Evelynn Build Guide

Evelynn: Still Viable

Uploader dye44
Updated 4 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 2
    Greater Glyph of Magic Penetration (+0.63 magic penetration)
  • 7
    Greater Glyph of Ability Power (+1.19 ability power)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
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

Sup guys, thanks for checking out my Evelynn guide. I will update this as patches come and new stuff is released/adjusted. I play eve a bunch of different ways. The masteries/runes in the main section of the guide are for solo mid AP Eve. I play this way more than others as I feel you can control the game more than the other ways to play her. I am currently well over 2K ELO on my main accounts. I play on a smurf account using ONLY EVE, and currently my max elo on this account is ~1750. [imgext=http://i.imgur.com/MZ0eC.jpg] Please read this full guide, especially the item section before judging it. I understand that some builds do more raw damage than others, however that doesn't always mean they are the best for your team to win that specific game. I never go into a single game knowing what 6 items I will get. Part of eve is knowing how to adapt to the current game and adjusting your build accordingly. I stream regularly and often at http://www.twitch.tv/dYe44 -- feel free to check out my stream and watch me play Evelynn.

When people watch my stream the #1 question I get is "OMG WHAT RUNES ARE YOU USING?!" The problem is that I change runes quite often. There isn't a set page I use 100% of the time, however the runes that are listed at the top of this guide is the rune page I use the majority of the time for AP Mid. In addition, they are the runes I suggest for someone who is first starting out playing Eve. As you become more experienced I suggest you try different Glyphs and Quints (the ones I have suggested) and see what you like best. Refer to the Item Build section for possible rune changes based on the item build you are going in order to maximize its effectiveness. [highlight]MARKS (REDS): 9x Greater Mark of Insight[/highlight] (+.95 Magic Penetration) Pretty standard runes page for AP damage champs. These combined with 2 glyphs of insight leave you with 10 magic pen from runes. Combine these with sorc boots and you get 30, which is essentially what most champs Magic Resist is in the game (unless they buy MR items). This means that you are dealing "true" damage from abilities to all champs unless they get more than 30 MR. [highlight]SEALS (YELLOWS): 9x Greater Seal of Replenishment[/highlight] (+0.41 Mana Regen / 5 Sec.) Mana regen is very helpful early game in lane when you farm with your Q (Hate Spike). This sustain is very nice to have. However you can use hp seals or even armor seals if you are vs a physical damage mid/physical damage heavy team. [highlight]GLYPHS (BLUES): 2x Greater Glyph of Insight[/highlight] (+0.68 Magic Penetration) These combined with your marks leave you with 10 magic pen from runes. Combine these with sorc boots and you get 30, which is essentially what most champs Magic Resist is in the game (unless they buy MR items). This means that you are dealing "true" damage from abilities to all champs unless they get more than 30 MR. [highlight]GLYPHS (BLUES): 7x Greater Glyph of Potency[/highlight] (+1.19 Ability Power) Flat AP is great here because it helps you last hit early game and obviously scales with all of your abilitiez. AP/Lvl is fine too but not as good in the first few levels where last hitting with Q is key. [highlight]QUINTESSENCES: 3x Greater Quintessence of Potency[/highlight] (+4.95 Ability Power) I understand the arguemnts for other quints, including move speed, exp boost, gp10, armor, MR, etc. They are all good. However these are the most versatile and consistent for your typical laning phase. Each game can merit different quints for your choosing, but these are just what I find myself using most of the time.

[title][img=skills/evelynn/p.png] Passive: Shadow Walk[/title] [number]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 6 seconds. [/number] [title]Explanation:[/title] The spell that makes eve, well, eve. Invis. Yes it got revamped from her old W and its a nerf but whatever deal with it. 6 second Invis time, not bad. The mana regen isn't as great as it sounds for solo mid because youre pretty much never stealthed unless you AFK while in lane. [title][img=skills/evelynn/q.png] Q: Hate Spike[/title] [number](Active): Evelynn fires a line of spikes through a nearby enemy, dealing magic damage to all enemy units in its path. Cooldown: 1.5 seconds Range: 400 Cost: 19 / 23 / 27 / 31 / 35 mana Magic Damage: 40 / 60 / 80 / 100 / 120 (+0.45 per ability power) (+0.4 per bonus attack damage) [/number] [title]Explanation:[/title] Quite a unique spell in that it actually does more damage to your ring finger and keyboard then it does to your enemies. That being said, spam that QQQQQQQQQQQQQQQ. Just kidding, it got buffed nicely. Your main damage source (sustained dps) as AP eve. SPAM DAT Q. While in lane, use it to farm. This spell can be used just like Karthus Q to an extent. It takes a little while to get used to, but it really is a strong laning ability. It targets the lowest HP unit that is in range of you unless you have recently auto attacked something, in which case it will target that unit. When jungling, try to kite creeps using Q. This minimizes the amount of damage you take. Always make sure to kill the highest damage dealing creep first (i.e. blue wraith, big wolf, big golem, etc). [title][img=skills/evelynn/w.png] W: Dark Frenzy[/title] [number](Passive): Evelynn's spell hits on enemy champions grant her bonus movement speed for 3 seconds. This effect stacks up to 4 times. Bonus Movement Speed per Stack: 4 / 8 / 12 / 16 / 20 (Active): Evelynn removes all slows affecting her and gains bonus movement speed for 3 seconds. Champion kills and assists refresh Dark Frenzy's cooldown. Bonus Movement Speed: 30 / 40 / 50 / 60 / 70 % No cost Cooldown: 20 seconds [/number] [title]Explanation:[/title] Great spell. Useful to avoid ganks, get somewhere faster, remove slows, etc. I get this at level 2 to avoid ganks because honestly you rarely need your E unless you know for sure your jungle is ganking for you. Mastering when to use this spell is essential to play eve well. Remember that you also gain movespeed passively from this. Please remember to auto attack due to this. Don't just run around spamming your spells. Auto attacks are key. [title][img=skills/evelynn/e.png] E: Ravage[/title] [number](Active): Evelynn slashes a target twice, dealing magic damage with each strike. Evelynn then gains bonus attack speed for 3 seconds. Cooldown: 9 seconds Range: 125 Cost: 50 / 55 / 60 / 65 / 70 mana Damage per Hit: 35 / 60 / 85 / 110 / 135 (+0.5 per ability power) (+0.4 per bonus attack damage) Total Damage: 70 / 120 / 170 / 220 / 270 (+1.0 per ability power) (+0.8 per bonus attack damage) Bonus Attack Speed: 60 / 75 / 90 / 105 / 120 % [/number] [title]Explanation:[/title] Amazing ability with a great AP scaling Nuke as well as an attack speed boost (which in turn increases your move speed from your W passive). Use this ability everytime its off cooldown in fights/ganks. [title][img=skills/evelynn/r.png] R: Agony's Embrace[/title] [number](Active): Evelynn impales all enemies in the targeted area, dealing magic damage equal to a percentage of their maximum health and slowing their movement speed for 2 seconds. Evelynn siphons their pain, gaining a shield that grows in strength for each enemy hit and lasts up to 6 seconds. Cost: 100 mana Diameter of AoE: 500 Cooldown: 130 / 100 / 80 seconds Magic Damage: 15 / 20 / 25% of target's maximum health (+0.02% per ability power) Shield Strength: 150 / 225 / 300 per champion hit Slow: 30 / 50 / 70 % [/number] [title]Explanation:[/title] Great, great ultimate. Does a ton of damage, is AOE, slows everyone hit, and gives you a massive shield. I often open with this spell when ganking simply for the slow and initiation aspect, however if you can drop your DFG first your burst will be higher. The range is also great, so if you can avoid using it early and bait out a flash, you can easily hit someone after they have flashed and catch up to the easily.

My skill order never changes for levels 1-9. After that it can vary based on if I want to max Q or W. 1: Q 2: W 3: Q 4: E 5: Q 6: R 7: Q 8: E 9: Q I always max Q. Always. I know your E gives you an attack speed boost which can be nice in the jungle, but honestly Q does more. Once you learn to properly kite jungle creeps with this spell your jungling will be insanely fast as well as your overall damage output. From here I max my ult, E, and then W in that order.

As far as jungle routes go, there are 3 main options with Eve that depend on outside factors (your team and the enemy). [highlight]Strong blue leash, no invade[/highlight] Route: Wolves -> Blue -> Wraiths -> Red -> GANK Use this route if your team damages and leashes the wolves + blue enough so you don't have to smite blue buff. This is the opitmal route. [highlight]Weak blue leash, no invade[/highlight] Route: Wolves -> Blue -> Wraiths -> Wolves -> Red -> GANK or heal if necessary [highlight]Blue is Invaded[/highlight] Wraiths -> Red -> Gank When each game starts I ask my team nicely to please DPS both wolves and blue so that you can save smite for red buff and then gank. If you can save smite for red it is a huge bonus. However most games under 1900 ELO people rush to their lanes because they for whatever reason value that 1 cs they will miss from helping you more than a gank in the future. If you start blue and the enemy invades your red, quickly try to figure out where their junlger is and then try to steal their red if possible. When doing so pay close attention to how their adjacent lane and their mid lane reacts. If they disappear from their lanes, invis and recall ASAP as you can reasonably assume they are coming for you.

AP MID: Farm, farm, farm, dont get ganked. Use your Q to farm in lane, almost like Karthus does. Sure harassing is great especially if you have an aggressive jungler that will gank for you, but farming is priority #1. JUNGLE: Early game Eve can determine the outcome of the game. The second you get red buff you should look to gank lanes. Always choose the lane that is the easiest kill. A good indication is one that is not pushed and your teammate is properly harassing. It is very hard to gank lanes that are either pushed hard, or the enemy is sitting at full hp due to not being harassed. Its nice to encourage your teammates to play a little aggressive and harass their lanes. Nothing easier than ganking lanes that are already chunked down 1/3 of their HP. When ganking, open up with your slow from red buff if you can (get an auto attack in) then immediatly nuke with E and Q. An important part of ganking is being able to attack move (i.e. auto attack, move, then auto attack without losing out on attacks). The reason for this is to maximize Q damage as well as keeping up with your target (melee champs can he tough sometimes). Too many eves I see simply try to run alongside their target spamming Q. This is NOT EFFECTIVE. Your auto attacks do tons of damage, so make sure you are always auto attacking when your attack timer is down. Try as best you can to pay attention to where the enemy wards. This allows you to avoid them by stealthing before you come into vision of them.

Mid game is mostly about dragon, blue, and red buff fights. Make sure your team is with you before engaging on someone (unless you know you can kill them). Figure out who on their team is the most threatening (usually the AP or AD) and try to focus them down. As AP Mid eve, you can really start snowballing at this point once you get your DFG. FOcus on their squishy yet threatening targets (usually AP/AD champs). Sure killing their support over and over can be useful but try to shut down their important champs. In addition, pay attention to who has oracles and/or where pink wards are placed. Last thing you want to do is run around stealthed and get caught so the enemy team gets a free dragon/baron/tower.

So many people claim that eve is useless late game. This simply isn't true. She does require the player to understand positioning quite well, however this is easy to learn. During teamfights, it all starts with how you use your ult. Try to hit as many as you can, or save it to peel someone off your AD, or use it to survive using the shield. Hopefully however you are able to use it early on in the fight on more than 1 champ so that you can maximize the effective damage (i.e. using it to last hit a champ doesn't do full damage, just how much hp they had left). JUNGLE: Also, eve is great at baron/dragon steals due to her stealth. Make sure they cannot see you run in and try to time your smite. I have stolen so many barons that won the game it isn't funny. Plus its fun as hell seeing all the rage in all chat when you pull it off. If you feel confident about your smite timings, IT IS WORTH SUICIDING FOR A STEAL ATTEMPT. Dropping your ult is great too because it causes panic from their players, especially their jungler (the one with smite.

One of the most frustrating parts of eve is other players saying and believing stuff like "lol 125g for a ward or 400g for oracles makes you useless". This is in fact not true. When others buy wards/oracles early I actually look at it as a huge waste of money on their part. Make sure your allies know that you do not care if their is a pink ward/oracles when you gank. Often times I will go in and teamates will just sit there farming creeps instead of killing the champ "because they have vision". It doesnt matter if they see you when you kill them, does it? 1) [highlight]Dealing With Pink Wards[/highlight] It really helps to know where they place them, however this can be worked around as well. Constantly hitting TAB to see their inventory really helps with this. Quickly scan for any of your enemies having a pink ward, and then notice when its not there anymore (i.e. they placed it). What people don't realize is that vision wards don't cover the whole lane. There is almost always a way to pull off a gank without beeing seen before its too late for your opponent. Unless they are spamming 3+ pink wards in their lane, still gank that lane. IF they are spamming that much, consider it a victory for all of the gold they are wasting. When they place the ward in the lane, simply work your way around it. For mid lane, they usually place it right in the middle. This means go around from behind (i.e. from blue buff/wraith side of jungle). Make sure to spam ping so your mid lane knows what you're doing. For top lane, its usually in the middle of the lane as well. This can let you freely stealth thru the side brush and/or tribrush and easily pull off ganks. For bottom lane, more often then not they are placed either just barely in the river or in the side brush. This leaves you with the option to come from behind them, or just right thru the lane. With mobility boots I find it pretty easy to almost ignore the presence of invis wards if you just rush in. When you have that high of movespeed the opponents rarely react in time. 2) [highlight]Dealing With Oracles[/highlight] Oracles are slightly different, however still the same concepts apply. Abuse brush and areas they don't have vision of when ganking them. If I see an early oracle on their team, all it is is a huge target on their back for me. When you gank someone who spent 400gold just to prevent you from ganking them, they get really, really mad and usually rage buy another oracle. This puts them so far behind early game that its a massive advantage for your team. Easiest way to gank someone with oracles is the "pinch" them between you and your ally (come from behind, they from front, etc). This forces the opponent to run towards one of you. However, this isn't always possible so there are other ways around it. Realize that oracles only has vision of the area that the holder has vision of. This allows you to move right next to them in brush if they don't have vision of the brush. Early game when someone buys oracles they usually don't have the cash/are too lazy to spend more money on wards as well so you can do some sneaky stuff like this. In my videos below you will see instances where I deal with both oracles and vision wards, so reference those and most importantly: PRACTICE PRACTICE PRACTICE!

Thanks for reading my guide. I do realize that eve is not the strongest champ, however she still is viable. I am anxiously awaiting her buffs and changes when the stealth rework comes! I am fully aware that other builds may do more damage then what I prefer, however eve's job is not always to do as much DPS or burst as possible. You have an AD, AP, and top lane to do that as well. The key to eve is figuring out your specific role that game and then executing it. Hope you all enjoyed my guide, feel free to swing by my stream and ask me anything ( http://www.twitch.tv/dYe44 ).

Tanky Build. Lots of commentary in this game. http://www.twitch.tv/dye44/b/313405959 Decent AD Build Eve game. Played with stream viewers so made some stupid mistakes just having fun :P http://www.twitch.tv/dye44/b/320693955 AP Burst build. Screwed around a bit but overall pretty fun. Lots of 1-shot ganks :) http://www.twitch.tv/dye44/b/322511138

Comments coming soon!
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