Evelynn Build Guide by Sevenpoint
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Early Game Options
Optional Mid Game Items
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This is an Evelynn build. I made this primarily because I don't like a lot of the builds for her on Mobafire. I enjoy her AD side more ever since the S4 changes to Evelynn and sight being a lot harder to control, her AP counterpart is pretty mediocre now, but AD is far better for jungling due to her capability to pump out damage that synergize really well in 1v1 situations and in teamfights due to the tankiness she gets from Agony's Embrace and the damage from spamming Hate Spike and basic autoattacks. Her sneakiness and her ability to render Stealth Wards useless against her ganking makes her a strong and lesser-predictable jungler.
She can be built as a full tank or as a bruiser with this build, but for the sake of being simple and more viable, I will mostly only be describing how to play her as a tank. I don't want to get methodical by having a section in this guide for positioning, or how exactly you should be ganking because it isn't really that hard to learn on Evelynn. It would be a lot more difficult if I were trying to explain a jungler that is not invisible when ganking, as you just have to figure out what the best way would be to approach the enemy laner in a way that could trap them into a possible summoner spell burned or damage dealt to them, or even their death. As for positioning in teamfights: stay invisible, stay with your team, and look for an opportunity to engage.
Pros / Cons
|- High early game damage
- AoE slow / shield siphon
- Hard to catch out of position
- Can become very tanky late game and absorb a lot of damage due to her ultimate
- Powerful ganks, especially at 6
- Hurts squishies badly
- Chases really well
|- Squishy early game
- No hard CC
- No CC until level 6
- Can be kited easily against champions with reliable escapes/speed buffs
- Good Vision Ward coverage against you can shut you down
- Slight mistakes (moving into range so that the enemy team can see you when invisible) can cause a gank to be failed.
- Not very mobile
Greater Glyph of Magic Resist
Greater Seal of Armor
Greater Mark of Precision
Greater Quintessence of Attack Speed
I'm not going to heavily break down my choice of masteries, as this is only my personal preference when it comes to playing Evelynn, but I prefer to have higher base damages so that if you do find yourself in a scenario in which you are dueling a squishy champion and have no support around with you. The defensive side is pretty standard when it comes to being a jungler, offering what you need, as being too tanky early doesn't really change much about Evelynn, as she has no cc to offer and is still not too mobile.
If you still prefer the tanky route, I would go along the lines of this tree. There are a lot of good defensive mastery points for Evelynn that you can experiment with, because a lot of things can fit a lot of people's playstyles, so this isn't an absolute must if you prefer tankiness.
Shadow Walk (Passive):Evelynn's signature part of her kit; she is invisible until she:
- Moves within 700 units of an enemy (there is a range indicator so to not give yourself away)
- Walks in range of a Vision Ward
She also regenerates mana rapidly while invisible, making mana items less helpful on her.
Hate Spike (Q):The ability that is the source of most of your damage. A 1.5 second cooldown allows you to spam the hell out of it. It hits the nearest unit and counts as magic damage and will go through / hit all units also in the area of which it is cast, so if you're building bruiser, you will benefit more from autoattacks than from using Hate Spike. It is necessary to max out this ability first in any situation as even with a fast attack speed, the ability to hit every minion in a jungle camp every 1.5 seconds is much easier for clear and pumps out a lot more damage and the ability to chase when ganking due to the passive on Dark Frenzy.
Dark Frenzy (W):The passive of this ability is often overlooked, as it is a slight movement speed bonus to Evelynn when a spell of hers hits an enemy, allowing her to chase better while spamming Q. The active is the more important part of it though, as when you use it can be critical. If you are running/chasing an enemy with a significant slow, do not use Dark Frenzy immediately after targeting them. Wait for the player to use their slow on you and then use Dark Frenzy to cleanse the slow and continue kiting or chasing. Contributes a lot towards the slight mobility Evelynn has in her kit, and later game the movement speed active is good enough to be able to dodge skillshots while still running a safe distance away from enemies in pursuit.
Ravage (E):A fantastic ability given to AD Evelynn's kit that isn't so necessary on her AP side apart from the initial burst it does. It is a single target spell that does a burst of damage followed by an attack speed buff lasting a small duration afterwards. This is an important skill to utilize alongside red buff: with the slow and burn that it gives, it will be hard to escape her, even when she doesn't use her ultimate.
Agony's Embrace (R):A large AoE slow as well as a significant shield bonus per enemy champion hit. This particular ability is your hard-engage, why Evelynn is a viable tank, one of those abilities similar to Curse of the Sad Mummy or Idol of Durand that visually tells your team to go in. That being said, there are good uses and bad uses of it, as you have to pick your fights well with it, combining your sneakiness with your team's participation.
- There are less enemy champions near each other than your team has to fight them with, say a 4v3 scenario where the opponent does not know your placement and your 3 teammates can engage after you ult onto the enemy team.
- Laning phase, an enemy that is overextended and can be killed with the assistance of your friendly laner. Drop ult and chase them. (Most frequent scenario)
- Ulting to secure kills is flat out terrible, there are so many better uses of it, your team will wonder why you didn't use it in the first place so that the enemy didn't need to be last-hit with it.
- Ulting anything other than champions...
Always take ultimate whenever possible, Evelynn's ultimate is game changing, so there is no reason not to take it.
This you should max out last, simply because the stats you get from leveling it are not nearly as helpful as your other abilities.
Most Viable Summoner Spells
|- Flash is easily the most viable spell on almost any champion. It gives you the ability to escape, engage, and chase all with no cast time on it and is easily the best summoner spell in the game.|
|- A must have spell on any jungler at all. Do not think of jungling without Smite, as it helps you secure buffs, take a contested baron / dragon and secure a lot of jungle camps especially early game when you're squishier while taking less damage. If you are going to swap out a summoner spell with one of these two, do not swap out Smite, take Flash off, as smite is necessary.|
|- If you're up against a team without a heavy engage and with more slows than hard cc, you could consider taking this, but only in some cases.|
|- The only time I would recommend this is if you are up against a team without very many reliable escapes, or if you expect a certain lane to get pushed in more than most. It's a better choice than Ghost, but still not the greatest option.|
|- You aren't going to need sight of any determined area every 60 seconds. Get a Scrying Orb if you enjoy quick checking of areas without facechecking and without wasting a summoner spell.|
|- Quick burst of speed and a significant heal. Good right? Not so needed on a jungler. Usually someone in the bottom lane and middle lane sometimes will carry a Heal so that if the goings get tough, they can use it. If you are getting caught out in the jungle, it'd be better to have a Flash or Ghost for a more secure escape.|
|- You are not Karthus.|
|- May be helpful early game, but you are the person to be tanking a lot of the cc thrown at your team. It isn't exactly necessary if you're planning on being a tank that can roflstomp straight through the enemy team without dying.|
|- It's like a worse version of Heal when you're in the jungle.|
|- Very high cooldown, and you aren't very helpful making teamfights happen if you aren't sneaky. Leave it to the top laner to take this.|
|- Blue buff op.|
|- No, you need an escape more than you need a small bit of damage. I seriously hate it when junglers take this Ignite and Smite setup. It leaves you vulnerable to more deaths than you can secure with Ignite.|
Simple jungling path for Evelynn on both blue and red sides of the map, in which I will describe each for the first jungling route. After which, you should take as they come to you, make sure to secure buffs at all costs and clear any camps the enemy has counterjungled.
If you are soloing a buff to start or starting blue on either side of the map, take [color=#800080 Hate Spike[/color] rather than [color=#800080 Ravage[/color] first. The only reason you might want to take [color=#800080 Ravage[/color] first is if you are having someone leash for you and you want to conserve mana before you take your blue buff first.
Pink Warding (Vision Wards)
Due to the Season 4 sight changes, Oracle's Elixir is RIP, along with the ability to place more than one Vision Ward per player and a maximum of 3 on a map at a time. Better yet, pinks are visible now, so due to AP Evelynn being broken AF, nerfs happened. AD Evelynn sure does do less damage than AP did, but ganks are scary and less predictable due to the difficulty of maintaining vision of her. This allows you to place Vision Wards either offensively or defensively, as she can't be seen placing wards.
This image I made shows the possible placement of Vision Wards both offensively and defensively. The difference between the two are simple.
DefensiveDefensive use of your Vision Ward will be to have vision of brushes that are easily defendable by laners or by you. Sometimes people spotted out in your own jungle (like the opponent jungler counterjungling) can allow other laners to help you collapse on them and get a free kill. Laners can usually place Vision Wards in their lane reliably, and since you can only use one Vision Ward its up to them where to place it near their lane for defensive purposes.
OffensiveOffensive use of your Vision Ward will allow you to track the movements of enemies in the jungle, steal buffs safely, and possibly have assistance from somebody roaming to help secure a kill on a person alone on the opposing side of the map. The downside of warding offensively is that the enemy has a higher chance of finding the wards earlier on, so they more than less likely will not last long.
Items and Item Progression
Possible Fininshed Luxury Items