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Build Guide By Olaf Knolaf
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Evelynn Build Guide By Olaf Knolaf Updated on December 18, 2013
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Choose Champion Build:
- Standard
- VS AD
- VS AP
Recommended Items
Spells:
Ignite
Smite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Recommended Items
Spells:
Ignite
Smite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Recommended Items
Spells:
Ignite
Smite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
I was 10/2/2 and lost!
I was 10/2/2 and lost!
Spoiler: Click to view
This may happen sometimes and it's easy to blame the team. Other times Eve dies again and again after an amazing start and you may think she falls off late.
You are wrong!
These issues can be solved if you just do what Eve is naturally best at during the course of the game:
- Counterjungle at lvl 1. You will level quickly, might get a kill and the enemy jungler will be behind.
- Camp top. It is the easiest lane to gank for Eve. Preferrably you have a good snowball champion in top lane like Nasus who can carry later.
- Counterjungle again! Bring a ward for your safety while you take their buffs. Your laners will be much safer when you have a ward in the enemy jungle.
- Split push. Your early advantage is slowly fading. When you were successfully feeding your lanes, they don't need you as much anymore. Push a side lane with your good wave clearing and high mobility to farm up some slightly defensive items for big team fights.
- Be there for team fights. Push the lane so the enemy has to defend the tower, then rejoin your team with your ultimate up and wreck them.
Check the chapters on jungling, ganking and pushing for more details.
Why not pure ability power items?
Spoiler: Click to view
AP jungle Eve can snowball very hard. With items like Lich Bane, Deathfire Grasp, Rabadon's Deathcap and Void Staff, she can get to insane amounts of ability power. Those items synergize very well, but there are some reasons why I don't recommend them.
- While the synergy of ap items is great, they are less effective on their own.
- Without the gold from lane farming, Eve needs to get early kills for this type of build. She has no way of coming back when she falls behind.
- Greater Mark of Magic Penetration (over Greater Mark of Attack Damage) slows Eve's jungling and leaves her with less health after a jungle clear. When ganking early, she will have less damage.
- To get most out of Lich Bane, Eve has to go into melee range and stick to her target. This is dangerous without any defensive items.
To summarize, pure ap Eve needs to snowball while giving her a worse starting point.
Summoners
Spoiler: Click to view
Eve does not need Flash to engage because usually she can just walk up to the enemy. She also does not need it as much to escape, because she already is very quick. What she does need is reliable early game damage to start snowballing the game. | Smite is a must for every jungler. When the opposing jungler sees your team without a smite, he will be counterjungling all day long, smiting buffs, dragons and barons away from under your nose. Also Smite is strictly required for clearing the jungle as fast as possible. Mix up ganking and jungling to utilize the very short cooldown on Smite as well as Eve's ganking power. |
Runes
Spoiler: Click to view
Runes
Although ability power quintessences only affect Eve's damage from abilities, these quints offer almost 15 ap by themselves, which is very good. |
AD marks help a great deal in the jungle and are preferred over magic penetration. |
Armor seals are the best seals for almost any jungler. Eve is no exception. |
These glyphs outscale flat ability power glyphs by level 7, which is very quick. Scaling magic resist is an option, but Eve can buy a lot of magic resist and health items in the late game if need be. Those items will offer enough defense against mages. |
Masteries
Spoiler: Click to view
[http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=0-0-4-1-0-3-3-1-0-1-1-3-0-0-0-0-0-3-0-1&tree2=0-2-0-2-0-3-1-0-0-1-0-0-0-0-0-0-0-0-0&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2]
Eve scales with ad and ap so we take those from the offensive tree with a focus on early game masteries.
The defensive tree gives us a little bit of help in the jungle which is really needed.
Abilities
Spoiler: Click to view
Being invisible is the whole point of playing Eve because it skyrockets her ganking potential. She becomes visible when she attacks, casts a spell or takes damage. After 6 seconds she reenters stealth. Towers, pink wards and champions in 700 range can detect her, but she does not unstealth and the 6 second timer does not apply. Eve is surrounded by a large yellow circle which precisely indicates when enemy champions are about to detect her. When an enemy champion comes close to that circle, an exclamation mark appears over his head. Being invisible lets Eve walk by green wards without being spotted, so ganking and counterjungling becomes a breeze. Also, her mana regeneration is significantly increased while she is stealthed. Try not to break stealth with Dark Frenzy when you are low on mana. Dark Frenzy does not cost any mana, but the mana regeneration bonus is lost by unstealthing. Be careful when ganking bot lane. Green wards in the lane brush cannot see you, but nearby enemy champions can if you are inside a warded brush. Your team should try to spot and clear any Vision Wards. |
Hate Spike has a range of 500 and deals damage to every target in a straight line. The spell is not targeted, prioritizing enemy champions, and the damage does not fall off when hitting multiple targets. It has decent scaling with ad and ap, a low cooldown and the mana cost is acceptable. If positioned correctly, Hate Spike hits all monsters in any of the jungle camps, making it a very good aoe spell for jungling. It's very difficult to do in the wraiths camp, but there it's fine to only hit three wraiths as long as you hit the blue one. Start spiking from a position where you can draw a straight line from the nearest small wraith to the blue wraith behind it. This skill has great synergy with Rylai's Crystal Scepter, Sheen and Dark Frenzy. |
Dark Frenzy grants Eve a movement speed bonus for 3 seconds while also removing all slow effects and ignoring unit collision. Eve passively gets movement speed when she hits enemy champions with a spell, getting up to 4 stacks. Ravage will give two stacks because it hits twice. When Eve gets a kill or an assist, the cooldown of Dark Frenzy resets. This increases her likelihood to survive a tower dive, because she can get away from tower range quickly. Activating it twice within 3 seconds is possible, when she gets the kill or assist, making Eve very fast. The movement speed bonus is percentage based, which makes Boots of Swiftness very attractive. When disengaging from champions like Nasus, wait until he casts Wither before casting Dark Frenzy. |
Ravage deals magic damage twice to a target, then gives an attack speed bonus. It is the strongest attack speed buff in the game along with Fiora's Burst of Speed. It grants two passive Dark Frenzy stacks if used on an enemy champion. The initial double hit from Ravage is magic damage and cannot crit. It can't hit tower, and procs Rylai's Crystal Scepter but not Frozen Mallet. Ravage provides burst and dps at the same time. In the jungle it should be used against the largest monster of the camp, while the rest is killed with the aoe damage from Hate Spike. Don't try to kite jungle monsters while the attack speed buff is still active. The attack speed bonus is very good when attacking towers or inhibitors, though an enemy minion is required as a target for the initial double strike. |
Agony's Embrace deals damage equal to a percentage of the current health in a decent sized area, slowing all targets. Eve also gets a 300 shield for every champion hit. Eve's ultimate is usefull to initiate duels and team fights. Sometimes it's better to wait a second before casting Agony's Embrace in a duel to make the enemy champion fully commit to the fight. On max rank the cooldown is only 90 second, so it's wise to stay away from big team fights during that time. The slow is 70% at max rank, which is enormous. Run through the enemy team, spike everyone and use Zhonya's Hourglass when you get focused. When you get the enemy ad carry, it is perfectly fine to die for it. Your team will clean up the rest of the fight. |
Items
Spoiler: Click to view
It is common that junglers get their jungling item first. Going that route does not utilize Eve's ganking potential during the early game. Spending 700 gold on Spirit Stone is a waste of gold with regard to her ganks. But even with the Spirit Stone, her jungling is not stellar because she lacks sustain and runs out of mana without blue buff.
This item is a necessary evil because otherwise the jungle would be too difficult for Eve. Don't make the mistake and upgrade it early, because you seek to gank early and itemize for that purpose. |
Eve lacks hard crowd control but has a very strong percentage based movement speed buff. This makes these cheap boots an excellent choice, letting her outrun any champion. I get Boots before Sheen and Boots of Swiftness right after. Purchase the Enchantment: Alacrity upgrade later when you feel that your offense and defense are sufficient but the enemy champions are too mobile. It is also very good for split pushing. Enchantment: Homeguard is an option when the enemy has the baron buff and is pressuring your base, so you have be quick when refilling your health, but otherwise it is not worth it. |
Sheen offers some much needed mana, ability power and a lot of spellblade procs with Hate Spike. Try to time Hate Spike with the spellblade proc to conserve mana if you are running low. |
Eve has to go into melee range to fight. That makes defensive items on Eve a must, and health is the most important of all defensive stats. Rylai's Crystal Scepter is an excellent choice because it provides a permanent slow effect. It's useful for ganking, disengaging from fights and during full team fights, when repositioning is very important. Other options are Warmog's Armor, Rod of Ages and Spirit of the Ancient Golem for tenacity. I prefer Rylai's Crystal Scepter because of the high ability power as well as the permanent slow it provides. Frozen Mallet is lackluster because Ravage does not proc on hit effects. Sunfire Aegis and Randuin's Omen are situational secondary late game health items against ad teams when you also plan to get Atma's Impaler. |
Trinity Force is expensive and the stats don't look very impressive. Still, the difference in game play is very noticeable, as all the tiny stats really add up. The attack damage is much needed so the attack speed buff from Ravage is not totally wasted. The two movement speed buffs let Eve keep her speed advantage throughout the late game. |
Eve needs to go in, activate Agony's Embrace for the slow and a huge shield, then focus the next enemy carry. So usually the enemy team will instantly focus Eve, hoping to kill her quickly. That is the perfect moment to activate Zhonya's Hourglass, forcing them to either pause for 2.5 seconds or focus a different team member. During this time your team can do a lot of damage. |
Optional Item: Not the best buy early on because percentage based damage doesn't do as much damage when the enemy has not yet a lot of health. The base stats are not the greatest, so it's really the passives which make this item a good choice for the late game. It combos perfectly with Rylai's Crystal Scepter, as every Hate Spike will refresh the burn damage. This item is best when Eve is behind and laning phase is over. In this situation, Liandry's Torment plus Agony's Embrace deals 26% of the enemies current health as damage and then another 12% of the rest, even without any other items. |
Optional Item: Most mid laners need blue buff because they lack both mana and cooldown reduction even in the late game. This item helps Eve as a replacement while also giving a good amount of ability power and magic resist. It's also decent for split pushing, because spiking down multiple minion waves drains Eve's mana pool pretty quickly. Another welcome stat is the cooldown reduction, which usually comes from spirit items but is missing in this build. |
Optional Item: It deals a lot of damage and applies the full slow from Rylai's Crystal Scepter and the burning from Liandry's Torment. The cooldown of the item is fairly low, so use it to initiate whenever you see an opportunity. The cooldown reduction for your abilities is welcome and makes this item an alternative to Athene's Unholy Grail. One issue with this item is that it does not provide defensive stats. Another is that the ativated ability is most useful during ganks, but the laning phase is usually over when you can finally afford this item. Get it if your team has other strong ap carries to make use of the magic damage enhancement. Don't buy it if you tend to forget to use the ability or too many item abilities confuse you, especially when you start mixing up Deathfire Grasp and Zhonya's Hourglass. |
Optional Item: As a late game item choice against ad teams, Atma's Impaler is very gold efficient. At 3000 hp, it grants 45 ad which is worth 1800 gold. The armor bonus is worth 900 gold, while the whole item costs only 2300 gold. This item is a good buy at level 18 after one or two big health items. |
Optional Item: In the very late game, Eve can use some magic resist to increase her effective health. Maw of Malmortius offers a good mix of ad and magic resist. The Lifeline passive is what makes the item interesting because a 400 shield against a cooldown reliant mage is quite a lot. Buy this item against teams with little hard crowd control and significant magic damage. |
Optional Item: Another magic resist item for the very late game, but more expensive. It really shines against teams with a lot of hard crowd control and magic damage. The speed buff comes in handy when Eve is split pushing and the enemy team tries to catch her with cc. |
Optional Item: Ability power, magic resistance and magic resistance reduction for enemies are all useful. But personally, I don't like the item as much on Eve for two reasons: The cast range of the ultimate and the activated ability of Deathfire Grasp are bigger than the aura radius. Also your preferred targets are ad and ap carries, not tanks with high magic resistance. Get this item against ap teams and if you want to support your ap carry during team fights. |
Trap Items
Spoiler: Click to view
Some items look good on paper but are not suited for Eve. This section explains why.
All the items which apply on-hit effects are bad on Eve. The reason is that Eve usually combos the enemy with Agony's Embrace, Hate Spike, Ravage (which does not proc any on-hit effects), Hate Spike, auto attack. Just to test how little auto attack damage Eve actually does, try building her pure ad and check the magic damage and physical damage bars in the end screen. Black Cleaver is horrible because Hate Spike and Ravage don't even shred armor, so leave this item to ad casters. Wit's End has neither ad nor ap, so it adds nothing to Eve's spell damage. Frozen Mallet and Nashor's Tooth are not the absolute worst because they have some useful stats, but Even can do better. |
Eve can spam Hate Spike all day long and charge up the tear quickly, right? So it would seem, but jungle creeps die quickly and this item must be charged continuously and not with some quick bursts here and there. Tear is not even ideal in lane, because Eve needs to balance multiple stats, and mana is not the most important one. |
It procs the burn on physical damage, which is not too often. During ganks and team fights only the attack damage part of the item really counts, making it a gold inefficient investment. |
Basically, this item costs more than Zhonya's Hourglass and Deathfire Grasp while being less usefull. It has a lot of useful stats, but life sustain is not high on Eve's priority list. Keep in mind that Hate Spike and Agony's Embrace only apply one third of the listed spellvamp. If you go this route, also buy some mana items and enough defense, because health sustain does not help Eve when she is out of mana or bursted down. |
It's not uncommon that Eve dies two or three times in a row after having a great early game, which really cuts down the number of stacks. This gives the enemy team an easy path to victory, because not only do they get the shutdown gold, they also virtually take several thousand gold out of Eve's pocket. If you really want to go that route, then get Sword of the Occult, which only requires 4 stacks to be gold efficient. Keep in mind that these items are not only "win more" items, which don't help you to win in the first place, they are also a reliable way to failure. |
Just another bad item on Eve. Void Staff would be better even on an ad build because Hate Spike and Ravage deal magic damage. |
Jungling
Spoiler: Click to view
Keep in mind that this chapter refers to solo queue jungling. There are better ways to do organized invades and to protect against invades when you have an actual ranked team.
In solo queue, most junglers start at their blue buff. Counterjungling is very important, because it takes a lot of jungle pressure from your lanes. Therefore we start counterjungling right at level 1.
For this guide we just assume you are on blue side (lower left part of the map). Most enemy junglers start start at blue buff, so we just go to their red buff.
When you are not spotted, take the red buff and just smite it. If you get help, tell your laners to go into their lane from an angle which looks like they just came from your blue buff. After your own blue buff just check top and mid lane. If a lane is gankable, clear either wolves or the white wraith camp. Put a skill point into Dark Frenzy at level 3, then go for it.
If the lane is ungankable, you might want to skip the smaller camps and head to your red buff. There is a chance that you encounter the enemy jungler at your own red buff. If that happens and you have full hp, you are well equipped for a fight with any jungler. At this point you have both red and blue buff and can utilize both very well, while the enemy jungler only has blue buff. Also you have Ignite up while the enemy only has Flash.
On level 4, put a skill point in Dark Frenzy if you have not already done so. You will need it for ganking and you can use it twice when returning from base to the jungle. Buy Boots or Amplifying Tome, some Health Potions and possibly a Sight Ward.
At the 7 minute mark, try to be right back in the enemy jungle for your next blue or red buff. Bring a Sight Ward to protect you. If you take blue, put the ward outside of the blue camp into the brush, so you see early when enemy champions are coming. For red side, put it into the brush between wraiths and mid lane. Also watch out for any movement in the lanes, because that indicates when you have been spotted.
Ganking
Spoiler: Click to view
The easiest lane to gank is top, especially with easy victims like Nasus or Darius. Those champions are very good with Eve but not so good against her. Enter the lane from your top tower and move into the side brush. Ganking from tri-brush is not recommended, because the tower will spot you early and you lack the crowd control to keep the enemy out of the range of his tower. Let your top laner initiate a little trade, so some defensive abilities are already on cooldown. Then come in and burst the enemy down. Activate Dark Frenzy when he tries to run or when you get blocked by minions.
Second is the mid lane. Counterganks are more likely in the mid lane, so it's good to have one side brush warded. Again, position yourself behind the enemy from the wraiths camp, let your laner initiate, then join the party. Don't use Ignite early when the enemy has some easy escapes. When Flash was used or the enemy's hp is low, take your or the opponents wraiths and then gank again.
Sometimes your counterjungling ward or some lane ward will spot the enemy jungler. If he is nearby, quickly check his health bar and pay him a visit at his next jungle camp while he is fighting and has some abilities on cooldown. Maokai, Xin Zhao or Nasus will happily give you a kill. This resets Dark Frenzy and you are out before the enemy laners can react. Whenever the enemy laners tries to chase you, your team should follow them.
I generally don't like ganking bot lane as much, especially when they ask for it after having been poked down. It's difficult to sneak up behind the enemy and when you succeed, your carry and support are often unable to follow up the initial damage. When my bot lane consists of Ezreal and Soraka, I don't even try to gank. Having Varus/ Leona or Ashe/ Zyra makes ganking bot lane much easier. Remember that Sight Wards will reveal you when you are inside a brush and close to an enemy champion.
After a successful gank, push the lane into the tower quickly and hit it a couple of times. Taking towers early gives a lot of gold to your team members and frees a champion to pressure another lane, forcing the enemy to react or lose the next tower.
Split Pushing
Spoiler: Click to view
With her high movement speed and fast wave clearing, Eve is on of the best split pushers in the game. It's also something useful to do while Agony's Embrace is on cooldown.
It is much safer to split push if you have at least one ward in the enemy jungle. When pushing the second side lane tower, put the ward either at red buff or the outside brush of blue buff, depending on the side. Then dip into enemy sight for some seconds, clear the wave, then turn to their jungle for some seconds. Do that a couple of times while also letting your support clean all enemy wards at baron. The enemy has to find an answer to Eve or they will lose the tower. When they do and you see the enemy ad carry in a lane to push back the wave, you can safely do baron.
Pushing a lane is also a good way to stop prolonged tower sieges as long as the rest of the team can defend your own tower. Eve is best suited for the job because it will be difficult for the enemy to catch her. The enemy team has to send at least one player to defend their tower, which is when you retreat and are free to start a 5 on 4 team fight in the sieged lane.
Countering Eve
Spoiler: Click to view
According to lolking, 82% of all Eve players take Smite, so she is jungling in 4 out of 5 games.
Champion Abilities
- Crowd Control: Eve is a caster with no hard crowd control but she has the ability to remove slows. That makes any champion with a stun, snare or knockup stronger against Eve. Hard crowd control is especially useful when applied under a tower. Champions with slow effects are generally weaker due to Dark Frenzy.
- Mobility: Some champions can use their mobility to avoid fighting. It doesn't matter how fast Eve can run when the enemy jumps over the wall or under their tower.
- Tanky Champions: After mid game, Eve can't kill extremely tanky champtions like Cho'Gath. High hp and shields offer good protection against the burst damage.
- Other Natural Counters: Twisted Fate can assassinate Eve anywhere on the map with Destiny and should be banned. Akali is naturally strong versus Eve, because she dives in and out of Twilight Shroud, getting bonus armor and magic resist, while you can't deal any damage to her.
Here are some example champions which somewhat counter Eve with tankiness, crowd control, shields, mobility or range. Having the whole team constructed out of these champions will make the game more difficult for Eve.
- Top: Cho'Gath, Riven, Renekton
- Jungle: Udyr, Vi, Amumu, Hecarim, Jarvan IV
- Mid: Twisted Fate, Akali, Nidalee
- AD Carry: Caitlyn, Tristana
- Support: Taric, Leona, Alistar
Gameplay Strategies
- Farming under Tower: Many champions, especially long range mid laners, can stay close to their towers without losing any farm. This makes them pretty much ungankable.
- Switching Bot and Top Lane: Ganking a 1v2 lane is difficult and usually won't get any kills. Ganking a 2v1 lane requires a tower dive, and Eve lacks the crowd control and natural early tankiness to be particularly good at it.
- Dragon Control: Eve can't take down the dragon by herself before level 10 and is still pretty bad at it afterwards. Take advantage of this, put a Vision Ward at dragon and then sneak it with just the jungler and support at level 6.
- Vision Ward: Place a pink ward at your buffs. Eve has to wear them down and it really takes forever so the laners can react. Those wards are likely to stay until mid game or longer.
- Save the Crowd Control: It's tempting to use the crowd control in small fights to deal more damage, but try to think of Riven's Ki Burst as a Flash and Janna's Howling Gale as a double Flash for her and her carry.
- Itemization: Hexdrinker really shines against Eve, as taking down the shield can take a couple of seconds. Otherwise try to balance health and magic resistance, prioritizing health early. Rod of Ages and Giant's Belt give so much health, that it will be difficult for Eve to assassinate enemies with one combo. If your champion can use Spirit Visage, Wit's End, Twin Shadows, Abyssal Mask or Athene's Unholy Grail, put these next on the list. I don't recommend Banshee's Veil because it is expensive, will block only a single Hate Spike and doesn't naturally fit into most champion builds.
Updates
Spoiler: Click to view
- 2013-December-2: Update for pre-season of S4.
- 2013-August-19: Added "Trap Items" section.
- 2013-June-19: Replaced the pointless introductory chapters with "I was 10/2/2 and lost". Also I put everything in spoiler tags because the guide was just too long.
- 2013-June-18: After playing a while with patch 3.8, I reworked the item section. It is now more of a hybrid build.
- 2013-June-12, Patch 3.8: Spirit of the Elder Lizard was significantly nerfed. Wraiths and red buff now spawn at 1:55.
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