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Spells:
Ignite
Flash
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Introduction
Evelynn is a squishy melee assassin, who excels at stunning targets from stealth, eliminating them, and having the mobility to immediately dart away from danger or move onto the next tasty target.
This combination of being squishy and melee is part of Evelynn's core weakness; being an assassin, you are likely to annoy the rest of the team to the point where you become their focus in teamfights. For this reason, we need to balance it by capitalising on Evelynn's ability to stun her enemy from stealth and maximise the damage she does in those precious 1-2 seconds. For this reason, I believe the most effective way to build Eve is as an AP burst champion, and that is what this guide aims to achieve.
---
Many will notice that this build looks a lot like Calfurion's excellent Evelynn build, and with good reason. This guide is essentially a result of playing with that guide and tweaking it for my own diabolical purposes.
Having said that, I decided to create a guide because I believe this one differentiates itself from Calfurion's in a number of important ways - ways which I will justify as the guide goes on - such as:
- Runes (
Greater Seal of Scaling Mana Regeneration,
Greater Glyph of Scaling Ability Power &
Greater Quintessence of Ability Power)
- Masteries (9/0/21)
- Early game playstyle (no semi-jungling)
- Spells (
Flash)
- Skill progression (Max
Ravage first)
- Item build (though largely inconsequential differences)
09/05/2011: Fixed some errors and added my experimental anti-tank Evelynn item build.
10/05/2011: Bunch of minor edits (moved skill sequence above items, etc.).
14/06/2011: Changed the build order (re-arranged early game, removed Void Staff to leave the last slot open) based on playtesting and edited the masteries section due to the changes to

Because of that, some of this will appear considerably wall-of-text-ish. For those who want a detailed guide, read on.
Health: 2376
Mana: 1244
Magic Resist: 81 (~45% damage reduction)
Armour: 81 (~45% damage reduction)
Magic Penetration: 8.55 | 49%
Ability Power
(no Soulstealer stacks): 596
(10 Soulstealer stacks): 700
(20 Soulstealer stacks): 804
Movement Speed
"In combat": 422
"Out of combat": 475
Combat + ult: 490
Out of combat + ult: 530
These figures could be very wrong.
Also tits.
Pros:
- Long-lasting stealth
- Can reliably stun and burst targets from stealth
- 1:1 AP ratio on her
Ravage
- Can be nearly unstoppable if somewhat fed late game
- Highly mobile
- Easy to gank and scout with
- That whole sadomasochistic ***** design is pretty cool
- Also tits
Cons:
- Highly squishy while also entirely melee range
- Requires a strong early game to perform well late game
- Poor farm
- Unable to jungle effectively
- Can be a pushover in some lanes
- Relies on an aware, skilled team to pull off early game ganks
Hate Spike targets what it wants
- Would probably be into pegging :\
- (best not to Google that)



Note that while stealth characters are inherently incredible early and mid game, Evelynn's damage is quite lackluster at this point. You will therefore be relying substantially on your team (as they do on you) to co-operate with you and participate effectively in ganks to get you started on kills/assists so that you can steamroll to victory.
AP Eve's Strengths:
- 1:1 AP ratio on Ravage
- Decent AP ratio on her Hate Spike (.28) for an ability with a .8 second cooldown
- Hate Spike procs
Lich Bane constantly
- Stun synergises well with high burst damage
- MR reduction from
Ravage + magic pen marks = guaranteed true damage to those who don't get additional MR
AP Eve's Weaknesses:
- Wastes the AS boost of
Agony's Embrace
- Limited to cooldowns
- Entirely shut down by silence (no Ravage, Hate Spike, and thus no Lich Bane = no damage)
- More difficult to farm with
AD Eve's Strengths:
- Makes use of the huge AS steroid of
Agony's Embrace
- Hate Spike procs
Trinity Force constantly
- Still does decent damage when silenced
- Not limited to cooldowns
- Can farm/push/split-push without relying on mana
AD Eve's Weaknesses:
- Wastes the nuke potential of Ravage
- Hate Spike does no damage; only use to proc Trinity Force
- More sustained damage means more danger: you have to stay in fights longer and need survivability
Each approach unfortunately wastes a particular aspect of their character (either the damage on Q+E, or the AS on her R), where a hybrid might fail at maximising either of their strengths. I won't argue that one is better than the other. I simply build Evelynn as AP because it suits the way I play her. I look forward to experimenting with AD builds to see how viable they are, and I may include an AD build in this guide eventually.
Evelynn is the kind of character that needs a strong early and mid game in order to scale well into late game. Luckily, her abilities give summoners the opportunity to achieve this quite well: all she needs is the runes to give her a bit of an edge.

The 8.55 flat magic penetration given by 9 Greater Mark of Insight provides a 7.04% increase in damage against targets with 30 magic resist (base for most champs).
Note how much difference this makes in all phases of the game in comparison to the alternatives: 5.31 AP from 9x



I disagree entirely. I find that I use quite a bit of mana early game: counter-jungling; roaming; playing important mindgames; keeping in stealth near minions waves when you are being zoned by a particularly harass heavy or aggressive lane but want to continue to gain XP, etc. For this reason, I find the mana quite valuable.




Alternatives








The reason I've chosen not to run this is because most people forget about






I don't think there are any alternative Marks or Seals. AP and AP/lvl Marks and Seals are just ****ing abysmal. With the Seals, you could go for extra health, dodge or armour, but I feel the runes are best spent tackling Evelynn's mana problems instead of her squishiness (which can only be mitigated so much).
Why you shouldn't go 21/#/#




Putting this into perspective, you're getting an extra 4 damage per 100. End game, when you're nuking for 1000 damage with your Ravage, you're getting an extra 40 damage on that. This is ok and everything, but it means you have to waste 11 points in masteries that benefit AD champions to get a mastery that will hardly boost your damage at all.
In my opinion, it's not worth it, and those 12 points after

Why you shouldn't go #/21/#
Why? Put simply, I think that 21 in Utility maximises both her offensive and defensive capabilities. The way Evelynn lives is by scurrying away in stealth, or flashing away: i.e., mana, CDR, movement speed. These are three things that also benefit her offensively.
Why you should run 9/0/21
From the offensive tree, we take the most useful things for our AP Evelynn build: AP/lvl, CDR and the most important 15% Magic Penetration.
This leaves you with 21 points so that you can take those sexy looking masteries in the utility tree which an AP Evelynn would actually benefit from, such as increased buff duration, mana regeneration, movement speed, improved Flash, lower cooldowns and lower recharge on your summoner spells. Whether you end up with Red Buff, or stealing theirs from either their jungle or from the high-heel-punctured corpse of their squishy ranged AD carry, you're going to want to hold onto it for longer. The movement speed is essential on an assassin. Lower cooldowns = more




Also, as to why I picked three levels of Good Hands over Perseverance: http://www.leagueoflegends.com/board/showthread.php?t=219077
Recommended

Ignite
I take Ignite for two reasons:
- As an assassin, you want to stack on as much damage as possible, and particularly as Evelynn, you want to make sure that barely-living bastard is an actually-dead bastard.
- Evelynn occasionally has problems finishing off lifesteal-heavy champions, and the healing debuff really helps with this.

Flash
As with all champions, Flash has both defensive and offensive uses.
Defensive: Let's face it: sometimes you're going to want a kill and end up getting yourself into a stupid situation that no amount of movement speed or mashing the W key will get you out of. Flash is there for you, baby.
Offensive: As a melee only champion, sometimes that tasty enemy champion is only just out of your reach. Flash +

A brief mention of a valuable use of Flash over Ghost as a gap closer: due to


Viable

Exhaust
A great way to secure a gank by giving them a crippling slow, or to make sure you're out DPSing the person you're assassinating should they choose to fight. I prefer Ignite over this for reasons of pure damage, but I can't argue against this should you choose to use it.

Ghost
Another good potential choice, particularly when you activate this with your ultimate to get across the map. In this aspect, Ghost provides more mobility than Flash. What it does not provide is the option to Flash away when you are flanked, or to Flash into people to shut them down, or to run into people to get that one bastard Teemo and then flash out again.
Situational

Teleport
Again, another great option for the sake of mobility or counter-jungling: see a tasty target at top, teleport to an advancing minion wave, stealth and rape them. Or, ward their jungle, see them approach blue, teleport, stealth and rape them. However, taking this leaves you with either no escape spell (forfeiting Flash/Ghost Teleport) or no offensive spell (forfeiting Ignite/Exhaust). I prefer having both. Plus, our boots and ultimate give us plenty of mobility to roam around the map.

Cleanse
Another possible choice, though if you're using Cleanse it's because they've hit you with CC and are now approaching you. I prefer Flash because it is more likely to prevent this situation even happening.

Smite
This guide is not designed to jungle. You will get hardly any use of it in a lane or whilst roaming the lanes. The only potential use is for counter-jungling, and in order to make that much use of it, you'd have to be entirely dedicated to that task.

Revive
As this is not a SorakaBot jungling setup, but a laning/roaming guide, Revive is not recommended.
HNNNNG





Be prepared to look at some of the ugliest icon art in League of Legends:
Why? Well, your first level should be used to either scout for incoming ganks in your jungle (if you have a jungler), scout their jungle so that you can gank theirs (if they have a jungler), to scout in top/bottom lanes to see if anyone's going to jump out and rape you from the bushes, or to wait in mid bush and get a level 1 kill on their mid.
The second level of Shadow Walk and then ignoring it until the later levels is because 20 seconds appears to be the golden time for stealth. I find that leaving it at level 1 means I'm not able to have the patience to wait for a good opportunity, whereas anything more than level 2 is unnecessary. Add more early levels of Shadow Walk if you feel the need, but be careful not to gimp your damage.
Maxing Ravage over Hate Spike
As demonstrated in this thread here, where the OP eventually edited his first post and took back the title claim: Jungle Eve players: Stop maxing ravage....in a Platonic plane of perfect forms, Hate Spike will do more damage over time. To this, I say good luck at arriving at such a beautiful situation. Because you cannot target with Hate Spike, it is ******** unreliable. If you've got tiny burst and a massive Hate Spike, you risk wasting it all if they're sitting in the middle of a minion wave when the best opportunity to gank arises, or running through it on their way back. Or if Garen pops his head into the fight, you could end up hitting him with the primary damage instead of having unloading it all onto the correct target's glistening face.
Consider also that it's rare in these early stages of the game that you're assassinating targets on your own, and the increased armour/MR debuff from Ravage not only helps you do more damage to the target, but your teammates too.
I tried maxing Ravage first as an experiment, and I found it works much better.
Having said that, it is important to look at the way the numbers add up and think about the way your champion plays in order to see which options help us to accomplish particular objectives.
Starting Items







That's seriously it. The rest of the items are up to you.
While it doesn't matter too much, the order I generally build my core in is:














Firstly, Lich Bane offers a number of stats which are fantastic on Eve, irrespective of the item's passive. 80 AP, 30 MR, 350 MP and 7% movement speed are all fantastic stats on Eve.
Secondly, if you manage to get this around mid-game - I'm thinking around level 12-14 - you should have a sizable amount of AP to make the passive on Lich Bane surpass the passive of Sheen, and to do so substantially. Put simply, this allows you to do a whole lot more damage than you think, and more reliably than simply boosting your AP and hoping Hate Spike picks the right target while Ravage is on CD (****ing minions).
For more detail on why rushing Lich Bane is a great idea on Eve, and how




Alternatives for Boots:


That's it for the core. Now onto your other items.
These are generally the next 2 items I build, and in this order. However, the order on these can be quite flexible if need be. If you're taking heavy fire, they're an AoE team (Eve hates AoE), or if they're building quite tanky, you may want to begin with Rylai's. Otherwise, assuming you're having a nice, unproblematic game where you're assassinating at will, this order does wonders.


It provides Eve with 3 things that benefit her greatly. Firstly, 80 AP. Secondly, 500 HP. Thirdly, a slow that is activated by that Ravage and Hate Spike you're spamming on them. This ensures that you stay alive, continue to do lots of damage, and make sure no one gets away.
Alternatives:
There are other possibilities if you want to swap out the above items for slots 4 and 5. These are merely the ones I've had the most success with. Here are your options and why I generally prefer those listed above:

The reason I don't like this as much as the other items is because it doesn't provide as much damage as Lich Bane, nowhere near as much AP as Deathcap, and doesn't give you the bulk and slow Rylai's does. Most of your damage is coming from Ravage and Lich Bane procs: Ravage's cooldown is long and it's unlikely you're going to use it more than once on a target no matter how much CDR you have, and Lich Bane's cooldown is internal and unaffected by CDR. However, if you find you want cooldown reduction and don't have access to your (or more importantly, their) blue buff, take this.


The active on Zhonya's also has an amazing added perk. If you manage to activate the stealth and then immediately activate Zhonya's before you go invisible, you will replace the period you would normally spend running away from attacks and praying to Jesus with a glorious moment of standing there whilst glowing and untouchable like a twisted, murderous, piss angel.
Having said that, the reason I don't grab it is that I'd rather sacrifice the 20 AP and the very situational active for Rylai's passive, as the slow can be incredibly valuable both offensively and defensively. Also, I'd rather take 500 health over 50 armour. I don't want to go into what effective health means (you can do so yourself here); however, 50 armour = 50% more effective physical health. At level 18, Evelynn has about 1900 HP; this means that an extra 50 armour grants you 950 HP vs. physical damage, whereas Rylai's grants you 500 HP vs. physical, magical and true damage. I'd rather take the latter and have all my bases covered, but if they're mostly physical and you have more use for the active than I do, you may want to take this item instead.


The downside? You're spending nearly 3000 gold on an item that gives you 123 AP and... not much else (a pointlessly large mana pool does not count). And this is after you've charged it up and hit level 18, when you needed that advantage about 10 minutes ago. For that, you could almost buy two Needlessly Large Rods and get 160 AP. Or one of the many more useful items above.



Good for pushing towers I guess, but you can do that when they're all dead.
The Sixth






If you're willing to take my word on it or aren't interested in the theorycrafting, skip over this section because it is pretty wall-of-texty. If you're mildly interested in the reasons why I would take LB over an early Deathcap, there's a TL;DR section at the end there just for you. For those interested in how I arrived at those conclusions, though, continue reading.
Why Eve is a Unique Case
When playing Veigar, Annie or Lux, maximising your Lich Bane means spacing out your combo with autoattacks, allowing the enemy the possibility of getting out of your devastating abilities in the time it takes. On some characters this is even worse because your abilities have a longer range than your autoattack, meaning you have to place your squishy body closer to theirs and ask them to hold still while you pelt them.For most AP characters, this means you need loads of AP to make sure that autoattack you're using instead of your next ability in the combo is going to be worth the possibility of not hitting them with the entire sequence. In cases where you need to be in a shorter range to autoattack than use your abilities (i.e., not Annie), it also means having enough survivability to get in range and survive any focus you draw while autoattacking. For this reason, Lich Bane is understandably a later item on many of these champions.
Evelynn is not one of these characters. First of all, Hate Spike requires no animation on Evelynn's part. That **** just happens. Therefore, it interrupts nothing, and her "combo" (if you could call E, right-click, QQQQQQQQQQQQ a combo...) doesn't have to be spaced out at all. Secondly, Evelynn's already in range, spiking your genitals and making you barren. So Lich Bane doesn't add any extra risk that you weren't already taking.
Rushing Lich Bane vs. Other Items
Again, some will say I should just build Sheen and then go for Rylai's/Deathcap to boost the AP, and then get Lich Bane, because at those levels Sheen will still be doing more damage. Let's look at this statement more closely.As an example, let's assume we're level 13. According to the League of Legends Wikia, at level 13 you should have about 87.6 base AD (though I think it may be slightly higher than this [~90], I'm not sure). This means that when your Sheen activates, your autoattack is doing ~175 damage. In order to top this, you need at least 88 AP, a feat that we have already accomplished at this stage. Archmage's Savvy (13*0.6=7.8) + Glyphs (13*0.17*9=19.89) + Quints (14.85) + Doran's Ring (15) + Mejai's (at least 20) + Lich Bane (80) = ~157 AP. So at this point, Lich Bane is increasing your autoattack damage from 175 (with Sheen) to 244 damage. THIS IS WITH NO STACKS ON YOUR SOULSTEALER.
Now let's try and compare rushing a Lich Bane and a Rabadon's Deathcap using these level 13 stats. Keep in mind I am including Sheen in the Deathcap comparison because, based on what it provides for so little cost, it's something you should be buying even if you rush a Deathcap. Because this combo costs more than Lich Bane (by 1390 gp) we're going to add a Blasting Wand to the Lich Bane combo (and you still have 530 cash left over).
Sheen + Deathcap = 4860 gp
Lich Bane + Blasting Wand = 4330 gp
Comparing the damage outputs of both builds
Sheen + Deathcap + lvl 13 AP = 1.3(25 + 155 + 157) = ~438 AP
Lvl 5 Ravage = 320 + 438 = 758 damage
Lvl 4 Hate Spike = 70 + 0.28(438) = ~193 damage
Sheen autoattack = ~175 damage
Lich Bane + Blasting Wand + lvl 13 AP = 80 + 40 + 157 = 277 AP
Lvl 5 Ravage = 320 + 277 = 597 damage
Lvl 4 Hate Spike = ~148 damage
Lich Bane autoattack = ~365 damage
Over a 4 second period you could maximally get off 1 Ravage, 5 Hate Spikes, and 2 LB/Sheen procs. Let's look at how much damage you could output over this period without factoring in MR or armour.
Typical 4 second fight:
Deathcap = 758 + 5(193) + 2(175) = 2073 damage
Lich Bane = 597 + 5(148) + 2(365) = 2067 damage
Look at how close that **** is. Even with an extra 160 AP, Deathcap is only doing an extra 6 damage. Keep in mind that this is an optimal situation and doesn't include the highly possible scenario that minions or other champions could be ****ing up your Hate Spike. Hate Spike hits what it wants; Lich Bane procs are targetted. Therefore, any situation where your Hate Spikes aren't choosing your main target sway in favour of an early Lich Bane.
Some may argue at this point that because of Deathcap's passive which multiplies your AP by 130%, extra stacks will actually scale better with an early Deathcap rush. Let's do the math with 5 stacks:
Comparing the damage outputs of both builds @ 5 stacks
Sheen + Deathcap + lvl 13 AP + 5 stacks = 1.3(25 + 155 + 157 + 40) = ~490 AP
Lvl 5 Ravage = 320 + 490 = 810 damage
Lvl 4 Hate Spike = 70 + 0.28(490) = ~207 damage
Sheen autoattack = ~175 damage
Lich Bane + Blasting Wand + lvl 13 AP + 5 stacks = 80 + 40 + 157 + 40 = 317 AP
Lvl 5 Ravage = 320 + 317 = 637 damage
Lvl 4 Hate Spike = 70 + 0.28(317) = ~159 damage
LB autoattack = ~405 damage
4 second fight
Deathcap = 810 + 5(207) + 2(175) = 2195 damage
Lich Bane = 637 + 5(159) + 2(405) = 2242 damage
See what happened there? Lich Bane actually scaled better with extra AP than a rushed Deathcap did. This is because Lich Bane is essentially adding a 1:1 AP ratio to your autoattack, essentially giving you extra mini-Ravages.
Mixed stats
Rushing a Lich Bane not only grants you equal/greater damage than a Deathcap; it also grants you other bonuses which work fantastically on Eve. These include an extra 30 MR, 350 MP and 7% movement speed.Damage types
Another thing to keep in mind is that Lich Bane adds this damage to your autoattack as physical damage. This means that not only are you dealing crazy magic damage from your abilities, but you've also got a very painful source of physical damage as well. Mixed sources of damage that require you to only itemise for one of them make you more difficult to counter in terms of damage mitigation items.Small steps
Finally, as stated earlier, Evelynn has a slow start. Rushing massive items has the upside of being very cost-effective, but a downside of having a relatively large period of time where you're falling behind everybody else. As Evelynn, It can be very difficult falling behind the rest of the game while you wait to build a

___________________________________________________________________________________
TL;DR?
An early Lich Bane is worthwhile because:- With 0 stacks: LB dmg = Deathcap dmg
- With >0 stacks: LB dmg > Deathcap dmg
- More reliable damage than just Hate Spike (LB = autoattack = targeted)
- Does not interrupt ability damage
- 30 MR, 350 MP and 7% movement speed
- Builds out of smaller components (smoother progression)
- Gives you large source of physical damage (more difficult to mitigate)
- Initiating
Where you are able to initiate ganks in lanes on targets early game by utilising your stealth to deliver an unknowing stun and small burst. You're more likely to get assists unless you're lucky.
- Assassinating
Where you are able to competently kill off weakened targets on your own, or initiate and deal a large portion of the damage on a target.
- Instagibbing
Where you're so fed that you can instagib that Teemo before he can even press W.
What Eve can't do (effectively):
- Laning solo mid
- Laning solo top
- Jungling
What Eve can do:
- Laning duo bottom/top
- Roaming
The Goal
It's important while playing LoL to always have an overarching objective, and for early game, that objective is to get food. Evelynn's goal at this early part of the game is to acquire enough bread to trade in for her core build. She gathers food in two ways: getting kills/assists, and farming creeps (which Eve sucks at).Eve's means of income is quite unreliable. Because of your poor farm, you depend on the strength of your teammates at disembowelling the targets you secure. You essentially want your boots, Soulstealer and Sheen up as quickly as possible so you can start growing in power. Luckily, these are quite cheap. If you can keep up a relatively average CS and constantly look for opportunities on the minimap, you can get your core up.
Once you have your Soulstealer, you can start getting more aggressive, more powerful and transition from initiating ganks to assassinating targets.
Sidequest
**** their jungler.Laning
Let's be honest: Eve's straightforward laning presence is pretty weak. She has no range, no gap closers, and no bulk to dive straight into enemies and expect their retaliation to not hurt. This makes it incredibly difficult for her to farm. So in order to get that CS above 3, you're going to need to time yo-yo-ing into minion waves to get the occasional minion quite well. Do what you can, but if you're getting harassed too heavily, it's better you not die than feed.If you're getting zoned very heavily to the point where you're receiving no XP, spend that mana you're not using going into stealth, hanging out near the minion waves to get XP, and then falling back when it wears off. Hey, it's better than nothing and getting ragey sitting at the tower.
Above all, play mind games.
Initiating and good lanemates to make sure they die
I've read guides that argue that the best lanemates are those with CC. CC is great and all, but stuns are what you bring to the party. At this point, you don't have trouble holding someone down: you have trouble killing them (this is why we picked Ignite).High damage, CC-lacking champions like Olaf and Tryndamere are good for this. You provide the CC they lack, while they provide ridiculous early game damage. Tryndamere is a special case: his damage is intense, but he is still ludicrously squishy. If only he could hold that target down...
Having said that, CC doesn't hurt, especially if you can deliver the first stun/snare that allows a lanemate to set up another they might otherwise have trouble landing (Veigar, Morgana, Brand, Blitzcrank, etc.).
Roaming
Roaming is becoming quite popular in the current LoL ranked metagame, but a number of people have no idea what it involves.Roaming is like jungling without the jungle. It essentially involves you being an annoying *****, and this is in fact the key: the more annoying you are the better. You need to be as disruptive as possible by feeding yourself and your teammates, and allowing your team to dominate their lanes through your disruption of their pushing and farming.
It involves moving from lane to lane and disrupting enemy attempts to farm or push by weakening them down or killing them, counter-jungling by destroying neutral camps or ganking the jungler and, again, either killing them or getting them on such low health they have to recall.
This has a number of advantages and disadvantages:
Pros:
- Two solo lanes on your team (three, if you have a jungler); more gold and experience for those champions
- Disrupts enemy teams attempts to gain gold or destroy your tower
- More kills and assists = more gold = better mid game
- Does not work well in games without strong solo laning champs
- Full-time laning results in you being 1-3 levels behind the duo lane
- Relies on kills/assists for her income
- 0 farm (though Eve sucks at this anyway)
Remember, even though the enemy may say so in chat, a "fail gank" is not a failure at all if they have to recall or sit at their tower.
Mind games
Stealth characters, especially Eve and her stun, are notorious for inspiring fear and uncertainty. They are also the most devastating when unexpected because it allows you the easiest means to exploit their weaknesses. Use this to your advantage by playing games with the enemy champs in your lane and remaining unpredictable:Pretend to advance:
Go into stealth while moving either directly at them or moving into a bush ahead. Thinking you've decided you're going to initiate on them, they will either run back, stop pushing, or cluster together. Either walk backwards to hang around the minion wave and gain XP, or use this opportunity to roam other lanes or the enemy jungle.
Pretend to roam:
Essentially the opposite of the above. Pretend to go in the direction of another lane only to return to your own and wear them down or kill them.
Pretend to pretend:
After enough of that, they'll start to guess what you're doing. So be unpredictable by being utterly predictable. Stealth and move directly into them, and when they don't budge, bring them down. Careful of skill shots though.
But you know it when it comes. You look at that ranged carry... on their own... 3 metres from their tower... innocently shooting minions and you think... "that **** looks tasty."
To that I say, do it.
****ing do it.
This is when you start getting aggressive. You've got a respectable amount of stacks (5-7 maybe), which along with your runes gives you a nice mid-game AP advantage. And you know from the damage you're doing that you can start killing people on your own.
The Goal
Evelynn's goal at this stage of the game is to continue getting food to acquire more powerful items and to increase her stacks to eliminate the most important targets effectively, either forcing them to invest in damage mitigation and lowering their output, or continuing to be eliminated.It is also incredibly important that Eve not just kill people who are on their lonesome, but to participate in teamfights instead of watch them and kill all the ones who leave on 3 bars. While it's important that no one gets away on Eve's watch, she needs to participate in teamfights, albeit in her own particular fashion.
It's important to note that the items in Evelynn's core build are what allow her to function effectively at a very basic level. Essentially, that is what I feel she needs to even work at all. At this point, you're not grabbing items so that you can function at a basic level: this is when you are acquiring items to perform well.
Sidequests
- Scouting
- Split-pushing (or backdooring)
Scouting
Evelynn's stealth and mobility makes her more than an assassin; it also makes her your team's scout, a mobile ward. Look around the map while invisible, taking breaks in the brush and using your ult to escape if necessary. Check out their jungle and raid it. Control map objectives such as the Dragon by keeping a lookout while your team takes it. Prevent enemy ganks and allow your own with the information your vision of the enemy territory provides.Initiate "micro-teamfights"
I may eat my words for this one, but once you've played Evelynn a few times you begin to realise which situations you can initiate in and which you can't. Generally, if your team is already organised, you have a fair amount of how many of the opposite team are MIA, and backup from your team is certain, you can initiate ganks or even small-scale teamfights. However, stakes are generally higher at this point: they do more damage and so do you. Found Miss Fortune, Mordekaiser and Irelia? You're probably ok to rape MF and duck out if the others can back you up. Found Sion, Katarina and Blitzcrank? Maybe let your Malphite run in this time.Split-pushing (or backdooring)
By this stage of the game, Eve's stealth, boots, ultimate and Sheen/Lich Bane make her particularly adept at pushing a lane and damaging the tower. Make sure you're not suicidal about this: do it when they're pushing your lane and held at a tower and you think you have an opportunity, or if your team is pushed to their tower and have the opportunity to push another lane. Doing it while their Nocturne with an Oracle is mia is just asking to be slaughtered.Assassins occupy an interesting space in teamfights. While they initiate early game, they cannot do so as the game progresses lest they be held down and rape anally. They cannot run in right after the tank as a melee DPS would either, as they lack the bulk and will most likely be focused. And unless they're Twitch, they lack the ability to sit in the back and fire at people like the ranged DPS and mages do. They must wait until the battle is engaged, analyse the situation (quickly, don't just watch everyone die), and figure out who it is safe to target and where from.
If massive teamfights occur, it is important that Eve not have initiated them. Eve must join a teamfight in medias res, after the tanks have initiated and the first round of hate and CC is on CD. This is when you ping a target and go right in. Open with Ravage, put on Ignite, activate your ultimate and spam Hate Spike. If they change focus to you and you know you can't handle it, duck out. If they chase you, you've broken up the teamfight and can circle around, which is good. If they don't, stealth and come in for a second wave. This is how Evelynn contributes to teamfights: darting in and out, destroying single targets and leaving when she takes the heat. Without a substantial advantage (i.e., you're really fed or they're losing the fight), an Evelynn who stays in the middle of a teamfight will lose.
It's generally most important to bring down their support (if they have one) first: get



If you've managed to get incredibly powerful at taking down single targets at this stage, make sure you're still teamfighting as before. Keep in mind that while Eve does insane damage late game, champions generally have enough of their core items to be able to afford to itemise against you now. Get stupid and cocky, and you'll lose stacks.
The Goal
Win.Sidequest
Kill Teemo so many times that he ragequits.If Eve has managed to keep up with the rest of the champions on the other team, Eve is quite capable of single-handedly taking out individual targets if no help arrives. This particularly applies for ranged physical carries.
Due to the immense damage and assassination capabilities of a well-nourished Evelynn, late game can often result in them either offensively roaming in tight packs or defensively remaining within the safety of their base.
If they roam in tight packs, you lose the ability to instagib lonely targets. But what they gain in strength they lose in mobility and control. Remember to let the rest of your team initiate teamfights and do your best to scout out opportunities. If even one target breaks away from the pack, you may be able to bring them down and get out before the rest of the team can come running. If you still have good vision of the map, feel free to safely exploit their lack of map control due to how closely grouped they are by taking map objectives or pushing lanes. A 5-man group can't be everywhere at once.
If they are hiding in their base, once more you lose the opportunity to instagib lonely targets. However, because they have the home advantage, they have more control over what fights actually occur. It's a lot more difficult for your team to initiate at their base without taking heavy damage. Your team needs to capitalise on their defensive play by taking ownership of all the map's objectives, gaining uncontested access to Baron, both blue and red buffs, and the minion waves. It's also important that instead of waiting for them to come out that you keep the pressure on and push the lanes. If a stalemate occurs where you're unable to push to a tower without being destroyed, instruct the team to push multiple lanes. This will force them to split up and make tower-diving a whole lot easier.
- They fear you.
- They want to feed on you.
Vision wards are what you'll likely encounter early game, preventing you from abusing your stealth mechanic to gank enemy champions. Pink wards are, in some respects, actually more difficult to counter than Oracles, as Oracles are plainly obvious (unless on another stealth champ), whereas if no one notices that a pink ward has been placed on the map, you'll have no idea that you are seen until it's too late.
Pros:
- Vision isolated to a location
- Temporary
- Stunts item builds (when bought early game)
Cons:
- Invisible (you don't know you're unseen)
- Shuts down that area for 3 minutes and (somewhat) prevents ganks
How to counter:
- Make sure your team keeps an eye out for the placement of pink wards
- If no enemy champions are in the lane, walk around incoming minion lines and see if you draw any aggro (they will glow yellow around the edges if they are coming to target you)
- If trying to gank mid or an overextended solo, approach them from behind so they either can't escape anyway or have to waste Flash/Cleanse/Ghost
- If they're doing it a lot, buy an Oracle to waste their money. Keep in mind that your Oracle's vision range is shorter than the ward's vision range, so they will still see you before you see the ward, but you'll still be able to eliminate them
- Pink wards are generally placed in the open, allowing you to still hide in bushes around the lane and flash/ult into enemy champs before they can escape
Oracle's Elixirs are a little easier to counter, as unless they're hiding in the bushes, you know when you're being seen, and therefore know who to avoid.
Pros:
- The big pink eye above champions let's you know who to avoid
- Lost upon death (meaning wasted cash)
Cons:
- Can encourage the enemy team to group up
- If placed on very tanky champions, it can be hard to eliminate (e.g., Mordekaiser, Cho'Gath)
- Mobile (prepare to be chased)
How to counter:
- If it's not their tank, try to have your team focus them down
- Oracle's vision range is shorter than their normal vision range; keep this in mind when hanging around enemy champions
- Use team separation to eliminate targets who feel like they're safe
- Try to use distraction from the rest of your team engaging in teamfights to eliminate targets at the back
So, let's say you're playing solo queue and you load up to see 5 off-tanks and/or tanks on the opposite team. A normal nuking Evelynn is not going to be able to do much, as teamfights against tanky teams are often longer in length and it's a lot more difficult to burst down someone with so much durability. I'll be honest: this team composition wrecks the job of AP Evelynn quite substantially. Even normal AD Evelynn suffers as a result, as her need to do more sustained damage means the enemy team has time to react and focus her down.
Once you've loaded up and facepalmed, it's time to think about how you're going to counter all that HP and MR. I'm not providing summoner spells, runes and masteries for this, as it assumes you're in a normal game and have no idea this is coming. You're essentially prepared for a normal game as Evelynn, and greeted with 5 super morbidly obese champions on the other team.
I've considered adding a


My thinking is, while people stacking MR can be compensated for with a Void Staff, the high health that tanky teams possess is more of a problem because you have no specific counter for that. It's usually only once you're substantially fed that you can usually start to target the tankier champions before the rest of their team arrives in a game with an average enemy team composition.
So, things we need to counter a tanky team:
- Sustained damage (you're not going to be able to burst down an off-tank without already being fed)
- Anti-tank damage (%hp damage and/or magic penetration, to deal with the massive amounts of HP and MR you'll face)
- Survivability (synergises with the need for sustained damage)
So, the current way of thinking with this build is:






Looks kind of strange, doesn't it? This works similar to a particular way of building Kog'Maw: utilising his %hp damage and simply buffing his attack speed. This build aims to utilise Evelynn's already massive attack speed to maximise the damage on Madred's, with some magic pen to make sure we're doing as much %hp damage, while giving her enough survivability to stand there and actually deal that damage. Keep in mind we're not actually switching to AD as Madred's actually does magic damage, but the style (autoattacking for glory) becomes the same.
Why not more attack speed items to capitalise on this? Quite simply, because late game we don't want to waste lots of attack speed by going over the cap when using

Starting Items





Core Build





What a weird looking set of items. Let me explain. Offensively, on a Madred's anti-tank build, you only need three things. The first of these is, obviously, Madred's. The second of these is attack speed, to maximise the amount of times you're hitting them with the %hp magical damage from Madred's. Eve's built in AS steroid means we don't even need to spend much time itemising for this. The third of these is magic penetration, to minimise the extent to which the magical damage from your Madred's Bloodrazor is being mitigated by their resistances. To repeat: Madred's, AS, magic pen. This is all we need offensively.






Because Nashor's Tooth is a little expensive, and you benefit from one half of it more than the other half with this particular build (the AP is fairly useless), I'm thinking of building the


Firstly, Madred's Bloodrazor deals magic damage. Because of this, it is mitigated by their magic resistance, meaning that sexy 4% you think you're doing every hit could be more like 1% against a tanky, MR-heavy team. However, as with any other magic damage you deal, your magic penetration stat is still factored into how much damage you'll be doing to them.
Secondly, we get this out of the way early because, well, they're a tanky team. Chances are, most of them will at least be building Mercury Treads and Banshee's Veil/Force of Nature, meaning it's a near certainty that you're going to have to build some sort of magic penetration. If they've built those two items, Void Staff grants you more magic penetration than any of the other items you could get on Eve, most of which are ill-suited for her anyway.
Alternatives for your AS item:



However, because percentage magic penetration is applied last, flat magic penetration/reduction and percentage magic penetration kind of work at odds with each other. So while the relative cheapness of this AS item and the addition of an MR debuff with on-hit effects looks great on Madred's/AS Evelynn, I'd much prefer to build an early Stinger for almost the same attack speed as well as some CDR, and then simply finish it off after the Void Staff.



Alternatives for your boots:




Survivability:


These two items aren't set in stone or anything; they're just the two that I would prefer to take in a game where you're taking relatively balanced damage. Because they both have health, they function multiplicatively, increasing the benefits of each other against both magical and physical damage.
Keep in mind that with Mercury Treads, you've got relatively equal MR and armour at level 18. So, if you're wondering which to build first, either is good.


Countering magical damage:

Countering physical damage:










I haven't had any opportunities to playtest this yet or anything, but I will as soon as I get the opportunity. If anyone else lands in this unfortunate situation, try this build and let me know how it goes!

Good luck!
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