Evelynn Build Guide by Noggin Toboggan
Not Updated For Current Season
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 build might seem odd to some people but it serves my playstyle well. This guide focuses on using your e as the primary damage, dropping the target's health at the start so they panic and run, letting you finish with near full health. Weaknesses here are hard CC champs, keeping you from keeping up once you've dropped them, and allowing them time to compose themselves to retaliate. This build has absolutely no tankyness, so you should never be the one to initiate unless you think you can nuke the solo before they can CC you.
I run with ap quints and glyphs, ad marks, and mr seals. In lane, your opponent is most likely another ap mid. The mr seals will help keep you safe here, since this build has no resistances. The rest is obvious... do as much damage early game to keep them from farming and zone them, hence the rest of the runes being for damage.
Again, with the focus on damage, the Masteries page emphasizes this. You will be poking the enemy, and thus you might get poked back a decent amount too. Health regen from defensive will assist you in that area. The rest if the same as runes. Do as much damage as possible. Since Evelynn uses both AD and AP, both are gotten.
As previously mentioned, your e is the primary focus of your damage. The first 2 levels of your Q are mostly for farming. After getting 3 levels of e, I bring w up to match, increasing the passive ability hit speed and active speed boost to catch or retreat as needed.
Remember that as you farm, be sure to place yourself so the target minion and the enemy champ is directly between you, so the spikes hit both, allowing you to farm and poke simultaneously. Since your primary damage is not the q, it will whittle them down a little at a time. They may look at the amount of damage you do and get complacent. "Clearly this Eve doesn't do much damage so I can stay here with half health." Wrong. Jump them with your e, and continue hate spiking. When they realize they are in trouble and try to run, hit them with the ult to slow them, and finish them with q. Use your passive invis to your advantage. Wait till you go invis and then leave lane and help gank. Since you are not jungle, they should be less worried about vision wards, allowing you to sneak behind them. They will quickly pick up on this trick so periodically go invis in lane, even if its just to use your passive for mana regen. Let them think you are ganking, allowing their mid to push and the other lanes back off. You will still get xp since you are still in lane, and you draw them into a better ganking position.
I mentioned Muramana earlier. With the tooltips, its hard to tell, but if I am correct, if you hit the target with a e and a basic you proc Muramana 3 times. With my ending build, the spike is crazy. Even when its not complete, the Muramana proc was 100+ per at full mana. By my math, a e, basic, and q combo will deal 220% ap, 150% Bonus AD, and 100% total AD, as well as 3 Muramana procs. That is one very dead ADC or APC.
Do NOT buy both the Manamune and the Archangel's Staff at the same time. The game will ALWAYS complete the Archangel's Staff first, leaving you with no Muramana. Buy the Manamune when your first tear is almost finish and buy a 2nd tear. After (and only after) it changes to Muramana should buy complete the Tear into an Archangel's staff.
Biggest important thing to remember is to not jump the gun in a teamfight. You are squishy and will die fast if you get focused. wait till they are occupied in the fight before going in and pick your targets well. If the game goes long enough, remember to pop your Seraph's Embrace as well as ult to give you a significant temp health boost. The spike you deal will leave an impressive memory on your target, usually in the form of a grave marker.