Elusive: “All Elusive units have a [10/20]% chance to gain +100% Evasion and +35 Attack Speed for 3 seconds when attacked.” This makes them a bit worse defensively in general but better offensively. If this was the only change they even might be better than they used to be because the Elusive Hunters (Wind & Mirana) and Assassins (Phantom and Templar) use the offensive part of this change very well.

The reason I think they are slightly worse, however, is that they lost Treant and Natures Prophet who are now a Brute and a Shaman. This is a big deal because Treant was their only real tank, while the (2) Druid synergy made Elusive strategies quite strong in the early-mid game. This suggests it’s quite a lot more difficult to try to run a (6) Elusive draft from the start of the game, and the right way to play might be to run (3) Elusive (usually Assassins, because Anti-Mage is now the third Elusive Assassin) + another main Alliance.