Swift and lethal, Evelynn is one of the most deadly - and expensive - assassins in all of Runeterra. Able to merge with the shadows at will, she patiently stalks her prey, waiting for the right moment to strike. While Evelynn is clearly not entirely human, and her heritage remains unclear, it is believed that she hails from the Shadow Isles - though her link with that tortured realm remains shrouded in mystery.
Evelynn's origins are shrouded in mystery - a mystery she herself helps to perpetuate. What everyone does know about Evelynn, however, is that she is one of the most skilled assassins in Valoran. It is clear upon first meeting her that she is not quite human. Some theorize that she was cursed with a mild form of fantastical vampirism as a child. Supporters of this theory contend that her ability to sap the very life essence of her opponents on (and off) the Fields of Justice, while still being able to tolerate direct sunlight, would account for this belief. There is some evidence that Evelynn originally came from the Shadow Isles - the mysterious island located northwest of Valoran that is eternally blanketed by a thick, unnatural fog. It is thought that the Shadow Isles are home to countless forms of undead, though no one seems eager to perform the exploration necessary to find out the truth. Evelynn neither confirms nor denies her connection to Shadow Isles.
The power brokers of Valoran know that Evelynn's services come at the highest of premiums, and her recent addition to the League of Legends indicates that her ambitions are growing. Her savagery on the Fields of Justice has been so great that new rumors about her origins are now circulating. The most popular one - an abuse of magic as a child morphed her into the hungering beast her opponents see on the battlefield - always makes her smile when hearing it... an act that bares her razor-sharp fangs and teeth. Evelynn now curries favor from League summoners, gaining influence for reasons known only to her. While the nature of her plans- much like almost everything else about her - remains unknown, there's little doubt that those plans are now set on the world stage.
"There is little mystery about her to me - she is the ultimate predator."
(Innate) Evelynn fades away into the shadows. She can only be seen by nearby enemy Champions or true sight. While in stealth, Evelynn regenerates (2% of her maximum Mana) every second. Casting spells, taking damage, or dealing damage unstealths Evelynn for 6 seconds
Detection Radius: 700
(Active) Evelynn fires a line of spikes through an enemy, dealing damage to all enemies in its path.
(Passive) - Evelynn's spell hits on enemy Champions reduces Dark Frenzy's cooldown by 1 second. (Active) - Evelynn removes all slows affecting her, ignores unit collision, and gains movement speed for 3 seconds. Champion kills and assists refresh Dark Frenzy's cooldown.
Cost: 40 Mana
Cooldown: 15 seconds
Active Movement Speed Bonus: 30 / 40 / 50 / 60 / 70%
(Active) Evelynn slashes a target enemy 2 times, dealing physical damage with each strike applying on-hit effects. Evelynn gains an attack speed bonus for 3 seconds.
Cooldown: 9 seconds
Cost: 50 / 55 / 60 / 65 / 70 mana
Phical Damage: 35 / 55 / 75 / 95 / 115 (+100% of Ability Power) (+100% of bonus Attack Damage)
Attack Speed Bonus: 60 / 75 / 90 / 105 / 120%
Evelynn impales all enemies in the targeted area, dealing a percentage of their current Health in magic damage and slowing their Movement Speed for 2 seconds. Evelynn siphons their pain, gaining a health shield for each enemy Champion hit, which lasts up to 6 seconds.
Cost: 100 mana
Cooldown: 150 / 120 / 90 seconds
Health Percentage: 15 / 20 / 25% (+1% per 100 Ability Power)
In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.
The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):
The introduction of Runeglaive’s done wonders for solving Evelynn’s dependence on mana... which is tricky, given the fact that Eve’s love/hate relationship with mana costs was key to keeping her in check when running down her prey. With that gate loosened substantially, adding a cost to Dark Frenzy amplifies the importance around when and how Evelynn manages her movement in combat.
"Eve's changes in 5.7 certainly hit the mark of making her earlygame skirmishes pack more of a stiletto-wielding wallop, but they've pushed her too far into 'murdering everyone relentlessly' territory. We're keeping the early damage changes so she doesn't return to the darkness indefinitely, but trading some of her solo-kill power for stronger catch potential, especially when backed up by a team."
"5.6's changes saw Evelynn stealthily making waves as games went on, but still suffering in early skirmishes. To turn that suffering onto her opponents, we're returning some of her combat power."
Q - Hate Spike
DAMAGE : 30/45/60/75/90⇒ 40/55/70/85/100
v5.6 Evelynn stealths faster lategame. W now works off of spellcasts.
"For one of League's most tactical champions, Eve's been struggling since her days on top. While we've seen improvements with recent jungle changes, we wanted to play up some of Evelynn's unique positioning play. Skirting in and out of Shadow Walk becomes much faster later, keeping opponents guessing after clearing wards or attempting an ambush - combined with Dark Frenzy's spell-based cooldown paradigm, we're aiming for a more 'hit-and-run' pattern, giving her more control in bursts but less strength when just training someone down. "
[REMOVED]GOTTA GO FAST : Spell hits no longer passively grant stacking movement speed
[NEW]ULTRA RAPID FRENZY : Spell hits now lower Dark Frenzy's cooldown by 1 second
v5.1 EVELYNN HAS MORE MANA REGENERATION WHILE STEALTHED AND RAVAGE PROCS ON-HIT EFFECTS. We'll stop shouting now.
"Continuing with Evelynn, we're adopting the same 'slow-but-steady' approach as with Elise. Mana's always been a huge issue for Eve, and that's never been more clear than in a season without Spirit Stone's sustain. Doubling Evelynn's passive mana regeneration while stealthed should see her more active in fighting jungle monsters and champions alike, while adding on-hit effects to Ravage opens up unique item synergies (such as Blade of the Ruined King, Devourer Enchant, the Sheen family) to take advantage of those mid-game spikes."
Passive - Shadow Walk
MANA REGENERATION WHILE STEALTHED : +1% maximum mana per second⇒ +2% missing mana per second
E - Ravage
[NEW]LICH BANE! BLADE OF THE RUINED KING! : Strikes now apply on-hit effects
[REMOVED]SORRY RYLAI : Strikes no longer apply spell effects
v4.20 Buffing Evelynn's base armor to survive in the new jungle.
"Though Eve spends less time power-jungling and more time making your opponents rage-quit, we found she was having too much trouble with the jungle's new difficulty. A tune-up to her base stats should make sure Evelynn doesn't stay perma-stealthed in champ select. "
BASE ARMOR : 22.72⇒ 26.5
ARMOR GROWTH STAT : 4⇒ 3.8
v4.13 Evelynn's Q deals less damage unless she builds more AD / AP (it scales better at higher levels). Q also costs less mana.
"Right now Evelynn's high base damage means she can go tanky while still blowing people up, so we're hoping she'll think more about her priorities with these changes. Basically if Evelynn wants to kill things quickly, she'll need to build offensively for it - if she wants to tank it out in the middle of fight, she'll have to itemize for that. Also, we know Evelynn's arguably not a fighter, but we put her here for the sake of better organization (nyah)."
Q - Hate Spike
MAGIC DAMAGE 40/60/80/100/120 ⇒ 30/45/60/75/90
ABILITY POWER RATIO 0.45 ⇒ 0.35/0.4/0.45/0.5/0.55
BONUS ATTACK DAMAGE RATIO 0.5 ⇒ 0.5/0.55/0.6/0.65/0.7
COST 16/22/28/34/40 mana ⇒ 12/18/24/30/36 mana
v4.2 The closer Evelynn is to her target, the faster her Hate Spike projectile travels.
We still like the notion behind our last Hate Spike change, but we’re not really happy with how it feels in game. Adjusting the ability’s missile speed still rewards enemies for keeping their distance, but also rewards Evelynn for getting up close and personal.
Q - Hate Spike
MISSILE SPEED :: Re-adjusted missile speed to more consistently hit close targets (now has a high initial missile speed that rapidly decelerates as it travels)
v4.1 Summary: We’ve slowed down Hate Spike’s missile speed, changed Ravage’s damage from magical to physical and Agony’s Embrace now grants its shield instantly.
Evelynn’s newfound strength in the preseason is partially a result of our changes to the vision system, but she’s also been blowing up enemy champions during the mid-game when she can stack Magic Penetration. Changing Ravage’s damage to physical will reduce some of Evelynn’s burst, but our core focus is on the Hate Spike change. By reducing its missile speed, Evelynn’s victims should feel more rewarded for keeping her at a distance, especially if they have some speed boosts to outrange her spikes. We also cleaned up the response time of Agony’s Embrace – it feels pretty bad for Evelynn to die before the shield but after the cast.
Q - Hate Spike
Missile speed reduced to 1250 (from 2000)
E - Ravage
Damage changed to physical (from magic)
R - Agony's Embrace
Now grants the shield instantly (instead of 0.5 seconds later after the projectiles return to her)
Evelynn fades away into the shadows. She can only be seen by nearby enemy Champions or true sight
While in stealth, Evelynn regenerates 1% of her max Mana every second
Casting spells, taking damage, or dealing damage unstealths Evelynn for 8 seconds
19 / 23 / 27 / 31 / 35 Mana, 1.5 second Cooldown
Evelynn fires a line of spikes through a nearby enemy, dealing 40 / 60 / 80 / 100 / 120 (+0.45 Ability Power) (+0.4 bonus Attack Damage) magic damage to all enemies in its path
Hate Spike prioritizes what Evelynn has attacked recently
No Cost, 20 second Cooldown
Passive - Evelynn's spell hits on enemy Champions grant her 4 / 8 / 12 / 16 / 20 Movement Speed for 3 seconds (effect stacks up to 4 times)
Active - Evelynn removes all slows affecting her and gains 30 / 40 / 50 / 60 / 70% Movement Speed for 3 seconds
Champion kills and assists refresh Dark Frenzy's cooldown
50 / 55 / 60 / 65 / 70 Mana, 9 second Cooldown
Evelynn slashes a target enemy 2 times, dealing 35 / 60 / 85 / 110 / 135 (+0.5 Ability Power) (+0.4 bonus Attack Damage) magic damage with each strike
Evelynn then gains 60 / 75 / 90 / 105 / 120% Attack Speed for 3 seconds
100 Mana, 150 / 120 / 90 second Cooldown
Evelynn impales all enemies in the targeted area, dealing 15 / 20 / 25% (+1% per 50 Ability Power) of their maximum Health in magic damage and slowing their Movement Speed by 30 / 50 / 70% for 2 seconds
Evelynn siphons their pain, gaining a 150 / 225 / 300 health shield for each enemy Champion hit which lasts up to 6 seconds