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Choose Champion Build:
-
Tanky
-
Bruiser (Not reccommended, but
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Introduction





She can be built as a full tank or as a bruiser with this build, but for the sake of being simple and more viable, I will mostly only be describing how to play her as a tank. I don't want to get methodical by having a section in this guide for positioning, or how exactly you should be ganking because it isn't really that hard to learn on

Pros:
Cons:
![]() |
- Squishy early game - No hard CC - No CC until level 6 - Can be kited easily against champions with reliable escapes/speed buffs - Good ![]() - Slight mistakes (moving into range so that the enemy team can see you when invisible) can cause a gank to be failed. - Not very mobile |
(21-9-0)
I'm not going to heavily break down my choice of masteries, as this is only my personal preference when it comes to playing
Evelynn, but I prefer to have higher base damages so that if you do find yourself in a scenario in which you are dueling a squishy champion and have no support around with you. The defensive side is pretty standard when it comes to being a jungler, offering what you need, as being too tanky early doesn't really change much about
Evelynn, as she has no cc to offer and is still not too mobile.
(1-21-8)
If you still prefer the tanky route, I would go along the lines of this tree. There are a lot of good defensive mastery points for
Evelynn that you can experiment with, because a lot of things can fit a lot of people's playstyles, so this isn't an absolute must if you prefer tankiness.
I'm not going to heavily break down my choice of masteries, as this is only my personal preference when it comes to playing


(1-21-8)
If you still prefer the tanky route, I would go along the lines of this tree. There are a lot of good defensive mastery points for


Shadow Walk (Passive):
Evelynn's signature part of her kit; she is invisible until she:
- Uses any of her abilities
- Autoattacks
- Moves within 700 units of an enemy (there is a range indicator so to not give yourself away)
- Walks in range of a
Vision Ward
- Autoattacks
- Moves within 700 units of an enemy (there is a range indicator so to not give yourself away)
- Walks in range of a

She also regenerates mana rapidly while invisible, making mana items less helpful on her.

Hate Spike (Q):
The ability that is the source of most of your damage. A 1.5 second cooldown allows you to spam the hell out of it. It hits the nearest unit and counts as magic damage and will go through / hit all units also in the area of which it is cast, so if you're building bruiser, you will benefit more from autoattacks than from using 


Dark Frenzy (W):
The passive of this ability is often overlooked, as it is a slight movement speed bonus to 




Ravage (E):
A fantastic ability given to AD 

Agony's Embrace (R):
A large AoE slow as well as a significant shield bonus per enemy champion hit. This particular ability is your hard-engage, why 


Good Uses:
- Opponent team is grouped together and have no sight of you. With your team healthy and nearby, you can collapse on them easier if your team is stronger in teamfights.
- There are less enemy champions near each other than your team has to fight them with, say a 4v3 scenario where the opponent does not know your placement and your 3 teammates can engage after you ult onto the enemy team.
- Laning phase, an enemy that is overextended and can be killed with the assistance of your friendly laner. Drop ult and chase them. (Most frequent scenario)
- There are less enemy champions near each other than your team has to fight them with, say a 4v3 scenario where the opponent does not know your placement and your 3 teammates can engage after you ult onto the enemy team.
- Laning phase, an enemy that is overextended and can be killed with the assistance of your friendly laner. Drop ult and chase them. (Most frequent scenario)
Bad Uses:
- You are in a 1v1 situation with a healthy opponent and wish to engage upon them.
Agony's Embrace does not do too much damage even early game and will not give you much of a shield for hitting one person, so if you believe you can duel this person, save your ultimate (as it has a high cooldown). If they are low enough and not in a safe position, you can ult to continue chasing them to their death.
- Ulting to secure kills is flat out terrible, there are so many better uses of it, your team will wonder why you didn't use it in the first place so that the enemy didn't need to be last-hit with it.
- Ulting anything other than champions...

- Ulting to secure kills is flat out terrible, there are so many better uses of it, your team will wonder why you didn't use it in the first place so that the enemy didn't need to be last-hit with it.
- Ulting anything other than champions...
> | > | > |
Always take ultimate whenever possible,
![]() |
![]() ![]() |
Doing more autoattacks is second most helpful to
![]() ![]() |
This you should max out last, simply because the stats you get from leveling it are not nearly as helpful as your other abilities.
|
Most Viable Summoner Spells
![]() |
- ![]() |
![]() |
- A must have spell on any jungler at all. Do not think of jungling without ![]() ![]() ![]() |
Also Viable
![]() |
- If you're up against a team without a heavy engage and with more slows than hard cc, you could consider taking this, but only in some cases. |
![]() |
- The only time I would recommend this is if you are up against a team without very many reliable escapes, or if you expect a certain lane to get pushed in more than most. It's a better choice than ![]() |
Not Viable
![]() |
- You aren't going to need sight of any determined area every 60 seconds. Get a ![]() |
![]() |
- Quick burst of speed and a significant heal. Good right? Not so needed on a jungler. Usually someone in the bottom lane and middle lane sometimes will carry a ![]() ![]() ![]() |
![]() |
- You are not ![]() |
![]() |
- It's like a worse version of ![]() |
![]() |
- Very high cooldown, and you aren't very helpful making teamfights happen if you aren't sneaky. Leave it to the top laner to take this. |
![]() |
- Blue buff op. |
![]() |
- No, you need an escape more than you need a small bit of damage. I seriously hate it when junglers take this ![]() ![]() ![]() |
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Simple jungling path for

If you are soloing a buff to start or starting blue on either side of the map, take [color=#800080





Due to the Season 4 sight changes,
Oracle's Elixir is RIP, along with the ability to place more than one
Vision Ward per player and a maximum of 3 on a map at a time. Better yet, pinks are visible now, so due to AP
Evelynn being broken AF, nerfs happened. AD
Evelynn sure does do less damage than AP did, but ganks are scary and less predictable due to the difficulty of maintaining vision of her. This allows you to place
Vision Wards either offensively or defensively, as she can't be seen placing wards.

This image I made shows the possible placement of
Vision Wards both offensively and defensively. The difference between the two are simple.
Vision Ward will be to have vision of brushes that are easily defendable by laners or by you. Sometimes people spotted out in your own jungle (like the opponent jungler counterjungling) can allow other laners to help you collapse on them and get a free kill. Laners can usually place
Vision Wards in their lane reliably, and since you can only use one
Vision Ward its up to them where to place it near their lane for defensive purposes.
Vision Ward will allow you to track the movements of enemies in the jungle, steal buffs safely, and possibly have assistance from somebody roaming to help secure a kill on a person alone on the opposing side of the map. The downside of warding offensively is that the enemy has a higher chance of finding the wards earlier on, so they more than less likely will not last long.






This image I made shows the possible placement of

Defensive
Defensive use of your


Offensive
Offensive use of your
Possible Fininshed Luxury Items

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