Reworked Evelynn sneaks into the Rift with Patch 7.20

As preseason slowly approaches, balance updates continue to hit the Rift in preparation for the arrival of Runes Reforged. Included in them is the major rework onto Evelynn for this Patch 7.20, that is accompanied by other noteworthy but not so much over-the-top changes onto the game.


Along with the swapping of Evelynn’s epithet and the name of her ultimate, the succubus-like champion enters in this new patch with a major kit overhaul in tow. And with the clearly “visible” weaknesses that she has had prior to this update removed, the shadow mistress will now be looking to inflict more lethal doses of damage, as well as provide a front-row seat to what will most likely be an in-game horror film for her enemies.

For more information regarding her new abilities, you can check out her previous Champion Reveal.


The latest champion slash demigod to enter the Rift has already gone a considerable number of patches since his release. May it be because that Ornn hasn’t been tested in the higher field of professional play just yet, or perhaps he simply has legitimate kinks in his overall kit, that he still somehow feels unsatisfying to play or unreliable enough to even be picked at all. So with that in mind, Riot loosened up the fiery ram-smith and gave him some buffs to make him more consistent in his mechanical flow.


— Damage : 15/17.5/20/22.5/25% target’s current health –> 12/14/16/18/20% target’s maximum health


— Terrain Collision Range : Ornn’s hitbox plus 100 additional range –> 150 additional range


— Reactivation Cast Time : Headbutting the giant ram no longer has a 0.35 second cast time

Tahm Kench

Similar to Ornn, Tahm Kench has also been given some love in his delicate regions of mechanical play, particularly in the area of decisive follow-ups. The River King was given lower ability lockout times in his W and R — along with a few other buffs — which aim to make him much more of an immediate threat when he gets in range with any enemy champion.


— Damage Per Stack : 1/1.25/1.5% Tahm’s maximum health at levels 1/11/16 –> 1.25/1.5/1.75% Tahm’s maximum health at levels 1/7/13

— Maximum Damage : 3/3.75/4.5% Tahm’s maximum health –> 3.75/4.5/5.25% Tahm’s maximum health


— Regurgitation Lockout : 2 seconds –> 1 second


— Devour is no longer locked out for 1 second after teleporting

Brand / Graves / Karma

This trio — Brand, Graves, and Karma — received some minor buffs that are small enough to not have any game-changing impact onto the standard meta, but big enough to significantly ease their paths towards it, and be worth noting for this patch.


Passive — BLAZE

— Brand now gains 6/8/10/12/14/16/18 mana (at levels 1/3/6/9/12/15/18) when he kills a unit afflicted by Blaze. (If Brand’s abilities instantly kill a unit before Blaze is applied, he doesn’t get mana back.)


Base Stats

— Health Regen : 1.34 (6.67 per 5 seconds) –> 1.6 (8 per 5 seconds)


— First Shot Ratio : 0.8 bonus attack damage –> 1.0 bonus attack damage



— Mantra Cooldown Reduction : 2/2.5/3 seconds per enemy champion hit (1/1.25/1.5 for basic attacks) –> 2/3/4 seconds per enemy champion hit (1/1.5/2 for basic attacks)

Sterak’s Gage

Last on this rather meager list of balance updates is a change to one of the items that Juggernauts should be picking up and should have great synergy with — Sterak’s Gage. Sadly, this item has been outshined thus far by Maw of Malmortius — its magical Lifeline counterpart — which provides much more reliable defenses due to it reacting only to one type of damage, as compared to Sterak’s indiscriminate and relatively inferior shield mechanism. Riot then decided to mostly improve the item itself, notably the shifting of its bonus-AD buff into the permanent stat, and replacing it with crowd control mitigation which makes more sense for some of the typical off-tanks in the game.

— Build Path : Jaurim’s Fist + Long Sword + 1050 gold –> Jaurim’s Fist + Pickaxe + Ruby Crystal + 725 gold

— Total Cost : 2600 gold –> 3200 gold

— Health : 400 –> 450

— Passive Base AD Increase : 30% –> 50%

No longer gives additional % base AD for 8 seconds when Lifeline triggers, but instead gives 30% tenacity in replacement

— Shield now waits 0.75 seconds before it begins decaying

— Can now only be purchased by melee champions. Form-swapping champions only benefit from the base attack bonus buff while in melee form. Shield persists through form-swapping from melee to ranged.

There you have it. As usual, if you want to check out the rest of the details in this patch, you can check out the official notes here.

Images courtesy of Riot Games