Evelynn Build Guide by
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Evelynn AP Jungle - Burstdamag
Tons of damage!
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
First of all, thank you for reading my guide. I'd like to say sorry for my bad english, i am german, but im giving my best. Also, this is my first guide, so it could maybe look a little confusing.
I will, however, try to improve it as much as possible.
The guide is based on my personal experience, and how I play Evelynn. If you don't agree with me, leave a comment and tell me why your guide is better, or just get the **** off.
But enough small talk. Let's start to kick some ***es!
Let me explain why i choose these runes.
Evelynn is in my way of playing her extremely squshy and has no sustain at all, which is usually pretty bad as a jungler, but you are able to deal impossible damage, burst down the enemy support with a single spell, kill the adc before they even notice you, and burst down tanks, towers and fed champions with unbelievable amounts of health and/or a strong shield (like Mordekaiser) in just a few seconds.
Quints of Ability power:
- give you about 5 AP per rune which totals for about 15 AP
- can, if you really cant handle the low sustain, be replaced with armor quints.
Seals of Ability power:
- some more AP you will be happy to have later on
Glyph of Ability power:
- these have 1.8 AP EACH! This totals for 8*1.8 = 9.6, which is almost 10 more AP!
Marks of Magic Penetration
- help you with tanky champions, and champions which have a lot of magic resist, like Galio.
- could be replaced with AP marks, but 0.5 AP isn't that much.
Then, you may ask: "Why flat ones? The ones scaling per level give you much more!"
Thats true, but you want the early burst. There are not much things more terrible than a lvl 2 Evelynn right behind you with about 40 AP and a lot of magic penetration.
"And why no armor? You are playing jungle!"
Yep, thats true. But you will burst the mobs down before they even get the chance to hit you often enough to let the armor do its work.
But, this means you need to play a little more carefully, so keep that in mind.
I dont know what to say here, its pretty self-explaining. Get all the AP you can get, some penetration to go hand in hand with the lower cooldowns - plus shorter cooldowns on flash - a faster recall, reducing the damage got by the mobs and gaining some extra gold on smiting which you will be happy to have.
Here comes the interesting part.
Start with some boots and a few pots. You will be a little faster, and the health potions should keep you alive, even though you will be getting much to much damage early on. Later this will be no problem.
After clearing the jungle 1 time and maybe ganking the first time, you should have some money and no pots left, so get you skinny *** in the shop and buy yourself that flask and some nice boots. The flask is great, because you no longer need to buy all the potions, just recalling will fill them up.
This is why you took the point in the faster recall, and these incredibly fast boots. Eve is by far the fastest champ in the jungle, and you will have just enough time to recall, heal and get right back when the creeps start respawning.
Get some more creeps slain, gank a little and then get your core item, sheen, as fast as possible. You remember your Q? Every time you use this 1.5 second-cooldown spell, you will get the sheen buff, which will help you dealing a ****load of damage.
Get your Lich Bane and the Will of the Ancients, those will buff you damage even further and heal you a whole lot, so you can sell the flask and you will never need to return to your base, except to buy even more AP and magic penetration: The Void Staff.
After that, get your Rabadons for futher increase of AP, and, for the case your target somehow manages to escape, get a Liandrys Torment to burn them to death.
You can, however, exchange the Torment for a Rylais if you get some serious damage late-game.