Build Guide by zer0xp
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Not Updated For Current Season
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Heya people. Some of you may know me, others may not. I am zer0xp and I have been playing this game for a quite a while, previously at Europe, however, recently at US. This is certainly an advantage and I well let it into my guide; believe me EU and US is completely different metagame, therefore having the knowledge I will mix them up and make an Evelynn guide that stomp both of them.
This is the first time I have forced myself into writing a guide, as well as actually been paying attention to sites such as MOBA, Leaguecraft and likely, however, that is not to stop me and my acknowledgement. I find joy in writing and it satisfies me to improve the way that champions are being played – especially if I have an input inside of it.
You should read furthermore of this guide in case you have willpower and you struggle for things – because Evelynn certainly is not as easy, yet, not as hard either as some people point it out being. Any champion is equal in skill; as long as you have different goals. What makes Evelynn the easy character is to stick by the lower parts of the guide simply hoping on for a few pub stomps, however, the harder part is to make her an actual carry who manages to stomp entire teams in public.
As of my experience I have not been playing a high ELO as I do not have such intentions. I am more of the guy who hangs around with my friends and find my satisfaction playing ranked here and there, however, mostly theory crafting, testing and making great movies of stomping. I may be a doubt at this very moment, however, should you have any kind of willpower or acknowledgement you will find out by the very end of this guide that I am well aware of what I am doing – you will hit success upon following it, in case you master it. I have been playing Evelynn for about a year, however, only casually – I stick by several champions and I change on daily basis, however, I sure have been all around Evelynn and I still do tend to take her at certain games.
Please keep in mind this guide is written with a level thirty perspective, however, in detail for anyone to be a participant. This guide can be followed and be rather useful whether you are level one or thirty all depending on your personality and how you take advantage of it. Do not hesitate – follow it by the end, even though you disagree at points – then you can always change things at the very end, after having my builds tried.
I hope that you will find joy reading and using my guide and that it may satisfy you. Please rate and comment and stand by criticism as long as it remains useful. I love debates and discussions, therefore do not hesitate.
Evelynn is a champion that gets well around and may satisfy people for more than just a day - simply because it has a lot of variables and can be played in several ways. For example you can stick by the predicting pubstomping one where you hit level two by some early jungling then stealth up and get your firstblood at the lane - then slightly farm and patrol all lanes around 4-5 stealing and knocking the **** out of everyone, however, also the more interesting, yet requiring ones such as attempting to jungle for longer whiles not letting them aware of your movements then help out when is necessary, the complete supporter who does the stuns at early games (stacking them) then lets the others finish it - or even the one showing hatred, last hitting everything and as some may call it kill stealing. My build will enfold all kinds, it will be a mix of both EU & US metagames and it will show a lot of different builds put into one. Let your emotions, ignorance and self confidence go and try to remain patient and of interest until the very end – it may be rather different to you, however, I ensure you the following builds work out very well in all kinds of games.
Enough chatting let’s hit the fascinating part..
Pros / Cons
-Incredibly funny to play
-Variable, indifferent and lots of opportunities
-Extremely strong for stomping and dominance
-High amount of burst, ambushing techniques and survivability
-Interesting and enfold theory crafting – never ending in chances
-Has a great look as well as animations
-Easy to learn
-Can easily be countered with an oracle
-Risky and may easily get a bad game and lose stacks, items and dominance
-Impossible to master
-Has certain requirements of game knowledge, patience and likely
-Will most likely be attempted locked down, meaning focused in fights, stacking of oracles and likely
Patch - 184.108.40.206
-Evelynn’s splash art anime has changed. It is sort of ugly to be honest..
-Rest remains usual – keep stacking and raping..
Summoner spells sure is an important part. They intend to save your lives, make the last single push, split up your enemy team, save your friends and turrets – get you the last tiny part of experience, generally they are just dominant and they have a very important part in your metagame. It is rather important that you stick by the summoner spells you personally have the most interest and acknowledgement with – it is great to train and endeavour a new one, however, be certain that you pick what fits your play style, however, remain working with the build you pick. A guide can teach you a lot, however, it remain basics – it will never be able to teach you dominance, that remain to your personality and metagame. What I suggest is that you stand by one of the recommended summoner spells – picking the two you have most interest in, of course making certain they work out together.
Flash I usually pick this spell. In fact; I do on almost any champion. However, I did not list it as my primary choice, because I do in fact find smite/ignite a better combination, despite the fact you will be countered in high games unless you got a supportive team. Stick by flash in case you are challenging a team you suppose hard and your team mates are randoms - it will keep your survival and help at the top, in exchange losing minor jungle attributes. I find it very dominant and useful in all kinds of situations. You will be playing with MJs meaning you will achieve stacks – at certain games people will be oracles and force you to have a different play style. Flash is great for pursuits as in keeping up on your enemy making certain he dies, tower dive and get out alive and basically avoiding chaotic situations. It will help you remain a lot more alive as well as murder and participate more often all around. In case you pick this spell be certain you take your chances and use of it – use it for certain dives, proper entering of fights, proper exits of fights such as over bushes and likely. Train it – learn it – master it – kickass!
Ignite – Instability. The damage may be tiny, however, it often acquire nothing less and cause the person to die in a situation they would survive. It does a great last hit, harassment and gives you slight buffs in case you let your masteries support it.
Smite – King of the Jungle. It is almost a force to have in case you decide to pick the jungle at a very early part of the game and show dominance there, grabbing fast levels and buffs getting well around as well as last hitting.
If I go for public games I mostly grab smite as the other team will suck at predicting and therefore not be aware that you are going to grab the jungle mobsters and get to a lane as level two letting yourself stealth and grab the first blood. In more organized and brainy games I suggest standing by ignite for the instability of damage – great for pursuits and last hitting – that tiny extra damage can be the finish; the extra Ability Power is also quite useful at very early games. If you are going to jungle quite a bit and stick by the more variable build then always get smite whether it will predicted or not – simply have wards to keep yourself maintained and well aware of the map mechanisms.
Exhaust - it is a possibility, however, I mostly avoid standing by it. It may let you survive a harsh burst of a melee as well as giving you that extra time to take down your enemy. In most cases you will be able to survive with your flash and stealth as well as take them down in time with your ultimate and great ambush techniques – timing stuff. Yet, if you feel you have confidence enough to let go of ignite, it sure is an optional doing that lets you have an easier time taking out people.
Ghost – Another possibility. The speed boost (especially if went for in masteries) gives you a great pursuit/chasing as well as survival and duke in the bushes – however, it sure is not necessary. You have your ultimate for the speed and you in most cases won’t have to pursuit far with your stuns and burst.
Teleport – As well as the others an optional ability that I tend not to pick though. It does let you fast around lanes if you need some quick support, defense or ganking – yet not necessary and does not have the same benefits in most games as other spells.
Cleanse - Sure is a great option. Should you fight a greater team that you predict having stunners and great setups (premades or ranked) then it sure is worth grabbing as you won’t go for merc boots most likely. It does let your survival often if you are interfered with badly put under heavy pressure letting you stealth – as well lets you out of stuns meaning you can participate longer in the team fights and do your doings without losing MJs stacks.
Revive– Completely useless. Minimal benefits compared to the others – do not even bother grabbing it unless you love feeding more.
Fortify – You are most likely not to stick around towers and do a such support, yet, it is an option if your entire team refuses to grab it – yet I do not recommend it. You are to patrol around lanes and jungles to dominate and harass the entire opposite team ruining their early/mid game.
Clarity – You won’t have any mana problems with my build – grabbing the buffs casually.
Clairvoyance – As well as revive completely useless. Minimal benefits compared to the others – avoid it.
9x Greater Mark of Magic Penetration
9x Greater Seal of Evasion
9x Greater Glyph of Scaling Cooldown Reduction
3x Greater Quintessence of Movement Speed
Greater Mark of Magic Penetration – Evelynn is somewhat explosive and we are mainly focusing on AP and magic relative behavior, therefore having magic penetration runes is a great benefit. What we want to do is get in do a massive amount of damage and get out. We are not supposed to stand in there tanking for ages – especially not having in mind that most players will grab oracles that you will have a hard time dealing with unless you can burst them down so they will have to use another 400 bucks.
Greater Seal of Evasion – We have to keep in mind we do want to keep our stacks up and we will be a target. Especially keeping (once again) the oracles in mind we will have a hard time having our survival. The dodge runes will give us that extra time to hit our stealth which has a fade time, flash out, use our ultimate or whatsoever is required – it sure does also give benefits in team fights, you need to remain alive to do your heavy burst.
Greater Glyph of Scaling Cooldown Reduction – We need a high amount of damage out quickly. If we would have to sit waiting for our ravage and **** to come up we would not be rather useful. The cooldown reduction runes are certainly a must – it gives us further advantage and we manage to control the fights. Jump in a fight blow all your spells have in two ravages and get out – mission completed. Stealthing quicker and likely sure is a great addition as well. Survival is a must for our burst – we have to be around at all times and kill more not lose as well as raise our MS stacks.
Greater Quintessence of Movement Speed – I repeat we have to be everywhere. Therefore movement speed is the way to go. We have the survival and damage we need now – we just need instability as a finishing line. Be anywhere, pursuit, be fast and be freaking annoying. Sure grab it!
I have tried all kinds of spec, however, all in all this turned out being the best. I tend to go for the 9/0/21 in high rated EU games as they require more lane control, however, at all kind of public, premade and US games I stick by the 21/9/0 having the instability of damage and dominance. I am absolutely certain that the 9/0/21 can be played very well and cause dominance; however, it is way more single lane dependent, which is what I find the mistake of most Evelynns. People do not realize Evelynn is the perhaps best support in the game causing instability of threats, ultimate scouts and constant annoyance.
Enter your stealth position and get toward of your champion. Evaluate before you take your move – make certain you either will be able of killing the enemy or do some useful and serious harassment. In case it is worthy let out your stun and burst the **** out of him letting your summoner spells on use – for example popping ignite at start just to get the damage trigging, smite or whatsoever – keep close with smite and pop your ultimate if it is worthy once again for the damage and movement – keeping in mind it will be reset. Generally if you would establish a rotation it would be somewhat like:
Shadow Walk, Agony's Embrace, Ravage, Hate Spike over and over, Ravage. In between let your summoner spells be to use – for example ignite at an early stance, flash to keep close, exhaust to slow him down, smite for the bit of damage or whatsoever.
As for the sequence of choosing the skills it has an important matter. I often catch up people letting stealth be the first spell as well as letting it maxes early – that sure is not necessary. It is more important that you have your prior in Hate Spike and remain with Ravage as your secondary spell. Hate Spike is your “damage” ravage is simply an addition to be let in later. Follow the list I made at the top is what I suggest, however, you could try to evaluate and suggest else – I have tried almost any builds and I really find this one the most useful.
You won’t need more than two in stealth before late game as you simply should not be invisible for such amount of time. If you are required to be invisible at certain spots without time to renew it for more than twenty seconds you are either in the ****piest game yet known or wasting your time dramatically. Move around all the same and use stealth at useful times – go to the bushes to renew your stealth and likely, be a step in front of the others and do not tolerate stupidity, remain smart gosh. Do not just stand at spots and waste time – have wards around the map and patrol.
Passive = Shadow Walk
Attacks from Minions deal 50% damage to Evelynn
Not really much of use. It lets you do easier ganks, causing less damage especially at early games where the creeps can be dominant, however, nothing to think much about – simply evaluate whether your kill/harass attempt is worth the hp you will suffer.
Q = Hate Spike
Hate Spike: Instantly damages the closest enemy unit with Malevolent Energy dealing 25 / 40 / 55 / 70 / 85 (+28% Ability Power) magic damage, and 50% of that damage to a secondary nearby target.
Mana Cost: 12 / 15 / 18 / 21 / 24
This is your main source of damage whether you want to admit it or not. A lot of people tend to think ravage is, however, it is not. This darling can be spammed and applies a hell lot of damage – it should always be spammed, as you should not have any kinds of mana needs – always grab the buffs, which can be done from early level using your abilities properly – you are a spammer, keep that in mind. Get in, burst, get out.
-Hate Spike only becomes available for use when a target is in range. This can be useful for detecting stealth champions such as Twitch, other Evelynn, Teemo, and Akali when she activates Twilight Shroud. Keep an eye on this, because if it becomes available and you don't see a champion you may just save yourself and a teammate from a gank.
-Hate Spike can activate Shadow Walk's stun twice! This is a little known trick that makes Eve viable in team fights, as well as protecting towers while your teammates head your way. To do this, activate Shadow Walk and make sure the nearest targets to you are the ones you want stunned, then activate Hate Spike. Watch as people wonder what just happened.
-Hate Spike can proc Lich Bane/Sheen/Trinity Force.
W = Shadow Walk
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: 12 / 11 / 10 / 9 / 8
Mana Cost: 60
Not much to say here. This is dominance and this is Evelynn. Without this loveable spell Evelynn would not be Evelynn nor be an assassin. It lets her sneak around all of the map being invisible unless certain spells or items being in use to detect it – however generally just lets you sneak around as a *****. I usually remain in stealth at all times a part from when I am last hitting creeps or in participation of a fight. Use it well and never reveal yourself without certain intentions – think and evaluate, let them be surprised as you ambush them and try to be prepared as of the opening – spam every burst you have as you go out of stealth stunning them, they will most likely die with a slight pursuit and use of summoner spells. This spell can be used for almost anything. Attacking, scouting, defending, surviving, last hitting – all kinds of threats and assists. You can and should be anywhere at all times without others being aware, but your team. Always apply and open a fight in stealth unless you are forced not to – the extra stun and damaging time you gain is incredibly useful – of course the guy will be shockingly acting as he was not prepared as well. A good thing is to wait – do it when he is rather low, used his spells or wasted mana – be smart as stated.
-Shadow Walk takes 1.5 seconds to activate.
-Summoner Spells can be used while Shadow Walking without breaking stealth.
-Malice and Spite can be used without breaking stealth.
-See Hate Spike's notes for the double stun technique!
-Recalling (b) will break stealth! However, there is a way around this, casting Shadow Walk and immediately recalling while fading out will allow you to be stealthed during the 8 second recall channel.
E = Ravage
Ravage: Deals 80/ 135 / 190 / 255 / 320 (+100% Ability Power) magic 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.
Mana Cost: 90 / 105 / 120 / 135 / 150
Ravage is how we open a fight. We stealth behind our opponent, stun them and then open their defenses with Ravage's debuff and then finish them off with Hate Spike. It's very important, especially late game, that you use the armor and magic resist debuff offered to you by Ravage. Sure the 100% AP ratio is amazing and the damage is high. But it's even better from behind ;)
Make sure to use it the second it goes of cooldown – it does a massive amount of damage.
R/Ultimate = Malice and Spite]]
(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.
Mana Cost: 0
Brilliant ultimate – I usually apply it in all fights as I am quite sure I manage to get a kill and let it refresh. It lets you a lot of damage and movement speed which obviously is a great addition. Chase your opponent or get to certain places in time – have a lot of bonus damage and scouting. Generally just use this spell often, yet, somehow careful. Try not to waste it – however, take the risks. Should you get somewhere fast it is worth using it if it may have rather high chances of a kill.
-Malice and Spite refreshes every time an enemy dies, whether you are close, assisting or whatever.
-Malice and Spite heals a chunk of health each time you kill/help kill someone.
-Malice and Spite can be used while stealthed and not break it!
Skill order in text and ordinary settings:
Q, W, W, E, R, Q, Q, Q, E, R, E, E, E, W, R, W, W
In between the entire scenario you are supposed to buy Sight Ward as it fit. I usually try to keep up at least three wards at a time, so that I manage to be anywhere at all times – being the ultimate scout grabbing the kills the second they face reality and do a mistake. Wards are the goal – even in public games, actually, especially in public ones. You are supposed to watch over your team ****ing the other people’s game up – not dominate. However, that is how you dominate. Making yourself and yours superior, is the actual way of domination, though it may sound crowded. Use yourself as well as your wards and do not get greedy on items – items come as kills come and kills come as you get to scout (wards).
At the start of the game we will start out by buying a Regrowth Pendant as well as a Health Potion. Usually people would consider Dorans the best choice, however, their recent nerfs and general high amount of prices has made it troublesome. The Regwroth as well as a potion will do as good and we can easily use it for further builds. Get to your lane fast or the woods depending which of the situational building starts you go for and try to earn as much gold as possible. You would preferably get 1150 so that you can buy Philosopher's Stone, Boots of Speed, and an Amplifying Tome. In case you do not manage to get 1150 before you are forced back start out buying the boots and then continue afterwards. Return to your lane and do your thing. Recall again once you have 1550 gold. Purchase Sorcerer's Shoes and a Mejai's Soulstealer. Return to your lane and continue farming gold and stacks. Return to your base whenever your hp gets low and start working on Lich Bane purchasing Sheen first, then the Blasting Wand. Finish lich bane and move onto Rabadon's Deathcap, then Rylai's Crystal Scepter. Finally finish with Nashor's Tooth.
NOTE: Philosopher's Stone may sound absurd and abstract, however, the constant giving of gold is certainly worth the shots throughout of the game, nor does it have high costs due to your starting item. I suggest that you sell this at mid/late game.
Explanation of the items and its purchase order
Regrowth Pendant it will let you slight survival and less harassment caused toward of you. Usually you can stick by your lane till you get the wanted gold and perhaps let you have the so wanted firstblood or at least another benefitting kill. Of course it does also build into the Philosophers Stone.
Philosopher's Stone you are surpassingly patrolling all the lanes constantly harassing and killing everywhere, therefore I highly suggest this item. The gold will pay for the farming you could have done and on a side note it gives some free regeneration which is great. Of course it also works with the Regwroth making it a great deal.
Sorcerer's Shoes speed and magic penetration is just great. We could go for Mobility in case we are well fed, however, I usually stand by these – having this extra little burst and movement around.
Mejai's Soulstealer a must have item. Every good Evelynn should be capable of earning a fast +10 stacks and keep them around there, having a hell lot of AP for a low cost.
Lich Bane The born Evelynn item. Hell lot of AP and melee focused – may proc with our spells, just perfect.
Rabadon's Deathcap let the domination start. This is perhaps the best AP item in the game, having a brilliant passive stacking with everything – having a Deathcap and a lot of stacks with MS and you are untouchable.
Rylai's Crystal Scepter Get this either before Lichbane and Deathcap or after depending on your game. If you have a well fed game and manage to take out your targets grab this for the slight survival and calm patrolling, else get it afterwards. Provides a lot of great attributes to assist your patrolling and overall dominance.
Nashor's Tooth AP, Speed and ****ing cooldown reduction. Hells yeah why not spam ravage while we are at it!
I am well aware that you can use several different builds and that you may find better choices than mine. However, do not hesitate to let that in the comments and throw some positive criticism. I guarantee one thing though.. I have tried almost every build and I found this one the best overall. It gives you the certain survival and patrolling needs and let you dominate everything – even the team fights with your incredible speed, burst and in-out combos.
Finally; enough theory crafting, preparation and trash talk. Let’s get on to how the **** we dominate with our builds and all the time we spent learning it. Evelynn is a very unique character and enfold lots of different play styles that I have tried to mix into one hilarious one, showing lots of mobility causing you to be superior to others.
A lot of people say that Evelynn is one of the easiest characters to play – with all due to respect and honesty it is. However, that been said, it is also one of the hardest to master. You can easily wreck a few targets here and there and patrol around ganking – playing an all decent game, however, that is not our goal. We intend to reach our limits.
Evelynn is easy to play if you go for the easy kill stealing and safe playing – just doing your own game, however, that gets you nowhere – if you have a terrible team on your side and won’t assist them you may have a decent score, yet, you lose badly. Evelynn is the ultimate scout and in my opinion an anti-carry. Nobody can get a good game with an Evelynn being all around ruining all their chances. You are the one who stop them from farming, ganking your team, earning and achieving – you are everywhere and the second they take one step too much you gank them. You are squishy to some extent, however, if you follow my build and manage to combine your spells you are in fact invulnerable. You jump in as they take the step they should not of taken and throw them down. That will give you the necessary gold to be even dominant upon them having oracle. You will have to keep in mind they counter you easily with an oracle, meaning you will have to ruin their game early and make your own a dream so that you can wreck them even though they have an oracle, forcing them to spend 400 gold on 400 gold on 400 gold till they are useless.
Be smart and evaluate things. You do not want to show yourself somewhere in case it saves someone, ruins it for the others or even benefit you with gold. People will **** up – trust me. Whether they are the passive European who watch the turrets, or the offensive American who tend to dominate the murders and get superior in gold – they DO at some point to some extent take a step too much which is when you jump in and sentence them.
I am not going to carry you throughout playing each game, as that is situational and optional, yet, I will endeavor a way of heading to your goal. At start you have several opportunities, depending on the other team’s skill and predicting mechanisms. Should you find the other game of low standards, being a random public game hook up the woods and just go for an early level two or three so that you can hit the lanes and get the first blood as well as a few other kills starting your journey. From that point you move on with the above mentioned thing – being that burden all around the map taking out even oracle pointed people, scouting ultimately. Should you meet a ranked or premade team you will hit your lane immediately, unless you have the support from your team to help you grab level two early in the woods watching out for possible ambushes. Even in public games I highly suggest grabbing several wards and placing them all around so that you can get more kills and be a bigger burden as for your own benefits later. Evelynn is not mastered before you manage to be anywhere on the map at all times without the enemy knowing. Always have as many wards up as possible – I caught myself using 2000 gold on wards in a single game, however, it also gave me the beautiful 29-3-20 score. Patience is oath – do not initiate a fight unless they crossed the line of sanity.
Thank you all for reading my guide. I would feel satisfied and be thankful if you would post some criticism of all kinds as well as possible thumbs up or vote, so that I get my intentions a success. I would love to throw some theory crafting, a debate and hopefully manage to help a lot of people succeed the beloved yet also hated Evelynn. I hope that I managed to keep you busy, yet, also with a smile on your face throughout the time you spend reading on the guide.
What you have read here is my absurd vision on the Evelynn. It may sound abstract and thrash talk to you; however, we are all of different kinds. This is the way of a successful Evelynn, it simply require slight more theory crafting and mind than several other builds. Everything here stands by my own decisions and mind and I have had everything tested.
I hope you like zer0xp’s way of the Evelynn as much as I do myself. At least I managed to play this champion through months if not year(s) without being bothered or bored at all. Yeah, I do as well play others, however, I have my days with Evelynn and they sound fatal to others.
Go hit the bricks and stomp some moaning ****bricks at least that is what I am to do. Have fun fellows and thank you once again.