Evelynn Build Guide by gleebglarbu
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.
Common 6 Item Build
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, I'm Gleebglarbu, a challenger ranked player on the NA server who is currently rank 30 as of updating this (12/16/13). Evelynn is my 2nd most played hero currently and I believe she is very strong in this patch as a jungler. Her passive, Shadow Walk, makes warding against her extremely difficult and allows you to pull off gank paths no other junglers can. She farms up quickly and can easily become the highest level on her team, carrying a soloqueue game by heavy magic damage while being deceptively tanky from her ultimate and the stasis of Zhonya's Hourglass.|
Evelynn is a really fun hero to play and she is also very strong in this patch. She does huge damage for a jungler and is much different in play style compared to the standard tanky initiators such as Jarvan IV in that she can actually assassinate squishy targets when farmed up. This guide will give you an in depth understanding of how to play Evelynn optimally to snowball your lanes and win the game.
Pros / Cons
- Shadow Walk allows you to gank lanes without being spotted by any Stealth Ward
- Does a mix of physical and magical damage in the early game.
- Deals % HP damage
- Makes slows like Wither useless against her with proper use of Dark Frenzy
- Ability to reset in team fights, using the reset on Dark Frenzy to chase down fleeing foes.
- Pretty useless if behind.
- Reliant on blue buff for the first clear.
- Can be out dueled in early levels if caught with your Ravage down
- Vulnerable to poke, no super long range initiate like Zac or Sejuani
- Not as durable as other junglers.
|...|| Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Ability Power
Greater Quintessence of Ability Power
9 X Greater Mark of Magic Penetration
All of Evelynn's skills deal magic damage, so grabbing some magic penetration from marks will help you maximize your damage output against enemy champions.
9 X Greater Seal of Armor
Armor is standard to rune in seals for a jungler. You need it because the camps do physical damage and without it you risk dying in the jungle and clearing at low health. It also helps vs AD champions in skirmishes and for the creep damage you take in skirmishes which is also physical.
9 X Greater Glyph of Ability Power
Ability power helps you do your job of assassinating the enemy's squishy targets. The con to taking AP blues is that you lose out on MR and are very vulnerable to magic damage, but I prefer the extra burst these provide me with. Feel free to try MR blues as well and see which one suits your play style better.
3 X Greater Quintessence of Ability Power
AP quints are taken for the same reason as AP blues, they will buff your burst damage and help you take out key squishy targets.
Running 21/9/0 on Evelynn will give you the damage you need to be a major threat along with the resilience needed to clear the jungle in the early levels without getting low on health. The new dual pen mastery makes Evelynn very scary to fight if she gets the jump because she can put out a high amount of both types of damage early game. Defense masteries are preferred over utility to make it so that you're healthy enough to gank after clearing out your camps.
This starting option is very oriented for pushing your advantage early game and making sure your early ganks succeed. You don't lose much on clear time by taking this instead of machete because the extra AP and CDR increase the amount of damage you can deal to camps as well as increase the damage you bring when you come out to gank. A Hunter's Machete start is alright for Evelynn, but I prefer this one to have the best chance of getting kills from early ganks. You don't need a Sweeping Lens early game because stealth wards won't detect you anyways, so I prefer to get a Warding Totem early on and help my team get vision around the map.
These are the core items you will usually get on Evelynn. Spirit of the Spectral Wraith is the best option to go of the three jungle items because the Spirit of the Elder Lizard now only procs on physical damage and the tank stats from the Golem item don't work well with Evelynn's kit. I prefer spell pen boots over Boots of Mobility for the extra damage when trying to combo squishy targets, but you can try Boots of Mobility as well and see which you prefer. Deathfire Grasp synergizes really well with Evelynn's kit and greatly amplifies your burst damage.
Getting a Rabadon's Deathcap, Void Staff, and Zhonya's Hourglass will give you the most damage possible for late game while giving you some survivability with the stasis from hourglass. With this full build you can easily assassinate squishy targets with your DFG burst combo.
|+||...||These items can be taken in place of Rabadon's Deathcap and Zhonya's Hourglass if you want to focus on having more CC, health, and ability to shred high HP targets. This build will help you in those aspects, but greatly reduce your ability to assassinate squishy targets.|
I run this combination of summoner spells on jungle Evelynn in every game. Junglers need Smite. There is no getting around it, the objective control and clear speed boost are invaluable. Flash is key for sticking to enemies, evading risky scenarios, and dodging important skill shots. It easily outweighs the benefits of taking Exhaust or Ignite. Getting caught out late game without Flash can easily mean the end of a match.
Shadow Walk is your passive. This passive is very unique and makes playing Evelynn different from playing any other champion. You can use this passive to maneuver around the map in ways no other champion can. When active, you are only spotted by champions inside of your circle, Vision Ward, Oracle's Elixir, and the true sight granted by towers. This means you can walk over Stealth Ward and enemy minions without giving away your position when setting up a gank. You can also follow an enemy around the map without him realizing you are there.
Hate Spike is your Q. This skill is your main damage dealing ability so it is best to max it second, after Agony's Embrace. It will deal damage in a line, but this damage can be dodged by things like Flash and Nidalee's Pounce. It will prioritize champions over minions and will also prefer the target you have most recently attacked.
Dark Frenzy is your W. This ability gives you a massive boost to your movement speed on activation along with cleansing slows and also gives you stacking movement speed when you land a spell. Whenever you get a kill or assist it will refresh. This is maxed last because it already is enough to close the distance at +30% MS and it is better to rank your other scales to make you a larger damage threat in fights.
Ravage is your E. It's is your main nuke. This ability has a 1.0 ratio with AD and AP overall and strikes in two quick bursts, giving you a huge AS steroid after. It is best to max this third because the base damage goes from a weak 70 all the way up to 230.
Agony's Embrace is your R. Your ult will give you massive survivability in fights if you can land it on 3-5 enemy heroes. This ability does current health damage so it is best to initiate with it. It is maxed whenever possible because of the large increase and damage and shield strength, along with the large decrease in cool down of 30 seconds per rank. The shield does not come instantly from your ult so don't try to hold it until the very last second, you will likely do before the shield pops.
As of patch 3.15 you will usually start at either red or blue, clear one camp, then do the other buff to hit level three. Afterwards its best to look at where you can best pressure the map and get ganks off.
How do I decide where to start?
This is a pretty complex question that involves a lot of factors, but can be boiled down into a very basic answer: Start on the side of the map of your bot lane. If you are blue side, start red. If you are purple side, start blue. This will insure that you get the best leash possible since a duo lane will be able to give you a better leash than a solo lane will. This reduces the chance you'll have your first buff contested and allow you to jungle w/ higher health.
The more in-depth look at where to start:
Where do I want to end up for ganking? For instance if I was purple side and wanted to gank bot at lvl 3 I would start red to end up on that side of the map.
What is the enemy jungler planning to do? If I'm on purple side vs a
Can I kill the enemy jungler? If they have a weak early pick like Nautilus, it is often a good idea to do your blue and then head down to his red to steal it and then try to kill him afterwards.
After I grab both of my buffs I usually look to pressure lanes. When deciding what lane to gank, look at a few things:
Is the enemy pushed up?
Does your laner have CC?
Does the enemy laner have no escape outside of flash?
Taxing/Pushing the lane is a great way to get ahead but you want to do it when it is appropriate. Usually, after a successful gank that resulted in a kill, you want to shove t he enemy wave up to their tower with the help of your laner. This gives you XP and gold, along with denying both of those to the enemy as well. You don't want to just walk into their lane and shove it while they are there, especially when they are attempting to freeze it.
In this section I'll explain a few tips and tricks I've learned from playing Evelynn.
1. Make sure to auto attack in ganks: This is incredibly important for getting successful ganks off pre 6. Your only CC at this time is red buff which can only be applied by your auto attack. Once you get your AA off it is usually best to use Ravage along with Hate Spike and Dark Frenzy to chase them down for the kill.
2. Don't use Dark Frenzy early: Although this speeds you up, you also need it to cleanse slows. One example of where you don't want to lead into a gank with it is vs a Draven lane. By starting without using Dark Frenzy, you can use it after he casts Stand Aside to remove the slow it applies and chase him down for the kill.
3. Lead with your ult: Agony's Embrace does % current HP damage so make sure to use it early.
4. Line up the jungle creeps for Hate Spike: Hate Spike does damage in a line so you want to position yourself so that it is hitting as many of the jungle creeps as possible. You can have it hit all 3 wolves, all 4 wraiths, both golems, blue + one small lizard, and red + 1 small lizard to clear as quickly as possible.
Conclusion / About the Author
I hope you enjoyed my guide for Evelynn! This is one of my favorite heroes and her kit allows you to sneak around the map and become a huge damage threat. Following the advice presented here should make you a much better Evelynn player and help you to win the game. If you want to see me play Evelynn, you can follow my stream at www.twitch.tv/gleebglarb1