Evelynn Build Guide by Seij13
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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.
Hello all. This is my first guide so bare with me. I fell in love with Eve pre stun nerf. The problem I found was she is entirely too squishy without the stun. When Dominion came out, I tried something a little bit different.
Eve has always had a problem laning in normal games, but because of the rate of money and leveling in Dominion, I have got to play with different styles. This is a tank build for Eve. If you play correctly, many of the heroes you would fear in late game are laughable by the end.
In this guide, I'll not discuss other options/glyphs etc. I'll tell you exactly how I play making notes of anything that could possibly be changed.
Pros / Cons
[*] You can stay in team fights longer.
[*] Tower diving is not only possible but easy even with being stunned once or twice.
[*] Late game 2v1 possible.
[*] Very high survivability.
[*] Weak early to mid game.
[*] Not as much damage as with other builds.
[*] A few heroes still pose issues to you. (Not the ones you will expect)
The runes I've choose here are actually the same ones I used doing an AP Eve before the nerf. I'm still working to 30, and I am not bothering with buying a full Teir 3 page of runes yet. Until I hit 30. I'm still buying other heroes to test out.
The added AP/Magic Pen still help with early game ganking. You will find that early into mid will be the hardest time for you.
Mana regeneration has always been a problem on Eve early game. In Dominion, going back to regen life and mana is very quick, but you may need to stay out to defend a tower. This helps a bit with that.
I actually plan to switch to Armor Pen or Magic Pen, +Damage, AP at 30 and test that out.
As with Runes, some of these stayed with my old AP style play. I use tried to maximize my damage through both + AP and + Damage talents. The point put into utility could be moved to Defense + Armor and + Dodge is you feel the need for more survival early game.
I choose Exhaust and Ignite with Eve. You can argue others might be better, but to be quite honest. I chose these because I fat finger instants where as these as targeted.
Ignite - Helps in early game and finishing off heroes that run low on life.
Exhaust - With a combination of your ultimate and exhaust, you should have no problems getting away from a fight that may not be in your favor. Also if someone decides to run on you, you can slow them to finish the kill.
Skill sequence is highly important here in Dominion. Early game, you will not be able to stand toe to toe with your enemies. I choose one of each skill before the game starts. You can argue that you should go 2 into Ravage, but I find I can finish off runners with Hate Spike.
In this build, I always take mid to start the game. By taking mid, you will be level 4 by the time you get to the top. At this point I get a second point in Shadow Walk. I can stay stealth longer to get someone running or position for a hit and run. If you want a bigger hit right off the start, take 2 points in Ravage.
After the first 4 points, get Malice and Spite when it is available.
Max Ravage first as it will be your main source of damage early to mid game.
After putting 1 more point in Shadow Walk, max your Hate Spike to get the most damage you can out of it.
Lastly, finish off maxing Shadow Walk.
Boots of Mobility - After taking mid, this gets you to the fight up top ASAP. Aside from that, they are great to get to towers and gank/chase people all game long.
Sheen - Double your damage early game. Ravage is great and all, but how many time have you ravaged someone and not been able to do enough damage to finish them? This is a must.
Giants Belt - This is a must have after Sheen as it allows you MUCH MORE survivability early to mid game. (Something you lack) You can still do hit and run tactics, but this will allow you a little more staying power.
Warmog's Armor - Again the added HP and staying power in a fight is what we are going for here.
Thorn Mail - Now this choice is up to you. If you are facing some heavy duty casters or a more magic based team, I like to get Force of Reason first following into Thorn mail if the melee are giving me issues.
Atma's Impaler - Make use of the added HP and get more damage from it. Added with a little more armor, it is a great addition.
After this, it can be up to you want you want to get. A lot of times I may go for a second Warmog's. This gets me over 4k hp.
Other times, I'll go for Randuin's Omen. This will slow others attack speed and give you an advantage in a fight.
If you want more damage, go for something else.
Lastly, I finish of the Sheen into a Trinity Force. It hardly ever gets to this point, but the added damage makes you pretty much unstoppable.
Early to Mid Game
- Always take mid. You need the extra skill point before the first battle to be more effective
- Early game, stay away from tower diving unless it's a sure kill. You are still squishy at this point. Scout and set up ganking with your team.
- Hit and run tactics apply early game until you can get some survivability.
- Split up their team. Early to mid game, you can hit towers and force their heroes to stay and defend. This can give your team an advantage if it takes more than one hero to hold you from capping.
- If nothing is available for killing, go cap something or roam with a partner/team early to mid game. Gank bottom, your bottom hero will love you for it.
Mid to Late Game
- Once you get Warmog's finished, you can start taking on squishy heroes 1v1 from full life.
- You are not invincible! Sometimes this build gets so fun that you will start jumping into 2-3 guys. Try and contain the excitement and play smart.
- Adjust your items (Thorn Mail / Force of Reason) depending on the other team.
If I get good comments from this build, I'll go ahead and put in the icons and such for items. For now, give it a try and let me know how you like it.