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Evelynn Build Guide by OgreSamanosuke

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 OgreSamanosuke

Revamped Eve: Get Scary and Go Carry (AP Hybrid)

OgreSamanosuke Last updated on July 24, 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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 14

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 16

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Introduction

Introduction


Hello and welcome to my guide starring the newly revamped Evelynn. After her recent retooling I feel that she is finally not only in a place of power once again, but of great flexibility. This guide will mostly focus on the build I have already come to favor since the patch, that of the hybrid based shredder, but will also touch on AD and AP focused builds.

Why Hybrid?


For starters, though I call it a hybrid build, that is sort of a misnomer. It doesn't take many AD items, mostly AP influenced ones with one very specific exception. It's primarily an AP/AS hybrid more than an AD/AP like you'd see on Jax or Akali.

As for the logic behind why going this route, in my personal testing I've found that her AP scaling is simply better than her AD scaling, but due to Ravage's new AS mechanic, AS items have more inherent worth than AD items.

Disclaimer: Guide may look funky currently due to the site not having updated Eve's new skills in yet. Also a bit of a WIP until I get more feedback and testing outside my own successes and failures.


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Pros/Cons

Pros / Cons

space
Pros


+ Capacity to easily destroy in duels
+ Powerful escape/iniate mechanic
+ Very strong snare capacity
+ Exceptionally powerful ult initiate
space
space
Cons


- Very susceptible to counter jungling
- Use of stealth takes practice to master
- Commonly focused in team fights
- Pink Wards can become problematic
- Terrible skin selection


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Masteries

Masteries

Masteries
1/5
3/1
4/1
4/5
1/1
1/1
1/5
1/5
3/1
2/1
4/1
1/1
1/1
3/5


Offense:
Take Summoner's Wrath for the bonus to Exhaust and 3/4 Mental Force for minor AP boost to speed along jungling with Hate Spike. Next tier we max Alacrity and Sorcery so we can grab both penetration bonuses.

Defense:
Fairly standard jungling setup of Summoner's Resolve , 3/3 Hardiness and 2/2 Tough Skin . The single point in Resistance is actually a flex point that can be put elsewhere, but MR isn't going to be high with item build, so feel it's best spent here. Up next we want to take 4/4 Durability to lead to Veteran's Scars and Bladed Armor . Last points spent in Initiator for quicker movement around the jungle and ganking.


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Runes

Runes


Runes

Greater Glyph of Scaling Magic Resist
9

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Quintessence of Ability Power
3


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Summoner Spells

Summoner Spells


Smite: Mandatory for jungling with Eve, don't leave home without it.
space
Exhaust: Along with Dark Frenzy, this will help you lock down your gank target from escape. Useful later in team fights to hamstring the AD carry from going to town on your team.
space
Flash: A proper alternative to Exhaust if you need an escape mechanism instead of a disable. A warning, flashing will break stealth currently.


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Ability Order / Explanation

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Ability Explanation


  • Shadow Walk: After exiting combat for at least 8 seconds (ie: no skills used or damage taken/dealt) Evelynn enters a state of minor stealth, minor in that other players will notice you if you get too close, but minions will ignore you, as well as Sight Wards. The true power of this skill is being free to roam around the jungle and into a ganking position without notice.
    TIP: A sneaky trick you can do with bot/top lanes is if the lane isn't pushed up, come in from your own tower and head into the bushes to be closer to enemy you wish to gank than a river entrance would grant.

    WARNING: The alert ! that you are near a player will not go off until you can see them as well, so stealthed players or those hiding in bushes will be aware of you. Use extreme caution checking bushes and be wary if the enemy team has Teemo, Shaco or Twitch.
  • Hate Spike (Q): Fires a line of spikes at a random target or your most recently hit auto attack target. Scales off both AP and AD, though higher from AP. While jungling you'll want to spam this every single CD, making sure to positino to maximize hits. Later with your Rylai's, this will give you a constant slow mechanic. You'll want to max this by 9 as it'll be the main source of damage until you have enough AS to utilize Ravage better.
    TIP: Due to the new targeting mechanic of Hate Spike, it can be used to track units that have gone into stealth. A good example is against Talon's ult, where it will give him away. This behavior may be unintended and patched out.
    TIP: Since Hate Spike is naturally untargeted, it can be very good for dealing damage while fleeing. Once you have your Rylai's, it will make chasing you that much harder.
  • Dark Frenzy (W): Grants a stacking, up to 5, passive static move speed increase for each spell hit and when activated grants a different percentage movespeed increase as well as purging slows. Due to this dual nature, both buffs will apply to movespeed when activated, giving you a turbo movespeed if already stacked upon activation. Kills/Assists reset the CD to help escape successful ganks before reprisal. Will be leveled last.
  • Ravage (E): Hits the target twice for magic damage and grants a huge attack speed increase. (120% at 5/5) Midgame and beyond this will help you utterly shred targets with how fast you attack along with constant Hate Spiking.
  • Agony's Embrace (R): Hits a medium sized area with a heavy percentage health attack, granting a decent shield based on number of targets hit. Also grants a very heavy slow effect for a short duration, making it an excellent initiate for ganks and late game team fights.
    TIP: You don't always have to use this for an initiate, and shouldn't always. If you think you can dive in to a weak target with just Dark Frenzy, you can have the ult to also escape any attempted reprisal for the dive, granting both the shield and a snare on your chasers.



Ability Order (AD focused)

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Items

Items


Starting Out:



Basic jungler start due to Eve's weaker defensive stats. You can start with Boots of Speed and 3 Health Potion as an alternative if you will have a good leash ( Gragas and Talon for example) at Blue Buff to start you out, as it will be the hairest part of your start.



Early Game:



After first gank attemp and subsequent recall, you should have your boots and Madred's Razors completed. You may wish to pick up a Sight Ward to set up for a buff steal from enemy jungle. Next you'll want to get a Hextech Revolver for some sustain since we'll be saving the Razor for later and will forego a Wriggle's Lantern. Finish your Berserker's Greaves and grab a Giant's Belt as the transition into midgame and team fighting begins.

Normally you'd swap your Berserker's Greaves for Mercury's Treads late game when CC can be more of an issue, but it will matter on if the enemy team has heavy CC or not, and how much. If it may pose a problem for early ganks, jump straight to Merc's. An example of this would be a team having at least 2-3 hard CC's very early on, such as against a team with both Shaco and Morgana.



Mid/Late Game:




This is what we'll want to aim for as the endgame barrels down on you. Guinsoo's Rageblade is an exceptional item for this AS/AP build, and should be the first major item purchased in almost every case. With a Ravage opener into one auto attack and a Hate Spike you'll be near the cap within a second of the fight starting. Up next we'll want to get Rylai's Crystal Scepter to give a slow to all of our abilities, letting Hate Spike morph into a makeshift snare spam, allowing it's use in both chasing and escaping. Since you'll now have the AS to be dealing reasonable melee damage we'll want to finish that Hextech Gunblade finally for additional sustain, and yet another way to slow targets down.

The last two items aren't mandatory, just good choices to aim for. If you need more general survival, a Guardian Angel is a good thing to aim for. If they are AD stacked, a Frozen Heart is a wise choice; conversely if they are AP stacked a Force of Nature or Abyssal Scepter would be good. Madred's Razor is an all around good choice considering how fast you'll attack with Ravage's buff up, but if the enemy team isn't terribly tanky replace with something like a Wit's End for a bit more tankiness while still supplementing similar stats.


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Alternate Items (AD & AP builds)

-- Work in Progress: Next Update --


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Jungling Route

Jungling Route

Wolves > Ancient Golem > Wraiths > Golems > Lizard Elder > Wraiths > Gank

The important part to remember is POSITIONING, POSITIONING, POSITIONING. You want Hate Spike to be hitting every target in a camp for the fastest possible clear time to get to ganking quickly. Eve's jungle clear speed is actually pretty respective compared to the top clearers such as Dr. Mundo and Shyvanna due to the very low CD and reasonably high damage output of Hate Spike. Just remember to spam Q as often as you can once you position yourself.

Positioning Tips


Wolves: If you stand next to either brown wolf, next to either tip of the alcove, you should get them to group up to all be hit.

Ancient Golem: Initiate from outside bush, then enter it and they should follow you into a cluster. (If leashed this shouldn't be an issue, as they will cluster naturally in the bush)

Wraiths: Walk past the whole group and stand behind the big wraith, making sure to hit him first before you spike. If you spike first, it will usually pick an off angle path, but if you strike first, it should go through the middle hitting all four.

Golems: Simply stand next to either one before starting and they'll line up fine, easiest camp to position.

Lizard Elder: Probably the hardest to get down, easiest way is to pull and duck into the bush like with Blue, but back up enough so the smaller creeps must give chase, then move back in and you should have them all lined up.


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Thanks

Extra thanks to Jhoijhoi for the template, which you can find here and her colored dividers.