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Build Guide by Bearfight

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League of Legends Build Guide Author Bearfight

Eve, one widow at a time.

Bearfight Last updated on April 16, 2011
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Jungle Role
Ranked #4 in
Jungle Role
Win 53%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

Chapter 1

Guide for Evelynn - The Widowmaker
Please comment and try the build and strategies before voting. Thank you.
Last Updated: 04/16/11

Table of Contents
I. Preface
II. Introduction
III. Skill Explanations
IV. Summoner Spell Explanations
-- Considerable Summoner Spells
V. Rune Explanations
VI. Mastery Explanations
-- Utility Tree
-- Offense Tree
VII. Core Item Build Sequence
-- Situational Items
VIII. Laning & Play Style
-- Late Game Summarized
IX. Tricks & Strategies

Abbreviated Terms
AA = Auto-attack [Basic Attacks]
CC = Crowd Control [Stun, fear, slow, snare, etc]
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArPen = Armor Penetration
MPen = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds

II. Introduction
Back to Table of Contents

- Amazing nuker
-Invisibility? :D
-People away from their group will be sorry

-Your finger may hurt from spamming �Q�

III. Skill Explanations
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Shadow Walk - Attacks from minions deal 50% damage to Evelynn.

Cooldown 0.8 seconds | Cost 12 / 15 / 18 / 21 / 24 mana | Range 20

Hate Spike - Instantly damages the closest enemy unit with malevolent energy, dealing 25 / 40 / 55 / 70 / 85 (+28% of ability power) magic damage and 50% damage to a secondary nearby target.

Cooldown 12 / 11 / 10 / 9 / 8 seconds | Cost 60 mana | Range 200

Shadow Walk - Evelynn fades away, becoming stealthed for 10 / 20 / 30 / 40 / 50 seconds. Evelynn's next attack or damage ability will stun her target for 1 / 1.25 / 1.5 / 1.75 / 2 seconds, ending her Shadow Walk. 1.5 sec delay for stealth to take effect (delayed further by damage). Evelynn can cast Shadow Walk while stealthed to destealth.

Cooldown 9 seconds | Cost 90 / 105 / 120 / 135 / 150 mana | Range 325

Ravage - Deals 80 / 135 / 190 / 255 / 320 (+100% of ability power) damage to target unit. If Ravage was used from behind, it reduces the target's armor and magic resistance by 10 / 14 / 18 / 22 / 26 for 5 seconds.

Cooldown 9 seconds | Cost 90 / 105 / 120 / 135 / 150 mana | Range 325

Agony's Embrace �
(Passive): Each time Evelynn scores a kill or assist she regains 350 / 500 / 650 health.

(Active): Evelynn gains 50% / 75% / 100% attack speed and 20% / 25% / 30% movement speed for 10 seconds (non-stacking, can cast while stealthed). The cooldown refreshes every time an enemy champion dies.

Cooldown 90 seconds

IV. Summoner Spell Explanations
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These are purely based on what you like to use, I prefer:

Ghost: I like using ghost because combined with your ulti, next to no one is going to be getting away from you.

Ignite: Ignite I always like having for the purpose of any kind of heal, and a cheap kill of course �.
Considerable Summoner Spells
Back to Table of Contents

Flash: If you feel you need a quicker way in/out of fights.
Cleanse: Always your best friend when needing to get out of stuns/slows

V. Rune Explanations
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Greater Mark of Magic Penetration Magic pen, anything to help bring down the tanks resistance

Greater Seal of Vitality Health is always good.

Greater Glyph of Scaling Cooldown Reduction Can�t argue with being able to Ravage more often

Greater Quintessence of Health I�m always a fan of having more life. When you live with about 27 health to spare, you will be too.

VI. Mastery Explanations
Back to Table of Contents


Offensive [Sections divided by Tier Rows]:
Back to Table of Contents

Tier 1 �
3/3 Archmage�s Savvy
1/3 Deadliness

Tier 2 �
4/4 Sorcery

Tier 3 �
1/1 Archaic Knowledge
Utility [Sections divided by Tier Rows]:
Back to Table of Contents

Tier 1 �
1/1 Haste (If you�re taking ghost)
3/3 Perserverance

Tier 2 �
4/4 Awareness � always be ahead of your competition.

Tier 3 �
3/3 Meditation
1/1 Greed � never overlook this, the gold adds up.
2/2 Utility Master

Tier 4 �
3/3 Quickness

Tier 5-
3/3 Intelligence � faster ravages? Yes please.

Tier 6-
1/1 Presence of the Master

VII. Core Item Build Sequence
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Amplifying Tome + Health Potion take the tome and mage a Kage�s
Kage�s Lucky Pick � save it until later when you can judge if you need Deathfire Grasp
Boots of Mobility
Void Staff � key for taking down tanks with a lot of MR
Rabadon�s Deathcap
Rylai�s Crystal Scepter your hate strike will slow enemies
Lich Bane

Situational Items
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Deathfire Grasp If their tank has way too much health or a lot of resistance that goes against your favor in a fight.
Zhonya�s Hourglass 100 ap + armor to help out with the melee champs. Most importantly the stasis can give you the time you need to get an assist, granting you life back with your ulti�s passive.
Rod of Ages personally not my favorite because the other team is going to focus you anyway, burst damage > life for items in my book.
Morello�s Evil Tome Ravage on a quicker cool down is always a plus.

VIII. Laning & Play Style
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At levels 1-5: I tend to play Eve a little defensively depending on who I am laning against and with. If you have a partner who is good for jumping early game, open the gates of hell and make the champs you�re laning against wish they didn�t choose that lane.

At levels 6-11: This is around the time when I start roaming from lane to lane ganking. Kills are good money, but assists give money too. Get the cash flow going and you�ll be seeing double digits on your kills soon.

At levels 12-18: Start thinking in the mentality that you are in a bot match, that�s the best way I can put it. If you see a champ who has singled himself out, take him down. There are few champions that are going to be able to get out of a 1v1 when you initiate with a ulti+stun+ravage and ignite, all the while spamming Q as well.

Any champ with stun capabilities or too much magic resist, although with the runes you�ll have you get 49% pen with Void Staff.

Late Game Summarized
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Wait for the initiation of a team fight and jump on the squishiest champ in the fight, nuke as hard and possible and then pop your stealth again and disappear leaving them in fear of who�s going to catch the next burst. If/when champs start to run away, I like to think of them as scattering cockroaches, pop your ulti and ghost and run in the direction of the one(s) with the lowest life. Even in a group of 3 if they�re all at 1/3 life, you�ll more than likely win.

My normal rotation on abilities is W to stealth in, regular attack for the stun, E (ravage) which is the majority of your damage, then spam the hell out of Q until your finger bleeds or your E is back up. ALWAYS run your ulti if you have the slightest belief that you will get a kill or an assist because it refreshes the cooldown.

IX. Tricks & Strategies
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Never start a true fight/jump out of stealth, it is your best friend. Strategically stunning enemies on turrets while stealthed can lead to easy, turret assisted kills.

Don�t be afraid to target a tanky character, you have more than enough magic pen to deal with them.

Never overlook getting an oracle�s elixir! If you didn�t see the other team plant wards then you have no idea where they are, oracles will solve that problem for a small fee� just don�t die ;).