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Spells:
Ghost
Exhaust
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Introduction
Evelynn (Remade)
Shadow Walk (Passive)
Evelynn fades away into the shadows. She can only be seen by nearby enemy Champions or true sight
While in stealth, Evelynn regenerates 1% of her max Mana every second
Casting spells, taking damage, or dealing damage unstealths Evelynn for 8 seconds
Hate Spike
19/23/27/31/35 Mana, 1.5 second Cooldown
Evelynn fires a line of spikes through a nearby enemy, dealing 40/60/80/100/120 (+0.45 Ability Power) (+0.4 bonus Attack Damage) magic damage to all enemies in its path
Hate Spike prioritizes what Evelynn has attacked recently
Dark Frenzy
No Cost, 20 second Cooldown
Passive: Evelynn's spell hits on enemy Champions grant her 4/8/12/16/20 Movement Speed for 3 seconds (effect stacks up to 4 times)
Active: Evelynn removes all slows affecting her and gains 30/40/50/60/70% Movement Speed for 3 seconds
Champion kills and assists refresh Dark Frenzy's cooldown
Ravage
50/55/60/65/70 Mana, 9 second Cooldown
Evelynn slashes a target enemy 2 times, dealing 35/60/85/110/135 (+0.5 Ability Power) (+0.4 bonus Attack Damage) magic damage with each strike
Evelynn then gains 60/75/90/105/120% Attack Speed for 3 seconds
Agony's Embrace
100 Mana, 150/120/90 second Cooldown
Evelynn impales all enemies in the targeted area, dealing 15/20/25% (+1% per 50 Ability Power) of their maximum Health in magic damage and slowing their Movement Speed by 30/50/70% for 2 seconds
Evelynn siphons their pain, gaining a 150/225/300 health shield for each enemy Champion hit which lasts up to 6 seconds
spaaaaaaace |
Pros
+ Abilitys scale with AP and AD + Really big Damage Output + Invisibility + A really good chaser + Usefull in teamfights + Best Single Target Assasination + No Mana problems + Good escape move |
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Cons
- Can be detected easily - Draws all the focus - Countered with Oracle's Elixir - Really expensive Build - Bad Farmer - Less good laning partners - Hard to master - Squishy - Fun while playing depends on enemys. |
I get Archmage for Mid- and Late-Game. Its like a little Rabadon's Deathcap, for free.
Vampirism is really good as well.It gives you sustain, which you really nead. You could change it in for Havoc aswell, this would not be a bad possibility either.
- Greater Quintessence of Movement Speed: Normal meele champions have a gap closer to get near their enemy really fast Alpha Strike. You don't but you can see the gap. So your gap closer is your movement speed.
- Greater Mark of Magic Penetration: Together with Arkane Knowledge + Sorcerer's Shoes you will hit mostly for true damage early game, maybe mid- and late game too.
- Greater Glyph of Scaling Ability Power: I reccomend Flat ap Glyphs here, for a great start in early game. Together with Amplifying Tome the damage from Hate Spike is high enogh to pick up some easy kills.
- Greater Seal of Attack Speed: Attackspeed. Works awesome with your Ravage and the Madred's Bloodrazor you will buy soon. Other Possibilitys would be Greater Seal of Ability Power or Greater Seal of Scaling Ability Power
[Ghost]: I use this spell because it can be used many ways with Evelynn. You can use it while beeing in Shadow Walk to get away from your enemys or to jump right on them to attack |
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[Exhaust]: Another really good spell for Evelynn. I mostly use it when assasinating AD carrys, to lower their damage by 70% and prevent them from running. When you have the Masterie Summoner's Wrath , you will get as easy kill all 210 seconds. |
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[Surge]: Mostly underestimated, this spell really is strong. Combined with an Exhaust or Ignite, this spell will raise your damage output to new heights. You have to use Summoner's Wrath , to maximize it's power. |
I max out Hate Spike first as the main ranged damage tool. A point in Ravage in level 2, and one in Shadow Walk at level 3 give me a nice damage output and good zoning abilitys. Maxing out Ravage till level 14 allowes me to do strong burst damage and good ganks. The last points in Shadow Walk allow me to get close to enemys fast. Get a point in Agony's Embrace whenever possible.
Amplifying Tome + 1 Healing Potion: Great damageoutput in early game. Mostly allows you first blood. This start has a not much sustain so you need to play careful (Staying in Grass and so on) | Boots + 3 Healing Potion: Grants you a nice bonus to your sustain, allows you to lasthit better and boosts your incredible low Movement Speed |
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: The Magic penetration boosts your damage the whole game. You could replace it with Berserkers Graves or Mobility Boots, but i prefer Sorcerer's Shoes, because all your abilitys deal Magic damage.
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: A must have for any Hybrid Build. Boosts your overall stats, as well as giving you some sustain. Its active is quiete useful.
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