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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Introduction
Items Section Color Coding:
AD is in this color.
Hybrid is in this.
AP is this funky color.
?Jungle
Masteries [Hybrid/AP]
I suggest a 9/0/21 reasons behind this are:
[tossing a point in buff duration]
1)In the early game mana is a pain in the *** if your spamming hate spike on creep and enemies.
2)3% increase to movement speed it's not much but when stacked with the items in the build your one of the fastest champions on the field if not THE fastest.
3)The 15% cooldown reduction on summoner spells is very nice since flash is very important for getting away and closing the gap.
Masteries [AD]
Standard 21/0/9 here since your playing dps theres no reason not to take a standard carry mastery setup.
Jungle Masteries
0/21/9
I suggest a 9/0/21 reasons behind this are:
[tossing a point in buff duration]
1)In the early game mana is a pain in the *** if your spamming hate spike on creep and enemies.
2)3% increase to movement speed it's not much but when stacked with the items in the build your one of the fastest champions on the field if not THE fastest.
3)The 15% cooldown reduction on summoner spells is very nice since flash is very important for getting away and closing the gap.
Masteries [AD]
Standard 21/0/9 here since your playing dps theres no reason not to take a standard carry mastery setup.
Jungle Masteries
0/21/9
Runes
Marks: Greater Mark of DesolationGreater Mark of Desolation x6
Greater Mark of Insight x3
I take more Armor than magic pen because I do more damage physically than magically.
Seals: Greater Seal of ReplenishmentGreater Seal of Replenishment x9
Helps address the mana problem I mentioned earlier. This makes life a lot easier early on.
Glyphs:
Greater Glyph of Focus x9
With these cd runes stacked on top [item=Ionian Boots of Lucidity](if you pick them) then you have over 20% CD reduction and with Golem Buff you'll have cap.
Quints:
Greater Quintessence of Fortitude x3
These keep you from being an easy kill at the start the extra health has made the difference time and time again on who lives and who dies.
The sole difference between playing AP and AD compared to Hybrid besides the build is Marks.
AD takes all ArP marks.
AP take all MrP marks.
Those are the only differences in the runes when I play each build.
Marks: Greater Mark of DesolationGreater Mark of Desolation x6

I take more Armor than magic pen because I do more damage physically than magically.
Seals: Greater Seal of ReplenishmentGreater Seal of Replenishment x9
Helps address the mana problem I mentioned earlier. This makes life a lot easier early on.
Glyphs:

With these cd runes stacked on top [item=Ionian Boots of Lucidity](if you pick them) then you have over 20% CD reduction and with Golem Buff you'll have cap.
Quints:

These keep you from being an easy kill at the start the extra health has made the difference time and time again on who lives and who dies.
The sole difference between playing AP and AD compared to Hybrid besides the build is Marks.
AD takes all ArP marks.
AP take all MrP marks.
Those are the only differences in the runes when I play each build.
=Recommended=
Ignite Nice for putting the finishing touches on an early kill especially when close to an enemy turret where they would normally get away.
Flash Nice for closing in on someone who has an oracles or tower diving and flashing out getting the gank and keeping your *** above the grass.
=Viable=
Smite For jungling, duh :P
Teleport If you want to stealthport and gank another lane take this tho I feel flash is much more important.
Ghost A good spell but flash blinks you out of way instead of making you just a fast moving target thats still hittable.
Exhaust Pretty good spell that would work well with the AD build.


=Viable=





I take

Depending on how I'm doing early in the lane and who I'm laning against


At level 3 take

At 4 I either take


6 is where ganking goes from being slightly painful to your a pain in the *** and the enemy team rushes for oracles and wards. Tho at these point you don't really have any items


Skills from 6 on are either going to be:
WEWEWEWE and doing your ult as it comes up and then finishing Q when you run out of W and E ranks
(utility/defensive skill set, you focus more on W for longer stealths for scouting and other things)
or
EWEWEWE and only doing your ult as it comes up and then finishing Q when you run out of W and E ranks. This is the more aggressive skill set giving you less stealth time and more power on your E.
Early game Evelynn's farm is very weak. Try to get some last hits in when you can though. Mid game farming is easy. The items you've picked up since early game empower your hate spike and auto making farming quick and simple. At mid game farm when you can then get back to ganking.
tl;dr
Champions are the best farm, kill kill kill kill and then kill some more.
The hybrid build is very expensive, most games you won't make it past a gunblade but that's ok because you will be one nasty ***** as long as you stick it to them and keep building.
tl;dr
Champions are the best farm, kill kill kill kill and then kill some more.
The hybrid build is very expensive, most games you won't make it past a gunblade but that's ok because you will be one nasty ***** as long as you stick it to them and keep building.

Jungling[AD]
Grab
Cloth Armor and 5 HP pots and head to blue. Take Q first since its spammable. Have mid give you a good leash to get the ball rolling. If possible try to gank directly after getting blue if not clear the jungle and keep your eye on the mini map to see whos doing what etc.. The jungling is slow, but she ganks well if you can coordinate properly. First time back grab boots or finish making Madred's the choice is yours then go take red and gank a lane. Next item after boots or madred's is sheen for the proc so you have a little more damage. Utilize your slow to trap runners and set up teammates for ultimates etc. Keep farming and ganking til the end of lane then start roaming the enemy jungle for kills and steal the enemy buffs whenever possible make sure you buy wards so you can keep an eye on them. Pick on loner squishys bullying them out of farm and xp. [Refer to AD for the rest]
Grab

AD Hybrid
Sapphire Crystal and two
Health Potions at the start. The extra mana is awesome. Where in the past when using Doran's Shield we survived but mana was something to be rationed we now have a large chunk to work with allowing you to harass more. The potions keep you in the lane when you get poked hard.
Due to the increase in price on doran's items and them not actually turning into anything it has been omitted from my hybrid/ad portion of the guide.
If you have a good laning partner with a stun you are almost guaranteed first blood and a kill before you hit level 3. Normally I will pop Shadow Walk, scout up to the end of the bush on the enemy's side and try and see who's in the lane and get back to the bush so they don't know which lane I'm in which alone goes a long way to getting an early kill. I'm very aggressive at the start and try to harass the bigger threat in lane with me. Stealthing then popping them in the back and going back in the bushes while my partner is in lane beside me. Going stealth in the middle of the lane will make the enemy nervous and insecure causing them to back up a bit.
First on the list is turning
Sapphire Crystal into
Sheen, the proc on this item is pretty sweet, which is part of
Trinity Force. This is a very important, non negotiable item, the slow is essential. I nickel and dime my trinity force by first getting sheen then later, after boots,
Phage which will give you a slow to work with until you finish off triforce..I mean trinity force.
Boots Options:
Berserker's Greaves or
Ionian Boots of Lucidity or
Mercury's Treads or Gank boots. All of these boots have a different purpose. Zerks for more AS so you have an faster auto attack, Ion for the CD reduction which is nice for spamming abilities, or Mercs for anti CC. I find more and more that mercs is the best option.
Hybrid
Now you should have
Trinity Force finished and working on either
Hextech Gunblade Hextech Gunblade or
Madred's Bloodrazor Bloodrazors depending on enemy team composition. Gunblade being for squishy/balanced teams teams and Madred's for tanky teams. After building one item then build the other.
AD
Trinity Force is done. Now build that
Youmuu's Ghostblade. It has a little bit of everything AD, ArP, CDR and a kickin active that synergizes with your ult whats not to like? The next item is a toss up between
Black Cleaver and
Bloodthirster. If they're stacking armor take the cleaver then thirster if not then just go thirster. After building those items you can either go
Madred's Bloodrazor if you are having no problems staying alive or you can build survivability.
Late Game:
This is a time for either stacking on more damage or picking up items for survivability or hybrid items such as
Hexdrinker.


Due to the increase in price on doran's items and them not actually turning into anything it has been omitted from my hybrid/ad portion of the guide.
If you have a good laning partner with a stun you are almost guaranteed first blood and a kill before you hit level 3. Normally I will pop Shadow Walk, scout up to the end of the bush on the enemy's side and try and see who's in the lane and get back to the bush so they don't know which lane I'm in which alone goes a long way to getting an early kill. I'm very aggressive at the start and try to harass the bigger threat in lane with me. Stealthing then popping them in the back and going back in the bushes while my partner is in lane beside me. Going stealth in the middle of the lane will make the enemy nervous and insecure causing them to back up a bit.
First on the list is turning




Boots Options:



Hybrid
Now you should have



AD





Late Game:
This is a time for either stacking on more damage or picking up items for survivability or hybrid items such as

Start with a
Sapphire Crystal and two
Health Potion.
Work your lane and try to kill when the opportunities arise. At level 6 you should roam a bit and try to land some kills for you and your team mates. Try to keep from going base til you can get
Boots and
Sheen. From there build
Lich Bane.
Mid game if the enemy is stacking MR get
Sorcerer's Shoes and
Void Staff.
Late mid - Early late grab
Morello's Evil Tome has great CD reduction with a chunk of AP and Mp5 after grabbing it start working on
Rabadon's Deathcap.
[Defensive items can be jumbled into the mix as you see fit.]


Work your lane and try to kill when the opportunities arise. At level 6 you should roam a bit and try to land some kills for you and your team mates. Try to keep from going base til you can get



Mid game if the enemy is stacking MR get


Late mid - Early late grab


[Defensive items can be jumbled into the mix as you see fit.]
Other possible offensive items:
AD [Hybrid]
Manamune936+350+200= 1486+1000[from passive]= is an extra 50 AD not bad.
Executioner's Calling Combined with Madred's it makes you the Vladmir(and other life steal/regen champs) destroyer, show 'em.
Last Whisper 40% ArP. Tanks you say? I don't see any. Must be hiding.
Youmuu's Ghostblade Its like having an ult with your ult, talk about being greased lightning.
Black Cleaver The passive is pretty sweet giving additional ArP while beating on the enemy tank or just squishy think they can stack a little armor and be safe. [Don't Stack]
Bloodthirster 60 AD+ and Life steal
Sword of the Occult I don't care for stacking items but some people like them so this is here to remind you that it exists as a possibility.
AP [Hybrid]
Rod of Ages Health and more mana with the AP is nice especially if you have a manamune to turn the mana into some AD. -Survivability Item-
Rylai's Crystal Scepter Health with AP plus slow, pretty sweet.
Mejai's Soulstealer Once again I don't like stacking items but it is viable take it if you want.
Will of the Ancients Has a nice aura providing more AP and spell vamp. Cost Efficent. I like this item personally.
Void Staff AP with MrP, for those tanks stacking MR
Zhonya's Hourglass Armor + AP + a pretty sweet active to pop if they try to burst you.
Rabadon's Deathcap aka rapecap, OPcap etc.
Abyssal Mask MR, AP and a debuff its sweet.
Deathfire Grasp AP, mp5 and an active that scales on AP.
Morello's Evil Tome lots of CDR here :D
Nashor's Tooth Works really well with a hybrid build
{Athene's Unholy Grail]] Excellent new addition I love it :3
AD [Hybrid]







AP [Hybrid]











{Athene's Unholy Grail]] Excellent new addition I love it :3
No true build order on these pick as needed.
Great Defense Items:
Anti CC
Banshee's Veil Heavy CC? No problem blocks negative spells every 30 seconds and in conjunction with
Mercury's Treads CC is reduced significantly.
Anti Mage
Abyssal Mask Magic Resist with an aura reducing resist on enemy champs. Shred 'em.
Hexdrinker Some MR and some damage plus a pretty sweet passive, can't go wrong with it really.
Wit's End Replace Stinger with this and make the AP casters rage :P
Athene's Unholy Grail Chalice of harmony has something useful to go into <3
Anti AD [+CDR]
Glacial Shroud Chunk of armor with a big CDR, Frozen Heart is a much better choice tho
Frozen Heart Lots of armor, 25% CDR, and an AS Reduction Aura. I approve
Anti AD
Thornmail Obvious choice if the enemy team is very heavy AD with its 30% damage reversal on AD.
Warden's Mail Not as strong as Thornmail or Frozen Heart but has a nice slow on hit, 35% movement and AS reduction.
Anti AD [+AP]
Zhonya's Hourglass Nice amount of armor with 100AP PLUS a 2 second stasis for the active
MR and Armor
Guardian Angel Has a little of both worlds plus a revive every 5 minutes
Great Defense Items:
Anti CC


Anti Mage




Anti AD [+CDR]


Anti AD


Anti AD [+AP]

MR and Armor

IMPORTANT SECTION
There are many ways you can help your team from simply scouting an area to landing a kill beside a turret.
Scouting: You have invisibility use it. Scout out an area for your team or run sentry while they kill dragon or baron so they don't get caught in a bad situation and can come to bear against the other team.
Saves: I've lost track of the number of times I've saved a teammate running from the enemy team by simply coming and slowing [yeah it works too] the lead chaser. It causes you to become the focus and you can simply flash or ult away saving your teammate and keeping gold and xp from the other team.
Team Fights: You go in after initiation from the side or behind. Do not initiate a team fight you will die a terrible horrible screaming death unless you and your team have set up a trap and you are running bait.
Turret Diving: Queen of Turret Diving. Get in there and kill that low health champ and then gtfo.
In the beginning, until about level 4 - 6 you will rely on your laning partner to help land kills and people in other lanes to successfully kill, a full HP, champion. Return the favor later ;)
Besides the items and masteries this is the one of the most important sections. If you don't know what the **** to do then how can you do what your supposed to?
There are many ways you can help your team from simply scouting an area to landing a kill beside a turret.
Scouting: You have invisibility use it. Scout out an area for your team or run sentry while they kill dragon or baron so they don't get caught in a bad situation and can come to bear against the other team.
Saves: I've lost track of the number of times I've saved a teammate running from the enemy team by simply coming and slowing [yeah it works too] the lead chaser. It causes you to become the focus and you can simply flash or ult away saving your teammate and keeping gold and xp from the other team.
Team Fights: You go in after initiation from the side or behind. Do not initiate a team fight you will die a terrible horrible screaming death unless you and your team have set up a trap and you are running bait.
Turret Diving: Queen of Turret Diving. Get in there and kill that low health champ and then gtfo.
In the beginning, until about level 4 - 6 you will rely on your laning partner to help land kills and people in other lanes to successfully kill, a full HP, champion. Return the favor later ;)
Besides the items and masteries this is the one of the most important sections. If you don't know what the **** to do then how can you do what your supposed to?

IMPORTANT SECTION
I cannot express enough the importance of a solid early game. This is where you will either sink or swim as Eve. If you die early without any kills that is TIME, precious precious time, you have wasted. You can't farm or gank when you're dead. Stay alive and play smart.
Tips, tricks and all around good advice:
Learn the sight range of
1) Towers
2) Wards
3) Oracles
Once you get a feel for it, its easy.
Tower Diving:
Do not dive people at level 1. Level 4 should be the earliest you attempt it and that is when you have minions taking the punch for you until you take them down and flash out.
Know your enemy:
Know what the opposition can do.
CC hurts, you will be focused when you show up in a team fight. If you know they have a **** ton of CC prepare for it.
Know yourself:
Acknowledge the limits of your abilitys and go by them and learn and play until you get better and can start doing the harder stuff. Don't pick up this character and try to go gun ho with her, you'll get burned.
I cannot express enough the importance of a solid early game. This is where you will either sink or swim as Eve. If you die early without any kills that is TIME, precious precious time, you have wasted. You can't farm or gank when you're dead. Stay alive and play smart.
Tips, tricks and all around good advice:
Learn the sight range of
1) Towers
2) Wards
3) Oracles
Once you get a feel for it, its easy.
Tower Diving:
Do not dive people at level 1. Level 4 should be the earliest you attempt it and that is when you have minions taking the punch for you until you take them down and flash out.
Know your enemy:
Know what the opposition can do.
CC hurts, you will be focused when you show up in a team fight. If you know they have a **** ton of CC prepare for it.
Know yourself:
Acknowledge the limits of your abilitys and go by them and learn and play until you get better and can start doing the harder stuff. Don't pick up this character and try to go gun ho with her, you'll get burned.
Pros:
The biggest pro here is sustainable damage where AP eves are burst and this allows you to stay and fight if needed though getting out of range of anyone targeting you is still an excellent idea unless you know you can get them.
There is also a lot of speed in this build the 3% from masteries plus 15% from trinity force makes you able to out run or catch anyone.
Cons:
You're still squishy.
You're not a nuke.
The biggest pro here is sustainable damage where AP eves are burst and this allows you to stay and fight if needed though getting out of range of anyone targeting you is still an excellent idea unless you know you can get them.
There is also a lot of speed in this build the 3% from masteries plus 15% from trinity force makes you able to out run or catch anyone.
Cons:
You're still squishy.
You're not a nuke.
During the champion spotlight many rejoiced when a evelynn nerf was mentioned and I am here to say only one thing in this section. Bring it!
Evelynn [109]
* Base mana reduced to 180 from 212 [This one hurt a bit considering the early game mana trouble but its ok]
* Mana per level increased to 42 from 38 [Balances the base nerf. Same mana late game]
* Base damage reduced to 48 from 53 [Hurts a slightly when going for a level 1 first blood by level 3 - 4 it should balance back out]
* Damage per level increased to 3.3 from 2.9 [The new scaling here gives an extra 2.2 base @ 18]
* Base armor reduced to 12.5 from 14.75 [Slight armor reduction we can live with this]
* Hate Spike mana cost increased to 12/15/18/21/24 from 8/10/12/14/16 [One of the places where it really hurt spamming this will be even more costly early on]
* Shadow Walk duration reduced to 10/20/30/40/50 from 20/30/40/50/60 [No more prolonged scouting early keep this in mind, don't get caught out of stealth in a compromising position]
* Shadow Walk cooldown reduced to 12/11/10/9/8 from 12 at all ranks upon breaking stealth
* Malice and Spite duration reduced to 10 seconds from 15 [>.< Finish them our anytime anywhere ghost got a duration nerf]
[110]
Masteries
Meditation mana regeneration reduced by 40% [ouch =[. manas bad enough early thnx riot]
Runes
Clarity Runes reduced in effectiveness by about 33%
Quintessences of Fortitude reduced in effectiveness by about 20% [makes us slightly squisher at the start]
Doran's Items have seen a increase in price. Its up to you what you do about it.
[120]
Hate Spike missile speed increased
Shadow Walk now applies a 3 second 30/35/40/45/50% slow instead of a stun
Malice and Spite
Passive heal reduced to 150/225/300 from 350/500/650
Attack speed bonus reduced to 25/50/75% from 50/75/100%
^I raged so hard the capillaries in my eyes burst, but I ate some oranges so it was k.
Evelynn [109]
* Base mana reduced to 180 from 212 [This one hurt a bit considering the early game mana trouble but its ok]
* Mana per level increased to 42 from 38 [Balances the base nerf. Same mana late game]
* Base damage reduced to 48 from 53 [Hurts a slightly when going for a level 1 first blood by level 3 - 4 it should balance back out]
* Damage per level increased to 3.3 from 2.9 [The new scaling here gives an extra 2.2 base @ 18]
* Base armor reduced to 12.5 from 14.75 [Slight armor reduction we can live with this]
* Hate Spike mana cost increased to 12/15/18/21/24 from 8/10/12/14/16 [One of the places where it really hurt spamming this will be even more costly early on]
* Shadow Walk duration reduced to 10/20/30/40/50 from 20/30/40/50/60 [No more prolonged scouting early keep this in mind, don't get caught out of stealth in a compromising position]
* Shadow Walk cooldown reduced to 12/11/10/9/8 from 12 at all ranks upon breaking stealth
* Malice and Spite duration reduced to 10 seconds from 15 [>.< Finish them our anytime anywhere ghost got a duration nerf]
[110]
Masteries
Meditation mana regeneration reduced by 40% [ouch =[. manas bad enough early thnx riot]
Runes
Clarity Runes reduced in effectiveness by about 33%
Quintessences of Fortitude reduced in effectiveness by about 20% [makes us slightly squisher at the start]
Doran's Items have seen a increase in price. Its up to you what you do about it.
[120]
Hate Spike missile speed increased
Shadow Walk now applies a 3 second 30/35/40/45/50% slow instead of a stun
Malice and Spite
Passive heal reduced to 150/225/300 from 350/500/650
Attack speed bonus reduced to 25/50/75% from 50/75/100%
^I raged so hard the capillaries in my eyes burst, but I ate some oranges so it was k.
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