Evelynn Build Guide by Sp4c31nv4d3r
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Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
WELCOME! Sp4c31nv4d3r here with another guide just for you! This time, we have the sneaky, ninja assassin herself: Evelynn! After recently acquiring her, I have come to love her as a champion. She is not my strongest champion but I love the style of play that she bring along to the party. She is a well rounded mix of AP and AD that provides a nice balance for you and your team. So, without further a due, Evelynn: Lurking in the Shadows.
Damage 48 (+3.5 / per level)
Health 380 (+90 / per level)
Mana 190 (+45 / per level)
Move Speed 315
Armor 12 (+4 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 8.9 (+0.55 / per level)
Mana Regen 7.1 (+0.6 / per level)
No build is perfect for all situations. This is how I play Evelynn. Please don't be that person who down votes just because you hate Evelynn and what not. I like constructive criticism, but don't be a troll. Just because I am not "pro" at Evelynn doesn't mean that I don't enjoy playing her.
As always, the build will be updated as needed and updates will be displayed here.
8/9/2012 - Guide Created
8/17/2012 - Alternative Rune section added to address MPen and APen.
- Added note about Wriggle's Lantern in Jungle/Warding section.
8/30/2012 - Patch updates listed in Abilities section under patch updates.
2/12/2013 - FInally updated for S3 masteries. (Sorry for the wait)
Also, thanks to jhoijhoi for her guide to guides which has helped me in both of my builds. If you haven't read it, DO IT RIGHT MEOW!
Pros / Cons
Just like all champions, Evelynn has her up sides and downers. Here are a few important ones:
For Evelynn I go with a 21/9/0 set on my masteries. They are as follows:
|Offense Masteries||SPACE||I chose these mastereies because it gives Evelynn a great build as a jungler. You have added points in attack damage, attack speed, armor penetration, crit strike, and life steal. These will give you a strong beginning, middle, and end game.
|Defense Masteries||SPACE||I chose these masteries for Evelynn for the reasons of most junglers. It gives increased armor, bonus damage against monsters, health regeneration, and the extra gold for using Smite.
Greater Mark of Scaling Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Movement Speed
For Evelynn's rune build, I follow the usual set up for most junglers, focusing on armor, attack damage, magic resist, and movement speed.
Greater Mark of Scaling Attack Damage for the attack damage that all junglers need. It is a progressive leveling rune that provides more damage when you are at level 18 that the Greater Mark of Attack Damage. The trade off is that you don't have the same amount of damage until late game, but once you get there, the difference is substantial.
Greater Seal of Armor is always a must have. The bonus armor that you get is crucial in the play of any jungler. This is that little extra bonus (almost) Cloth Armor. Trust me, you want these.
Greater Glyph of Magic Resist is great for that early gank in mid to get the opposing team AP carry off of your AP carry and give them a free feed. This is also going to help you out greatly mid and late game in team fights.
Greater Quintessence of Movement Speed because it increases clear time, and as we all know, the faster you can clear, the faster you level up. The faster you level up, the sooner you can gank. The sooner you can gank, the sooner your team gets fed. It is a win-win for all. Not to mention, Evelynn relies on high movement speed to troll on everyone.
When playing a character like Evelynn, magic and armor penetration is something that is over looked (well, by me at least). In order to get the most out for your abilities, penetration is a key ingredient to add into the mix.
One can easily add magic and armor penetration with a simple switch of runes, or items (some of the "Other" and "Situational" items already have a penetration bonuses as passives). In the rune department, simply switch out your Greater Mark of Scaling Attack Damage and Greater Quintessence of Movement Speed and put in their place the Greater Mark of Hybrid Penetration and the Greater Quintessence of Hybrid Penetration. These two new runes will give you 8.5 magic penetration and 15 armor penetration all together. They are a great choice for alternative runes and will give you a great alternate choice.
For you summoner spells, you are going to want to take Exhaust and Smite.
Exhaust is going to be your friend in slowing down running enemy champions. Stack this with Dark Frenzy and you should be able to catch most, if not all, enemies.
Smite is for the time you spend jungling. It is going to make getting buffs as well as securing dragon and baron much, much easier. There is a reason that all junglers take it. It is useful beyond reckoning.
Other Possible Spells
A couple of other choices are Ingnite, Ghost, and Flash. Each have their own place during the game and should be heavily thought about BEFORE taking over Exhaust since you are going to keep Smite no matter what. Really. Think about it before you change.
DO NOT TAKE THESE
You will have no need for these. If you take them, a small army of ninja pandas will find you and beat you with bamboo sticks. Now as funny as that would be, I don't condone violence so don't take them. Besides, the pandas have better things to do.
Shadow Walk - When out of combat, Evelynn enters stealth only being able to be seen by nearby enemy champions or true sight. While stealthed, she rapidly regenerates Mana.
PATCH UPDATE: Shadow Walk
Detection radius reduced to 700 from 750
Hate Spike - Evelynn fires a line of spikes through an enemy, dealing damage to all enemies in its path.
Evelynn fires a line of spikes through a nearby enemy dealing 40/60/80/100/120 (+0.45) (+0.4) magic damage to all enemies in its path.
Hate Spike prioritizes targets Evelynn has recently attacked.
Cost - 14/18/22/26/30 Mana
Range - 500
PATCH UPDATE: Hate Spike
Mana cost reduced to 14/18/22/26/30 from 19/23/27/31/35
Dark Frenzy - Evelynn passively increases her Movement Speed when hitting enemy champions with her spells. Upon activation, Evelynn breaks free from slows affecting her and gains a massive Movement Speed boost for a short duration.
Passive: Evelynn's spell hits on enemy champions grant her 4/8/12/16/20 Movement Speed for 3 seconds (effect stacks up to 4 times).
Active: Evelynn removes all slows affecting her and gains 30/40/50/60/70% Movement Speed for 3 seconds.
Champion kills and assists refresh Dark Frenzy's cooldown.
Cost - No Cost
Range - 10000
PATCH UPDATE: Dark Frenzy
While active, Evelynn now ignores unit collision
Cooldown reduced to 15 seconds from 20
Ravage - Evelynn slashes her target twice, dealing damage with each hit. She then gains increased Attack Speed for a short duration.
Evelynn slashes a target 2 times, dealing 35/60/85/110/135 (+0.5) (+0.4) magic damage with each strike. Evelynn then gains 60/75/90/105/120% Attack Speed for 3 seconds.
Cost - 50/55/60/65/70 Mana
Range - 185
PATCH UPDATE: Ravage
Cast range increased to 225 from 185
Agony's Embrace - Evelynn summons spikes from the ground to deal damage and slow enemies in the area. She then gains a shield based on how many enemy champions were hit.
Evelynn impales all enemies in the targeted area, dealing 15/20/25 (+0.02)% of their max Health in magic damage and slowing their Movement Speed by 30/50/70% for 2 seconds.
Evelynn siphons their pain, gaining a 150/225/300 health shield for each enemy champion hit which lasts up to 6 seconds.
Cost - 100 Mana
Range - 800
PATCH UPDATE: Agony's Embrace
Cooldown reduced to 120/90/60 seconds from 120/100/80
When I play Evelynn, I prefer to max out Ravage first. I use this to clear the jungle a bit faster. Also, with the gained attack speed, it makes taking out camps quite easy.
After Ravage, I go for Hate Spike. This comes in hand with all of the camps. You line up on the side of the group and pop Q. All of the monsters will take damage giving you a bit of a head start during your second run through, or first of you are counter jungling as well.
Finally the last that I max is Dark Frenzy. This is only because since you are focusing on the jungle for the beginning, you aren't going to see many champions until around level 6 and none of the camps have a slow so there is no need to have a slow/stun breaker.
As always, at level 6, 11, and 16 pick up Agony's Embrace. Personally, this is one of my favorite ultimates. The slow is great not just for you, but for your entire team, especially in team fights. Add that to Dark Frenzy's passive and the health shield that you get and you place yourself in a great position.
When ganking from the jungle or in team fights, try to hit as many people as you can with Agony's Embrace. I know that you are thinking "Why is he saying that again?" but really. If you know that the enemy is running or pushing, pop that sucker right in all of them.
For my item build, I try to focus more on AD for jungle but have a few AD/AP Items in the bank. The Boots of Mobility are a must for Evelynn. As a character for lives off of speed, the more you give her, the happier she will be. (Well you can't see that, but she is) One item that is not in my build that is in most is the Wriggle's Lantern. I don't get this because I save my money and go straight for the Hextech Gunblade. Since the Hextech Gunblade has a life steal portion of its build, I find it easier for me to justify not spending the money. The trade off to that is you are going to have to buy wards instead of having a free on every three minutes, but such is life.
Add in Guinsoo's Rageblade and Trinity Force for more of the AP/AD combo. I love these items for their stats as well as their passives. They give you an increase in attack speed, AP, AD, as well as a 25% chance to slow your enemy. All of these passives are almost built just for Evelynn. The AP/AD increase will make you abilities stronger as well as a slow makes your opponents get the sad face rather quickly because you are eating up their health.
Taking about health, Evelynn can be kind of squishy at times. This is why I added the Frozen Mallet and a Wit's End. You are going to be gaining 700 health from the Frozen Mallet as well as some always welcome magic resist from Wit's End. Again, you have some nice passives here. Frozen Mallet will slow you enemies while Wit's End has a stackable magic resist increase. Add that in with a little extra attack speed, and you are sitting pretty.
Since Evelynn is so versatile in the play style that she has with the mix of AD and AP, there are many other items that can be substituted into her build. A few include:
This is a great item if you want just that little bit more armor and magic resist. It is a great item to think about when working on your build. Plus, that passive makes everyone (except the opposing team) happy.
|SPACE|| Youmuu's Ghostblade
This is a great item. With the increase in damage and crit strike, it is perfect for fights. Stack that with armor penetration and cooldown reduction, and you are looking good. Add a killer passive and you are rocking. This is a great substitute item.
Nashor's Tooth is another of my favorite items. It has a great blend of attack speed increase and well as ability power. The passive cooldown reduction also makes it great for spamming you Hate Spike.
|SPACE|| Rabadon's Deathcap
Enter the ability power bomb. Rabadon's Deathcap is a great, great ability power item. The +140 AP WITH the extra 30% increase makes this a very viable option for those of you who spam abilities like it is the end of the world.
The almighty Infinity Edge is the damage brother of Rabadon's Deathcap. If you just want to hammer out your enemies with massive attack damage then look no further. This is an awesome item for those damage cravers out there.
As always, if the need arises, there are items that can easily be thrown into your build to help you out at any point of the game. A few are as follows:
Banshee's Veil is a well rounded item. It delivers health, mana, as well so magic resistance. Along with its passive, it is a very nice item to consider.
|SPACE|| Force of Nature
The Force of Nature is the grand daddy of magic resist and health regeneration. If you are having trouble surviving the enemy AP carry, this could be your ticket out of trouble.
Maw of Malmortius
I love the Maw of Malmortius. It is a wonderful item that gives attack damage as well as magic resist. The thing that really does it for me is the passive which stops a potentially deadly enemy AP attack.
The one and only. Grab a Thornmail if you need more survivability in a fight with the opposing AD carry. The armor bonus is the highest of any item plus it deal 30% return damage as magic damage.
In team fights, your goal is to DESTROY ALL SQUISHIES!!! You are more than likely going to be the fastest one on your team so it is going to be up to you to stop the runner in a team fight. The ace you score could help your team end the fight sooner rather than later, which is always a good thing.
Remember that you ultimate, Agony's Embrace, should be targeted on AS MANY ENEMY CHAMPIONS AS POSSIBLE!!! This is what that sucker is all about. Slow them down and destroy them before they can run away (Not like they are going to be getting away from you anyways).
Remember to use your items passive abilities, they are going to work wonders and help you much more than you would think.
As always, plan ahead. Be aware of the surroundings and who is where. Don't let that last enemy get away with a Flash over a wall. Be sure that once you start, they all die.
Jungling is not a hard thing to grasp. It isn't going to take you a life time to figure out. I find it to be fun (once I figured out what I was doing that is). You have to be patient and get a groove going and you will be good. Instead of having me write a novel about it, WATCH A VIDEO! I am a visual learner so stuff like this helps me, plus if you have dual screens, throw this up on one and the game on the other, and BAM! instant helper!
Now when it comes to warding, placement is crucial. One does not simply place random wards (a little meme reference for all you out there). You have to know where to place them for the biggest impact in your jungling experience. Again, instead of me blabbering on, LOOK AT A PICTURE!
This is where you should ward with your Wriggle's Lantern (if you do get one early).
Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
Image credit: Apotheosis.
(Because I am too lazy to make one when he has done such a good job already)
Also, remember that I DID NOT have a Wriggle's Lantern in my build set. This is because I buy wards as I need. For me, it is better than waiting for the cooldown on a free one. If you do decide to buy a Wriggle's Lantern, you can easily sell it later for another item. In my case a Hextech Gunblade.
As always, thanks for reading. I know that someone, somewhere is going to say that I missed something and/or they don't like something. I take all comments to mind when I am doing updates on my guides. The one thing that I ask is that you do play one game with this build (not the extra builds) and leave a positive or constructive criticism comment. Again, thanks and have fun!