed about Evelynn?

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