Runes
  • 2
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
  • 7
    Greater Mark of Hybrid Penetration (+0.9 Armor Penetration / +0.62 Magic Penetration)
Skill Order
Q W E R
Hate Spike
Dark Frenzy
Ravage
Agony's Embrace
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

If you chose to play Evelynn, you have to know something, At champ selection, your team might hate you because they think you are a troll. During the game, opponents might hate you if you play her well and will sometime even ragequit. Post-Game, other team might say you have no skill because their team is noob and fed you. People probably won't believe you when you tell them you are jungling. If they don't, link this guide. Evelynn seems a bit weak for most because her strenght comes from a mix of mobility, knowing your enemies, being at the right place at the right time, knowing the exact range at which enemies can see you, giving your team total map awareness, warding appropriately and the great defense reduction ability she has. In short, for playing Evelynn, Knowledge is more important than reflex, but you still have to think and act fast. Oh and a small notice, if you have no runes and are not even level 30, I suggest not playing her yet since jungling will be a lot harder and you are too easy to deny farm to have decent laning. Last note: As awesome it feels to be fed, you are often better off leaving the kills to your carries when ganking. A fed lane means a lane that stays in a winning position without your ganks, meaning you can gank other lanes even more.

There are multiple interesting choices for runes: [highlight]Mark[/highlight] Greater Mark of Destruction [number][+1.0 Armor Penetration / +.57 Magic Penetration][/number] Greater Mark of Alacrity [number][+1.7% Attack Speed][/number] Greater Mark of Desolation [number][+1.66 Armor Penetration][/number] [highlight]Seal[/highlight] Greater Seal of Resilience [number][+1.41 Armor][/number] [highlight]Glyph[/highlight] Greater Glyph of Alacrity [number][+0.64% Attack Speed][/number] Greater Glyph of Shielding [number][+0.15 Magic Resist per level (+2.7 at level 18)][/number] [highlight]Quintessence[/highlight] Greater Quintessence of Alacrity [number][+3.4% Attack Speed][/number] Greater Quintessence of Desolation [number][+3.33 Armor Penetration][/number] Greater Quintessence of Fortitude [number][+2.7 Health per level (48.6 at level 18)][/number] Greater Quintessence of Warding [number][+4.5 Magic Resist][/number] Greater Quintessence of Resilience [number][+4.26 armor][/number] Greater Quintessence of Swiftness [number][+1.5% Movement Speed][/number] Greater Quintessence of Destruction [number][+2.0 Armor Penetration / +1.13 Magic Penetration][/number] The main goals you want to attain with these runes are, in order of priority: [.] Have 10 armor penetration to maximize your damage on jungle creeps. [.] Have enough armor to be able to jungle safely. Setup 1, optimized for jungling: 6x Greater Mark of Desolation [number][number][/number][+1.66 Armor Penetration][/number] 3x Greater Mark of Alacrity [number][+1.7% Attack Speed][/number] 9x Greater Seal of Resilience [number][+1.41 Armor][/number] 9x Greater Glyph of Alacrity [number][+0.64% Attack Speed][/number] 3x Greater Quintessence of Resilience [number][+4.26 armor][/number] For a total of: [number]+10.0 Armor Penetration +11% Attack Speed +25 Armor[/number] Setup 2, optimized for roaming: 6x Greater Mark of Desolation [number][+1.66 Armor Penetration][/number] 3x Greater Mark of Alacrity [number][+1.7% Attack Speed][/number] 9x Greater Seal of Resilience [number][+1.41 Armor][/number] 9x Greater Glyph of Alacrity [number][+0.64% Attack Speed][/number] 3x Greater Quintessence of Swiftness [number][+1.5% Movement Speed][/number] For a total of: [number]+10.0 Armor Penetration +11% Attack Speed +13 Armor +4.5% Movement Speed[/number] Setup 3, optimized for Late Game: 7x Greater Mark of Destruction [number][+1.0 Armor Penetration / +.57 Magic Penetration][/number] 2x Greater Mark of Desolation [number][+1.66 Armor Penetration][/number] 9x Greater Seal of Resilience [number][+1.41 Armor][/number] 9x Greater Glyph of Shielding [number][+0.15 Magic Resist per level (+2.7 at level 18)][/number] 3x Greater Quintessence of Swiftness [number][+1.5% Movement Speed][/number] For a total of: [number]+10.33 Armor Penetration +4.00 Magic Penetration +13 Armor +24.3 Magic Resist at level 18 +4.5% Movement Speed[/number]

[title][img=skills/evelynn/p.png] Passive: Determined Killer[/title] [number]Attacks from minions deal 50% damage to Evelynn.[/number] [title]Explanation:[/title] OK... let's say this skill does not exist. It does not even works in jungle and does not help you in any way. If you want you can spam Riot's forums/mail so they change Evelynn's passive. [title][img=skills/evelynn/q.png] Q: Hate Spike[/title] [number]Instantly damages the closest enemy unit with malevolent energy, dealing 25 / 40 / 55 / 70 / 85 (+28% of ability power) magic damage and 50% damage to a secondary nearby target. Cooldown 0.8seconds Cost 12 / 15 / 18 / 21 / 24mana Range 20[/number] [title]Explanation/Tips:[/title] This is a low cost, spammable threat. Don't even think of jungling without that. Early it is your damage, and when you get sheen it is only used to proc it, but don't be afraid of spamming it to clear jungle faster when you have blue or to maximize damage on a gank. If you want to clear jungle even faster, you can get this skill to level 2, I usually do that when I plan on stealing enemy jungle more than I gank. I don't recommend leveling it past that since the mana cost becomes quite high for a spammable ability and you have better skill to level. [title][img=skills/evelynn/w.png] W: Shadow Walk[/title] [number]Evelynn fades away, becoming stealthed for 10 / 20 / 30 / 40 / 50 seconds. Evelynn's next attack or damage ability will slow her target by 30/35/40/45/50% for 3 seconds, ending her Shadow Walk. 1.5 sec delay for stealth to take effect (delayed further by damage). Evelynn can cast Shadow Walk while stealthed to destealth. Cooldown 12 / 11 / 10 / 9 / 8 seconds Cost 60 mana[/number] [title]Explanation/Tips:[/title] This is what makes you able to give your team total map-awareness, enemies can't see you, USE IT. Level 2 is recommended since 20 seconds is the time it takes you to go check their jungle and get out. while 10 seconds is only enough for either going in or going out. For ganking lanes level 1 is enough so if other team have no jungler you can afford to level it past 1 a bit later. Note that you are not instantly invisible, it takes some time. and make sure you stealth while enemies are not seeing you. The 30% slow when ganking should grant you and your allies some more time to attack and occurs on both targets hit by Q if you unstealth by using it. Igniting someone does not cancel your stealth. You can also use this to teleport/back while stealthed: Press W to start stealthing, then teleport or back before the stealth effect triggers and you will be more of a ninja then Kennen. [title][img=skills/evelynn/e.png] E: Ravage[/title] [number]Deals 80 / 135 / 190 / 255 / 320 (+100% of ability power) damage to target unit. If Ravage was used from behind, it reduces the target's armor and magic resistance by 10 / 14 / 18 / 22 / 26 for 5 seconds. Cooldown 9seconds Cost 90 / 105 / 120 / 135 / 150mana Range 325[/number] [title]Explanation/Tips:[/title] I know the description says you need to use from behind, but it is not true anymore, the effect works even when used in front of your opponent. This is your main damage ability, not only is it a good burst but it makes both you and your allies hit harder for all the next auto-attacks/skills in the next 5 seconds, awesome for ganks. Don't overuse it in jungle tough, it costs a lot of mana. In short, this is what you initiate with. [title][img=skills/evelynn/r.png] R: Malice and Spite[/title] [number](Passive): Each time Evelynn scores a kill or assist she regains 150/225/300 health.(Active): Evelynn gains 25/50/75% attack speed and 20/25/30% movement speed for 10 seconds (non-stacking, can cast while stealthed). The cooldown refreshes every time an enemy champion dies.[/number] [title]Explanation/Tips:[/title] The cooldown is low, and it refresh upon killing: - Use it when you push a tower - Use it when you need to run away - [highlight]Use it EVERYTIME you are about to kill someone[/highlight] - Use it to do dragon/baron faster - Use it to catch a fleeing target - Use it in team fights The passive is simply awesome, it makes tower diving safer as long as you get the kill, help you tank a lot more damage in team fights and also note that it heals you while you are being resurrected by [imgsmall=items/guardian-angel.png] if you score any assist/kill meanwhile.

I'll go over each item I deem worthy individually since you have to choose what build suits best what situation during the game, you can hardly do it before a game because you need to adapt to both your team and your opponents' team composition and items. Basically I'll use this format: Item Name [ image ] What it is used for. Synergy: [ List of images of items that are awesome together with that item ] (only if I deem the combination of items worthy) Abyssal Scepter [img=items/abyssal-scepter.png] This item should almost always be on at least one champion on a team, usually the caster, but you may want to get it yourself because of the magic resist it provides and its great synergy with an AS-Magic Penetration build. Note that this item does not boost your attack speed so it is best bought later on and should be considered as an offensive defense item. There is something sad with this item... even if enemies do not see you, if you are near they will see the debuff. Synergy: [imgsmall=items/malady.png][imgsmall=items/madreds-bloodrazor.png][imgsmall=items/wits-end.png][imgsmall=skills/evelynn/e.png] Aegis of the Legion [img=items/aegis-of-the-legion.png] This item should almost always be on one and only one champion on a team, usually the support or the tank. Get it yourself if nobody else is getting it or if you are behind, it will make your simple presence help your team. Atma's Impaler [img=items/atmas-impaler.png] This item is not the best on Evelynn as it lacks the attack speed that works so good on her but sometimes you need to build tanky and this item turns a part of your tankiness into damage, which makes it good in these situations. Never buy this without at least one of the items in the synergy part. Synergy: [imgsmall=items/frozen-mallet.png][imgsmall=items/randuins-omen.png][imgsmall=items/warmogs-armor.png] Banshee's Veil [img=items/banshees-veil.png] This item is a great defensive item overall but I sometimes find [imgsmall=items/hexdrinker.png] or [imgsmall=items/quicksilver-sash.png] to be better items depending on the situation. Note that it will only block one spell in a team fight, since you are stealth it should prevent you from being nuked as soon as you appear but your opponents can waste any random spell to break it, not necessarily one you cared about. It is awesome against trap-skills. Deathfire Grasp [img=items/deathfire-grasp.png] This item is incredibly strong, it adds a considerable burst of damage that is best against high HP champions but it is not something you benefit that much from. You can take it to counter [imgsmall=items/warmogs-armor.png] users or add yourself a huge additional burst. It is really a worthy item in many situations, but do not compromise your build to get it. Frozen Heart [img=items/frozen-heart.png] This item is an epic counter to auto-attack heroes. One is enough on a team, usually a tank should be getting it, not you, but it is a very strong defensive option. Frozen mallet [img=items/frozen-mallet.png] This item has two purposes: make yourself tankier and slow the enemy, since your W already slows and there exists something called a red buff somewhere, you will rarely need this item. That being said, it is a great option against true damage opponents. Synergy: [imgsmall=items/atmas-impaler.png] Guardian Angel [img=items/guardian-angel.png] This item is an excellent hybrid-defense item. The passive on it can really change a game. It works well with your ult because if you get assists while you are being revived by GA, you also get health back. Synergy: [imgsmall=skills/evelynn/r.png] Hexdrinker [img=items/hexdrinker.png] This item is a good way to stay alive against mages but it is useless if you know you'll be finished off by an AD carry. I tend to avoid it but it can be great under certain circumstances. Hextech Gunblade [img=items/hextech-gunblade.png] This item is what you could call EPIC SUSTAIN WITH A SLOW AND DAMAGE. It makes you heal from auto-attacks and skills, there is an active slow on it that deals an additional burst and it adds a lot of damage to both your auto-attacks and skills. It is simply awesome but it costs too much compared to other items for its benefits(for Evelynn) and should be left as a late-game item. Infinity Edge [img=items/infinity-edge.png] This item adds incredible raw damage but it costs more than its worth for you. That being said, if you get other items that gives you critical hit chances, the benefits from this item are too awesome to ignore. Synergy: [imgsmall=items/atmas-impaler.png][imgsmall=items/phantom-dancer.png][imgsmall=items/trinity-force.png][imgsmall=items/youmuus-ghostblade.png] Last Whisper [img=items/last-whisper.png] Anti-Tank item. Since you should be targeting carries you probably won't need that, leave it to your ranged AD unless enemies are stacking armor and for some reason you did not realize it soon enough to go into a magic-pen/AS build instead of your currently countered attack damage build. Anyway as Evelynn you should be looking into Armor/Resistance Reduction, not penetration. Locket of the Iron Solari [img=items/locket-of-the-iron-solari.png] A nice shield for your team, consider getting it against AoE teams. Madred's Bloodrazor [img=items/madreds-bloodrazor.png] This item costs way too much for its benefits and should be avoided except in a few cases where it really shines. Notably when your opponents have close to no magic resist and around 3k life. This will not happen often but if you look at the synergy items, you should notice that you can reduce their magic resist by a lot and possibly even make it negative making that item hyper strong and a must-buy item in certain specific builds. Just remember it is awful early game for its cost. Synergy: [imgsmall=items/abyssal-scepter.png][imgsmall=items/malady.png][imgsmall=skills/evelynn/e.png] Malady [img=items/malady.png] This item is not something you buy unless you want the magic penetration. That being said, in an Attack Speed and Magic Penetration build, you cannot overlook it. Synergy: [imgsmall=items/abyssal-scepter.png][imgsmall=items/madreds-bloodrazor.png][imgsmall=items/wits-end.png][imgsmall=skills/evelynn/e.png] Phantom Dancer [img=items/phantom-dancer.png] This item gives a lot of attack speed and critical hit chance making it a necessity in a critical damage build. Keep in mind that with the awesome movement speed boost this item provides, it can even replace your shoes. Synergy: [imgsmall=items/infinity-edge.png] Quicksilver Sash [img=items/quicksilver-sash.png] This item can be the difference between being CCed a whole fight and killing everyone. Don't underestimate it. Randuin's Omen [img=items/randuins-omen.png] This item is a melee auto-attacker's biggest counter. Provides tankiness and slow enemy movement/attack speed Synergy: [imgsmall=items/atmas-impaler.png] Shurelya's Reverie [img=items/shurelyas-reverie.png] This item is not something you really want in your end-build, only something you can turn an early gold per 5 into. The huge movement speed it provides added with your ultimate and mobility shoes can make you feel like a rocket. Seriously, this item can be very useful sometimes, it can either save your team or let them catch an enemy easily. The Black Cleaver [img=items/the-black-cleaver.png] Attack Damage, Attack Speed and Armor Reduction... definitely awesome. Get it if you want to do physical damage. Synergy: [imgsmall=items/starks-fervor.png][imgsmall=skills/evelynn/e.png] The Bloodthirster [img=items/the-bloodthirster.png] If you want to get this, consider getting [imgsmall=items/hextech-gunblade.png] instead unless it was to replace stark in a critical damage build. Thornmail [img=items/thornmail.png] This specific item is a counter to Critical Damage builds. Trinity Force [img=items/trinity-force.png] This item has very good overall stats but they might be a bit too spread. That being said it is awesome in a critical damage or Armor Reduction build for almost each and every stat it provides. Warmog's Armor [img=items/warmogs-armor.png] This item is a counter to poke teams. It can also annoy casters by depleting their mana for nothing against your regen. It is rarely a best-in-slot item in a build but sometimes it can really be the item that makes you win. Synergy: [imgsmall=items/atmas-impaler.png] Will of the Ancients [img=items/will-of-the-ancients.png] An aura item that should be bought by only one champion on your team, if bought at all. It is very useful for teams that have 3 or more characters that benefits from it. Most of the time if your team can benefit from it, it is best to let someone else take it but there are exceptions. Wit's End [img=items/wits-end.png] This item gives incredible stats for its low cost. If you want attack speed and magic resistance, get it. Synergy: [imgsmall=items/abyssal-scepter.png][imgsmall=items/malady.png][imgsmall=skills/evelynn/e.png] Wriggle's Lantern [img=items/wriggles-lantern.png] Jungling properly is made easy by simply buying this low cost item and it gives you free wards. Map Awareness for the win! Youmuu's Ghostblade [img=items/youmuus-ghostblade.png] Do not buy that. Buying it would delay either your trinity or your black cleaver and it is in no way a good replacement for these nor a worthy late game item. It is a good item for cooldown dependant AD-scaling champions but it does not fit Evelynn. Trust me, or do the math and you'll realize you are wasting your gold.

[title]Take this build if your enemy will buy little to no armor to maximize both your damage output and your other AD Carry's[/title] For your jungling purposes, you will want [imgsmall=items/wriggles-lantern.png] as soon as possible. Then, because it does not costs much and gives you good attack speed and mobility, you want [imgsmall=items/berserkers-greaves.png] but later, you will want to sell it as phantom dancer and trinity force provides you with more than enough movement speed and attack speed. Early game, your goal should be to get [imgsmall=items/trinity-force.png] as soon as possible. which part you take first depends on the current situation: - you die too fast -> Phage - more damage -> Sheen - don't have enough gold for Sheen -> Zeal Once you got [imgsmall=items/trinity-force.png], either rush some armor/resist or get a second [imgsmall=items/zeal.png], then rush [imgsmall=items/the-black-cleaver.png] and [imgsmall=items/infinity-edge.png] Selling lantern for a [imgsmall=items/the-bloodthirster.png] is a good option at this point, if you don't think you'll live long enough to use the lifesteal buy some tank items instead like [imgsmall=items/guardian-angel.png]. At this point, you can sell your shoes and finish [imgsmall=items/phantom-dancer.png] Example of what you might end up with: [img=items/trinity-force.png][img=items/phantom-dancer.png][img=items/the-black-cleaver.png][img=items/infinity-edge.png][img=items/the-bloodthirster.png][img=items/guardian-angel.png]

[title]This build should be used when your enemy buy little to no magic resist to maximize both your damage output and your casters'. Notice it also helps a lot against targets with a lot of HP[/title] Before reading any further, if you are looking for the highest damage for yourself, go AD. This build is not about that, it is about being useful to your team by being a bit tanky, lowering magic resistance by a lot and doing decent damage, especially against warmog/life stacking users. It is even better when in team with other champions that can hinder someone's resistance such as [imgsmall=champ/karthus.png][imgsmall=champ/soraka.png][img=champ/trundle.png] and many others. If you read everything in this build up to here, you should have already figured why this build is good on Evelynn. Evelynn gets awesome attack speed from [imgsmall=skills/evelynn/r.png] and magic resist reduction on enemies from [imgsmall=skills/evelynn/e.png] and these effects have awesome synergy with items such as [imgsmall=items/abyssal-scepter.png][imgsmall=items/madreds-bloodrazor.png][imgsmall=items/malady.png][imgsmall=items/wits-end.png] now what do we get from this? Without the ult: Magic Resist Reduction: 46 [number]+ up to 24 more from Malady for a total of [/number][highlight]70[/highlight] (even tanks are now squishies) Attack Speed: [highlight]+130%[/highlight] Armor: [highlight]109.5[/highlight] (+25) Magic Resist: 140 (+87) [number]+ up to 20 more from Wit's End for a total of [/number][highlight]160[/highlight] Attack Damage: [highlight]142[/highlight] (+34) Ability Power: [highlight]95[/highlight] (+95) [highlight]you also do 4% of your target's health + 62 magic damage per attack and during your ult, your Attack Speed is capped at [number]2.5[/number][/highlight] Now, yes, you do magic damage really fast and bring a lot of utility to your team... but what shoes to go with that? you probably had [imgsmall=items/berserkers-greaves.png] for the cheap early attack speed, but you do not need it anymore after you get [imgsmall=items/madreds-bloodrazor.png][imgsmall=items/malady.png][imgsmall=items/wits-end.png] so you might as well buy [imgsmall=items/boots-of-mobility.png] or [imgsmall=items/ninja-tabi.png] or [imgsmall=items/mercurys-treads.png] or even [imgsmall=items/sorcerers-shoes.png] but for Sorcerer's Shoes, keep in mind that if your opponents magic resist goes negative, magic penetration becomes useless. and... Lantern helps you a lot in your roamer/jungler role but... it isn't necessarily the best thing you could have in slot late game either. at some point you might want to replace it by something like [imgsmall=items/deathfire-grasp.png][imgsmall=items/hextech-gunblade.png][imgsmall=items/will-of-the-ancients.png] or something more defensive. So to recap: Early game you get [imgsmall=items/wriggles-lantern.png][imgsmall=items/boots-of-speed.png](upgrade the shoes into what suits best the situation) Then, you try to get in this order: [imgsmall=items/wits-end.png][imgsmall=items/malady.png][imgsmall=items/madreds-bloodrazor.png] Then if nobody else got it, you can take [imgsmall=items/abyssal-scepter.png] if someone got it, YEAH EXTRA SLOT At this point, your lantern is not needed anymore. you should sell it and then fill your remaining slots with either defensive items or things like [imgsmall=items/deathfire-grasp.png][imgsmall=items/hextech-gunblade.png][imgsmall=items/will-of-the-ancients.png]. Refer to the item section for this. Example of what you might end up with: [img=items/wits-end.png][img=items/malady.png][img=items/madreds-bloodrazor.png][img=items/abyssal-scepter.png][img=items/mercurys-treads.png][img=items/hextech-gunblade.png]

[title]This is not a build you should even want to get, only a last resort when you realize that your team has no tank. It may actually seem stronger to new players due to the extra tankiness allowing them to live out of their mistakes but it costs a lot more for what it provides and trying to build this can actually be enough for you to lose. Last thing to say... once you got Frozen Mallet, DIVE TOWERS. you won't even notice there is a tower.[/title] As always, you will want to rush your [imgsmall=items/wriggles-lantern] so you can jungle properly, do dragon, baron and have free wards. Then, comes the choices: You will first have to decide between [imgsmall=items/ninja-tabi] or [imgsmall=items/mercurys-treads] first. Refer to the item usefulness section above if you are not sure which you should pick. Now the second choice, will you build randuin? do you need that armor+epic slow active? if so, get that [imgsmall=items/heart-of-gold.png] and leave it there for now, finish it later. You need some utility in team fights. so at this point choose what you are rushing(refer to item usefulness section) [imgsmall=items/frozen-mallet] or [imgsmall=items/warmogs-armor] or [imgsmall=items/randuins-omen] note that in most cases, it is a way better choice to go for Frozen Mallet on Evelynn. Now, whatever you did, you must rush [imgsmall=items/atmas-impaler] If you took the HoG earlier, finish the Randuin. And now for your last items, decide: Need more damage -> [imgsmall=items/infinity-edge] Many AD focusing you -> [imgsmall=items/thornmail] Attack Speed is killing your team -> [imgsmall=items/frozen-heart] Your team did not build it yet -> [imgsmall=items/aegis-of-the-legion.png] If for some reason game hasn't ended, replace that lantern with something else that makes you even tankier or give you more damage. Example End-Build: [img=items/mercurys-treads.png][img=items/frozen-mallet.png][img=items/atmas-impaler.png][img=items/randuins-omen.png][img=items/aegis-of-the-legion.png][img=items/infinity-edge.png]

At the beginning you either kill your own Small Golems or Blue Buff or you steal your opponent's (bring your team) Whatever you chose to kill, remember to spam your Q, use a health potion as soon as you begin taking damage and that smite does [number]445[/number] damage. Oh and don't be afraid, Evelynn can solo Blue Buff, some help is always nice tough. if you are not level 2, go kill some Wolves. Now that you got your stealth, by using potions make sure you are almost full HP and begin ganking everything. If you had a ward place it at a buff your opponent jungler have not done yet and steal it if you can when he does it, or even better: kill him as he tries to take it. If you do it right, your opponents should be buying pink wards the first time they go back. Actually you should not only be ganking, whenever smite is up, use it. Go to the nearest neutral camp and clear it. If you just ganked mid, take your opponent's wraiths. If you just ganked bot, take the small golems, etc. Only times you do not want to waste your smite are before doing dragon, stealing an opponent's buff, killing wolves or before doing baron. As soon as you can buy [imgsmall=items/wriggles-lantern.png], go buy it. You can also wait a bit more so you can buy [imgsmall=items/boots-of-speed.png] at the same time. And don't be afraid to go back to base only to buy [imgsmall=items/madreds-razors.png] and 1 Health Potion. It is more than enough to kill buffs by yourself when your smite is up instead of the small golems. Basically when you got wriggles, you will almost always be full HP in the jungle and won't have to go back anymore. You'll also be able to ward enemy buffs to steal them. USE YOUR WARDS. Regarding this, at this point in the game you should probably ward dragon if your support did not do it. After this everything is just even easier, try to be everywhere, ganking and stealing. Watch your opponent's and your team's builds to decide if you should be magic or physical damage... or tanky

If you want to see jungle Evelynn in action, you can download these replay: 10/11/2011 - Evelynn in Solo Queue Ranked ~1500 http://www.gamereplays.org/leagueoflegends/replays.php?game=66&show=download&&id=241208 [youtube]http://www.youtube.com/watch?v=0NTAU4hZKrQ[/youtube] The team fight that won that game. 04/11/2011 - Evelynn in Solo Queue Ranked ~1500 http://www.gamereplays.org/leagueoflegends/replays.php?game=66&show=download&&id=240432 03/11/2011 - Evelynn in Solo Queue Ranked ~1500 http://www.gamereplays.org/leagueoflegends/replays.php?game=66&show=download&&id=240316 - Few Patches ago, still post-Evelynn nerf era. http://www.gamereplays.org/leagueoflegends/replays.php?game=66&show=download&&id=238749

Most people thinks that buying an oracle counters you. It just means you have to play more careful, staying out of view range of the affected champion. Do not forget the oracle does not let him see inside bushes unless he actually goes in said bushes, you can surprise them this way and kill them to make them lose that 400 gold so-called counter. The other alternative is to stay as far as possible, like push side lanes, while your team kill the holder, but that one relies often too much on your team. and again, your main advantage is indeed the fact that your enemies cannot see you, but taking away this advantage does not make you useless, you are here to lower enemies' resistances and shut down their carry. another item can cause you trouble: pink wards. If you know where people placed them, you can just go around them somehow, stay out of range so that enemies actually think they are safe because they warded but you actually use it against them. You could also buy another pink or oracle to kill the ward yourself, but of course, you do not always know where these wards are... sometimes you may notice it too late... here are some tricks to figure out if there's one around: - if you are stealth and are getting targeted by minions or enemy change radically their position as you come closer, you might be close to something that makes you visible. Aside wards and oracles, a few champions have abilities that make you visible, such as Nidalee's traps for example, or Cait's or Twisted Fate's ultimate. all of these can be blocked by banshee's veil but blocking them is not always necessary. Some other champions have really annoying abilities for you, such as alistar, lee sin and morgana... these champions can all know if you are close without seeing you at all for a very simple reason, their skills can only be activated when an enemy is close enough. In short, use the enemy's limited vision to trick them into thinking you are where you are not, either to make your targets feel safe when they are not, or to frighten them all so that they don't dare farm.

The builds presented here are optimized toward a certain aspect of Evelynn, it does not necessarily reflect the best potential build one could have in all situation. The armor reduction one is intended to help your AD carry while also doing a lot of damage while the magic resist reduction one is intented to help your casters while doing a lot of hybrid damage. Do not be afraid to build your Evelynn with items from both builds, for example: [img=items/mercurys-treads.png][img=items/the-black-cleaver.png][img=items/trinity-force.png][img=items/wits-end.png][img=items/aegis-of-the-legion.png][img=items/guardian-angel.png] [title]and don't forget League of Legends is a game: [highlight]Have Fun![/highlight][/title]

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