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Evelynn Build Guide by 0Mystery0

Jungle Mystery's Evelynn guide

Jungle Mystery's Evelynn guide

Updated on November 15, 2017
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League of Legends Build Guide Author 0Mystery0 Build Guide By 0Mystery0 5 1 32,640 Views 2 Comments
5 1 32,640 Views 2 Comments League of Legends Build Guide Author 0Mystery0 Evelynn Build Guide By 0Mystery0 Updated on November 15, 2017
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Illabeth | October 16, 2017 4:08am
Several things)

1) Your builds are not jungler builds, nor do they reflect the mid-flow of the game. You also subscribe to Sorcerer's Shoes, where most people who are not Blind Picking Evelynn (mixed mostly with new accounts, low mmr players) use Boots of Mobility. In a ranked game, the new eve simply cannot afford to have low move speed (YET; there are options with the incoming runes in preseason).

2) You might already know this, but starting a game, the more the AP the better for clearing, so personally, I'm against using movement runes on her (I normally use them too). I'm using 26 AP in runes + 7.8 Magic Penetration, and can clear 2 camps without taking much damage or smiting, because 26 AP adds 8 to Q's base, 8 to its per shot, and 6 to its additional damage per shot. I know that may not sound like a lot, but when you're bursting it 12 times per mob grouping, it's bread and butter.

3) You're working with games where you can afford to play around due to poor teammanship which makes the games either long, or too short. In Ranked, you'll rarely get above about 218 AP before the game is over, so trying to max build gear that is unlikely to happen is misleading.
The META 4 items to finish are Echo, Mobis, Proto Belt, and Lich Bane. Personally, I put off the proto belt becaus Mobis are fast enough that I don't need the proto belt immediately. Instead, I fit in an early Tear of Goddess and build it into Seraph as about 4th item, which results in an immediate AP spike greater than anything the proto belt gives. At item 4, I'm at about 340 AP, and the game is going to be over soon. If I manage to get the proto belt, it puts me at about 450 AP by that point in the game which is about a 820-1640 ult, and 23% Max HP + 140 on E, and a HUGE hate spike. If the game is a long and tough one, the Seraph will help me far more than a proto belt, because 1) all eve's items have some mana built in and 2) the shield will be substantial, and something her current kit is missing from her old (You may need the shield among all the damage you take in a team fight).

That's about as far as an Eve build will go before it's a loss or a win. If you manage to get a death cap or void staff on top of that, or your Liandra's It just becomes oppressive, since the Seraph's + 160+ AP gets boosted by them.

I know people generally say, "don't get seraph because that champ has no mana problems," but the 160 AP outweighs that and so does the potential shield. It's also 300g cheaper than a luden's (redundant of jungle item)or other 3200 g items, and you can be charging it before you get it.

4) I would suggest to players in any eve guide: Don't Charm any jungle camps but Red, Blue, and Gromp: The wait time on activatation will normally put you behind in cs, and get you to ganking lanes slower. An extra Q sec is quicker. Red it's useful ofc because red hurts early game. Gromp hurts too..... when cycling Blue > Red, I generally skip Gromp because he puts my smite and hp in wierd positions to take red. It gets you to a top gank faster too.

5) I would REALLY stress not including Abyssal Mask in a guide. I know. I used to use it too on the Old eve. But new eve's Q and E damage is so AP based, that using an abyssal simply isn't worth the loss of AP. When you have a 600 AP build, the BASE damage on Eve's Q is only 1/5 of its damage!. Her base values are dismally low, and sidetracking onto an Abyssal will keep them very low.
1
0Mystery0 | October 16, 2017 10:45am
Ill try my best to answer each ^^ (was at university sorry for the late reply)

1) You don't have to finish your jungle item to be a jungler, as long as you can clear camps, gank and take smite that's all that matters really. Although the option is there for people to go for the Jungle item as it is viable of course for those who wish to get it. Sorcerer's Shoes with the Movement Speed Quints are still good, alongside the Lich Bane rush for the movement speed for roaming and ganking is very strong and it is always there, whereas the mobis MS reduces when you go in, making it more difficult to get out if things turn out bad.

2) Yes, AP Quints definitely help with early clearing, but I also get along very well not losing much health at all without them. This is because MS Quints make it easier to kite the jungle monsters as you are in combat. Again, this is why I personally hate mobis as it makes you very slow during combat. Sorcerer's Shoes also help vs some camps, like the Raptors and the Red buff as they have Magic Resist.

3) Yes, I personally prefer draft, but the only way really to try new things out is in blind or customs/practice. Once it settles down, I will get back to draft. Yes, games are very quick these days (damn squishy towers and FF's) which is why I prefer to rush Rabadon's and Void staff after Lich Bane for the earlier oppression, also because Evelynn is probably one of the best scalers with MPen in the game due to her W. Since Evelynn's rework is very recent, the META is likely inaccurate and you don't have to always follow the META (everyone else) to be effective. A guide isn't misleading by showing you a full build, it's just there to show you the ideal build route and what you should have if the game does happen to be very long (which they can be at times).

Seraph's is generally better for sustain mages like Anivia and Evelynn is not that. The amount of mana you get in terms of gold spent is inefficient (1400 for just the Mana) and getting a Tear nullifies your damage early when you should be getting damage ASAP. You also lose a potentially more powerful item. Although it does come down to personal preference and it is an interesting choice indeed. :)

4) The range on Evelynn's W means it is usually ready by the time you reach the camp. And maxing it second means it will have an even longer range to use on the camps and lower CD. The Lich Bane rush also helps a lot due to the Mana and CDR.

5) I do like Abyssal mask in certain situations. The 10% magic damage improves her E % Max HP damage and Liandry's % Current HP damage by quite a lot, and since she has tons of Magic Damage procs going on in her combo it can certainly improve her damage by quite a bit. It is especially effective when she has her damage items alongside it.

Thanks for the feedback by the way. :)
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