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Evelynn Build Guide by

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.



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League of Legends Build Guide Author

JUNGLING EVE = RAPE

Last updated on February 3, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Eve is a very misunderstood champion, most people believe that she should be played AP because of her skills being scaled off AP, but rather she is even more of ganker in all lanes when she is jungling, early game she is rather squishy, but if you place her in the jungle she can jungle rather quickly once wriggles and boots are in place. always keeping golem buff on as much as possible. And because of her stealth makes her a NASTY gank.


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Runes

For Marks i chose Attack DMG since her early game dmg is rather pathetic.

Glyphs i chose flat MR for the fact of early-mid game help when gnaking such champions in mid like karthus or Ahri. All AP Champions other than Morgana are rather squishy and easy to take down

For Seals i chose Armor for the early mid champions such as Ashe who do Atak DMG, but help later on as well such as jungling.

For Quintessences i choose ATK DMG again for help early to mid game with ganks, and jungling.


Guide Top

Masteries

This Master tree is a 21-0-9, originally i set the tree to a 21-9-0, but i wanted to be greedy and keep the neutral monster buffs on longer, if you preference is to be less of a squish for ur team then go for the 21-9-0 tree. and then you can put a point into the Summoner's Resolve for the Smite buff. But always put in 21 points into offense otherwise ur just useless to everyone.


Guide Top

Skill Sequence

This skill sequence is important, most people will tell you to put at least 2 points into you W when you are playing early on, that is for a ****** if you wanna gank time it out right and make the best of the 10 sec of stealth that you get from it. the reason why i say always have blue buff on you as much as possible and even counter jungle their blue is because your hate spike when you spam it like a BOSS its going to eat your mana. and your RAMPAGE always build taht second the more you build it the more armor/MR reduction u get out of it and the SLOW thats the best part. But when you gank the skills sequence you use is:

W>E>R>Q>Q>Q>Q>Q>Q>Q>E>Q>Q>Q>Q>Q>Q>Q>Q

now im exagerating the q but use ur ult basically to ensure your kill, and your E to reduce their resistance,

Another theory which works as well is to R in the middle of the fight so when you are dealing dmg they think O i can still deal some more dmg and might kill him, HIT THAT R and make him regret every thought he had about making a come back, or you could do the same for the E but then no slow, so easy way of saying it:

no E = no EXTRA DMG = NO FUN!


Guide Top

Summoner Spells

I choose SMite for jungling easy peasy,
Flash great escape tool, or chasing tool, better than any of the others especially since you have ur mobility boots and ur stealth and even if that fails hit em once and use ur R maybe you will get someone else on ur team to kill them and ur ult is back easy right.