25/08/2012- Guide released!
26/08/2012- Patch notes, When to pick evelynn and when not to pick and Why evelynn is a viable mid Sections released.
Hello! My name is Tryot of EUW. I have stopped play ranked for about a month,cause i get to that Elo that anybody wanna be.Im talking about 1100-1200 ELO, but I've been playing this game for a couple years now. I specialise mainly in melee champions and assassins so after the recent Evelynn rework I decided to pick her up with an open mind as to how her kit can best be applied to Summoner's Rift.
Evelynn has been hated by the masses for as long as I can remember. This rework is Eve's big chance to shed her old reputation as a troll pick and earn the respect of the community. Unfortunately a lot of people tried her and found her to be a generally underwhelming jungler, so I'm making this guide in an attempt to save her from slipping back into the "unpickables" catagory.
This guide focuses on an aggressive burst AP build in mid lane. Dueling the enemy mid and using your stealth to gank other lanes as much as possible. Her payload damage is extremely high combined with suprisingly high durability and constant magic damage output makes her a sort of hybrid between Ryze and Veigar .
- High burst and sustained damage
- Scales well with both AD and AP
- Self sustains mana
- Sight Ward immune
- Strong 1v1 and ganks
- Good kiter
- Breaks slows
- Vulnerable to hard CC
- No hard CC in her kit
- Item/gold dependant
- Close range
- False sense of security from Shadow Walk
Why Eve is viable mid
Evelynn is a faster, burstier version of Twisted Fate . The reason Eve makes such a good mid is because she is a constant threat to all 3 lanes. Unlike Twisted Fate however, the enemy isn't warned by a giant floating eye three seconds in advance before they're about to get ganked. It is very difficult to predict when and where Eve will strike.
This combined with her great scaling, powerful payload, ganking and teamfight presence makes her an all round powerful addition to your team comp. What she lacks in range she more than makes up for in raw damage output and unpredictability.
Why not jungle?
I started out by jungling Eve like most others, however she suffers the same problems that other jungle assassins run into.
Junglers generally have a lower gold income meaning that item dependant champions tend to fall behind and don't catch up until very late in the game. Bruisers and champions with good utility can get away with this but Eve's base damage on her skills are rather low with no form of CC pre-6. This combined with no natural way to self sutain health means she has a rough time jungling then will likely come into late game underfarmed and not able to contribute much to teamfights or dragon/baron control.
I'm not saying jungle Evelynn is a flat out bad idea, she simply struggles to reach her full potential without minion waves to farm. Top lane she struggles to deal with bruisers and botlane she would get harrassed too much. Her only logical lane option is mid as both a safe farming lane and a vantage point for ganking.
Eve is a close range mage, so she needs some beef in her setup.
The offence tree is a standard mage's setup. We have chosen AP over AD because it scales with Agony's Embrace and Rabadon's Deathcap . It may only be 3 points but every little helps.
In the defence tree, as well as general tankiness, cooldown reduction per level helps churn out [Hate Spike]] faster, while added gold on kills/assists encourages you to gank other lanes to get your core items and promote map dominance. Also reduced CC duration is nothing to sneeze at on a character which is hindered by hard CC.
Same concept as the masteries. In order to build a full on assassin, we need early game beef so we can survive into mid game.
With this build it's important to build armor and magic resist over health because it synergises much better with spellvamp, lifesteal and her huge Agony's Embrace health shield.
Magic pen Marks will help throughout the game as 90% of your damage output is magical. This includes item actives like Deathfire Grasp and Hextech Gunblade.
Flat Armor Seals are generally useful on anyone. Lately the meta is geared heavily towards AD, minions also deal physical damage, as do towers and the enemy mid's auto attacks. Stay in lane, dive towers and survive teamfights with these bad boys.
Flat Magic Resist Glyths allow you to take harrass from the enemy mid, and trust me, they WILL burn their mana on you like water. Melee mids are rare, and the enemy will try to push that advantage. We will cover how this works in our favor later.
Magic Resist per Level Glyphs will scale better into late game if you think you can handle the early game harass.
Flat Magic Resist Quints to ensure that the enemy mid wont even scratch you during laning phase. Also when the time comes to start assassinating the enemy mid, you will always win a straight up duel with this negatron skin.
Shadow Walk 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.
Otherwise simply known as " Sight Ward Immunity".
This is what makes Evelynn. With this you can watch the enemy without them knowing, it is your initiator, your ganking hallpass, and your escape. There are many things to take into account which seperates the good Eves from the bad ones. How well you can use this passive is a large part of it.
Q: Hate Spike (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
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)
Remember when this skill was on a half second cooldown and would cause your finger to drop off? Well now it is slightly less painful for you to spam and a lot more painful for the guy it's hitting.
This is your main damage output outside of your initial burst. The damage is pretty huge considering the cooldown and the fact that it is AOE. Some things to keep in mind about the targetting:
- This skill targets your last auto attacked target
- If your last target is out of range or has died, it will target the lowest health enemy within range of hate spike.
This spell lets you farm relatively safely at range if the enemy mid is being hyper aggressive and happens to have blue buff or something.
You can also use the low health targetting and position yourself so that the spike goes through the minion and hits the champion behind as well.
W Dark Frenzy
(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 %
Cooldown: 20 seconds
Your get in and out of jail free card. THIS SKILL IS MANALESS. You can use it to travel, however keep in mind this breaks stealth, so avoid using it in areas likely to be warded or if you're wanting to regen your mana.
You passively gain FLAT movement speed from hitting champions with a % boost when activated. With one point in this skill and these two buffs combined you can hit 522 movespeed with only Sorcerer's Shoes, woah!
If the enemy has a slow, try to save it until after they slow you. Also this skill is refreshed on a kill/assist, so go spamhappy on the W when teamfights kick off!
(Active): Evelynn slashes a target twice, dealing magic damage with each strike. Evelynn then gains bonus attack speed for 3 seconds.
Cooldown: 9 seconds
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 danage
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 %
This is part of your burst. The attack speed buff is nice and does contribute a good amount of damage, but we are not focusing on it with this build. It's godly for taking down towers though, just be sure to hit a minion with it first.
Also keep in mind that this skill hits twice, so double the values in-game to see the actual damage.
R Agony's Embrace
(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: 120 / 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 %
LAWDY. This is one heck of a skill. Near instant cast, long range, % of MAXIMUM health AOE damage slow that scales with AP and then gives a health shield based on how much she destroyed the enemy team? We have ourselves a blue atom bomb on legs ladies and gentlemen.
If you're assassinating a single person, save this for the end of your burst. It's Eve's longest range spell and can easily land on someone who has used Flash away from you.
Be sure to hit as many people as possible with this in teamfights, as it is a real tide turner both in raw damage and the potential to have up to 1500 extra health on a burst assassin!
This can also deal 1000 damage at range to Drake and Nashor. Stand aside Nunu, I got this.
Stealth, Combos and tricks
Welcome to the meat of this guide.
Eve's playstyle has changed drastically since her rework. Having proximity based stealth makes her a very unique champion who has uniquie tricks which have never before been seen(lol).
Stealth in lane
During laning phase we use Shadow Walk to sustain mana and keep the opposition worried as to whether or not you have actually left the lane to go ganking. This requires you to not attack or be attacked by any sources for 6 seconds. This is best done once you have cleared a minion wave.
While waiting for the next minion wave, back off and avoid enemy harass. Once in stealth just stay in lane, reappearing once there is a minion ready to be lasthit. This will make the enemy mid used to you not being visible, meaning when you actually do go to gank, he likely wont call "missing" to his team.
Once you're ready to gank, clear the minion wave and back off in the same routine you do when laning. Once stealthed, you can move via the river or jungle to either top or bot lane.
With Shadow Walk , you are invisible to enemy Sight Ward , however Vision Ward and towers will still see you.
When Eve was reworked they also increased the truesight range of the outermost towers specifically to prevent Eve from ganking bot/top from behind without warning. Now you must make the call as to whether you want the element of suprise or the advantage of positioning during a gank.
This can be done if you know where an enemy Sight Ward has been placed.
The enemy mid will likely want to follow you if he knows you're going to go gank his team, you can use this to your advantage by deliberately running past an enemy Sight Ward then going into stealth.
After doing this, simply return to your lane without being seen. The enemy mid will panic, order bot/top lane to retreat and likely come charging down the river in pursuit of where he thinks you went.
Warn your team mates of the roaming enemy mid, then make a decision as to whether you want to pincer attack the enemy mid in river, gank the opposite lane to where they expect or to simply push mid tower uncontested.
Remember the first time you encountered Garen hiding in a bush?
Remember the horror of desperately trying to clamor away from a crazed broadsword spinningtop while silenced?
Remember pleading for your life in desperation as he mockingly points to you, summoning a giant golden sword to come plummeting from the sky landing on your face?
Bushes are risky business for Eve. You're best off assuming that every bush has a Garen lurking, even if he's not on the enemy team. They're always there... Waiting.
Never assume Shadow Walk will keep you safe. If you go near a bush with a champion in it, you will be revealed, HOWEVER YOU RECIEVE NO INDICATION THIS HAS HAPPENED. You wont see a "!" over your head if you can't see the champion that spotted you.
Even worse than this, if you're hiding in an enemy Sight Ward 'd bush and an enemy approaches, they will be able to see you in the bush once they enter your stealth circle. This again gives no indication despite the fact you can both see each other.
To deal with this, we become the daywalker of the shadows. Move around bushes, not through them. Only move through bushes when you're fairly certain there are no enemy champions in them.
Early-Midgame Combos and General Tricks
Pre gunblade Combo
Shadow Walk > Hate Spike > Dark Frenzy > Ravage > Hate Spike > Agony's Embrace > Ignite > Hate Spike
This is your ganking and dueling combo. If the enemy has a slow or skillshot CC, save to either break the slow or dodge the skillshot.
Hate Spike Kiting
As landing Hate Spike on champions gives you a movespeed buff from Dark Frenzy you can go Singed style on the enemy and run away while dealing damage all the while getting faster and faster.
Once the enemy gives up on the chase, they will be injured and you will have your passive movespeed buff fully stacked, allowing you to turn on them for the kill.
Ambushing from Bushes
I know we just went over how much Eve hates bushes, but the false sense of security thing can work both ways.
One of Eve's issues is reliably landing Ravage before you have at least a Bilgewater Cutlass . If you can predict an enemy's movement, you can stealth into a bush to keep yourself invisible until they're right in your face.
This can even work in a warded bush, as they expect to be able to see you as they approach it. Try backing off by a step or two then charge in, appearing a second after they were expecting to see you.
Late Game combos
Shadow Walk > Deathfire Grasp > Hextech Gunblade > Hate Spike > Dark Frenzy > Ravage > Hate Spike > Agony's Embrace] > [[Ignite > Hate Spike
I don't like the term "bread and butter". Have you ever had a bread and butter sandwich? Tastes bland man.
So this is your ham and mustard combo for removing an AD carry or AP caster from the game near instantly.
Before you go in for the kill, be sure to study the enemy. Do they have Zhonya's Hourglass ? If so be careful not to waste your Agony's Embrace on it. Do they have a spellshield from Banshee's Veil ? Then lead with [[Hate Spike before using Deathfire Grasp .
Shadow Walk > Deathfire Grasp > Hextech Gunblade > Agony's Embrace > Hate Spike > Ignite > Dark Frenzy > Ravage > Hate Spike > Hate Spike
You're not as beefy as the bruisers in your team, if possible let someone else initiate the fight.
Use Shadow Walk to skirt around the edge of the enemy's vision. Keeping an eye on their movement without being seen yourself. Your invisible presence tends to make the enemy hesitant to initiate while you're not on their radar. So try not to give up this advantage by farming creeps during a standoff or something.
Only attempt an assassination if an enemy has strayed too far from their team.
Once the teamfight starts, try to catch as many people as you can with Agony's Embrace , the health shield will keep you alive and allow you to survive long enough to dart around the place with Dark Frenzy positioning yourself so that Hate Spike hits multiple enemies dealing massive damage. We use ignite earlier to reduce any healing through lifesteal, spellvamp or supports.
STILL UNDER CONSTRUCTION
All lane matchups, Early, Mid And late game coming soon...
Team fight section coming soon...
SO STAY TUNED!!!