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Evelynn Build Guide by Adeori

..::Evelynn - The black widow::..

..::Evelynn - The black widow::..

Updated on November 18, 2011
8.6
12
Votes
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League of Legends Build Guide Author Adeori Build Guide By Adeori 12 1 26,481 Views 26 Comments
12 1 26,481 Views 26 Comments League of Legends Build Guide Author Adeori Evelynn Build Guide By Adeori Updated on November 18, 2011
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Spells:

LoL Summoner Spell: Smite

Smite

LoL Summoner Spell: Ignite

Ignite

Intriguing introduction~

Introduction


// Hello, my name is Adeori, and I'm here to teach you MY way of playing Evelynn. Now, you don't necessarily have to follow my way of playing, however, I would love to share it with Mobafire. This is my first real guide that I've put effort into on Mobafire, so please give me feedback on how to improve!

// So, as I assume most of you know, Evelynn is a highly underrated champion - Being called 'underpowered' and 'useless' all the time. However, this is not always true - It relies on the player, the playstyle, and your allies and opponents.

// Now, a few of you may of opened this guide, seen 'smite', and instantly labelled this as a 'bad guide'. However, I will explain why I jungle Eve, and also, at a later date, I shall add a lane Evelynn build.
SPAAAAAAAAACE~Adeori


Now, for a video by Stonewall008 of how to jungle Evelynn :



// Also, I would like to thank a few people for helping me with this guide :
  • Jhoijhoi - For her guide on how to make a pretty guide, and also for reviewing the guide in her reviewing thread, and also creating an amazing banner for the guide at her signature store!
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Powerful pros and critical cons~

Pros & Cons

spaaaaaaaaaaaaaace
Pros


+ Sneaky and stealthy
+ Fast and mobile
+ Forces money
+ Nice damage output
+ Constant sheen procs
+ Shreds resistances
spaaace
spaaace
Cons


- Underrated
- Squishy
- CC gets you killed......
- Slow jungler
- Hard laning phase
- No real range or CC



// This guide utilizes the pros, and takes care of the cons:
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Menacing masteries~

Masteries

// Whilst this may seem a bit strange, it's quite logical - You take increased damage, such as Brute Force , to improve your early jungle. Besides that, I take points that will help me later in the game, such as Weapon Expertise . Then, I take Hardiness in defense for a safer jungle, since Evelynn is a rather weak jungler. Then, I have 8 points left over, so I decide to use them in utility to get improved movement speed from Swiftness .
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Ruinious runes~

Runes

Runes

Precision
Fleet Footwork

Q
U
I
N
T
S

SPACE SPACE

Q
U
I
N
T
S




Runes

Precision
Fleet Footwork
Dark Harvest

M
A
R
K
S

SPACE
  • Greater Mark of Attack Damage x3 - These will boost your early game attack damage some more, allowing you to destroy jungle monsters, and also assisting you in your early gank - You will be able to deal quite a lot of damage at level 2 to low armor mages.

  • Greater mark of desolation x6 - Good for shredding both champions and neutral monsters. Great for shredding people who have armor runes early and mid game, and assists slightly against tanks late game - Makes those low armor mages easy to kill.
SPACE

M
A
R
K
S





Runes

Sorcery
Phase Rush

S
E
A
L
S

SPACE
  • Greater Seal of Armor - Makes you much tankier early game, meaning you can easily do golem, as you won't die as fast to it as you would without. A very common rune for junglers, there's not much you can replace this with. If you're feeling lucky, you COULD attempt Greater Seal of Evasion.

  • Greater Seal of Evasion - These runes are more commonly used for laning. I wouldn't recommend these at all for jungling. You can't afford to rely on chance in the jungle, because if you don't dodge enough, you'll die. However, it's great in laning against an AD carry like Vayne, Ashe, Caitlyn etc.
SPACE

S
E
A
L
S




Runes

Sorcery
Phase Rush

G
L
Y
P
H
S

SPACE
  • Greater Glyph of Attack Speed - Makes your jungling slightly faster, also increases your damage output late game. Not a bad choice, however, these runes are only at their peak of usefulness at mid to late game - They're not too good early game.

  • Greater Glyph of Magic Resist - These are also a good pick for glyphs. You will want to gank mid immediately after finishing golem - Which will mean you will be approximately 50% HP. Now, mid mainly has a mage in the lane, so you may get bursted down and ignited - Giving a free kill. These SHOULD stop that.
SPACE

G
L
Y
P
H
S

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Stupendous summoner spells~

Summoner spells



Ignite: If you don't have nice teammates to add extra damage to the golem, you will need this to jungle. It's also great early game, since Eve's damage is low before Trinity Force

PROS :
  • Easier jungling
  • High early damage
  • Great finisher
  • Counters healers


CONS :
  • Can't escape
  • Not good in 1v1s
SPACE

Smite: Needed for jungling! Without this, you can't jungle. Also, when running through lanes, you can smite a cannon minion, or any other minion, for extra gold without stopping.

PROS :
  • Allows jungle
  • Easy to use
  • Can net free gold
  • Secures buffs


CONS :
  • No escape
  • Bad endgame
SPACE

Flash: If you have a good/premade team, who will add damage to golem for you, you won't need to take ignite, so you can take this instead. Get out of jail free card.

PROS :
  • Great escape
  • Free blink
  • Great for chasing
  • Nice for laning


CONS :
  • Relies on team
  • Harder jungle
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Amazing abilities~

Ability Explanation


  • Determined killer: // Does not work on jungle monsters, so not much use.
    • You won't notice it, but it will help sometimes - Caster minions are OP!
    • Makes purple caster minions less OP! Better nerf Irelia!

  • Hate spike (Q): // Just an added bit of DPS, need a point at level 1 to jungle. Good to proc sheen.
    • This attacks the closest 2 targets - Remember this when jungling!
    • Use this whilst in Shadow Walk to slow 2 enemies at once
    • If the opponent is just out of range of autoattacks, use this for damage

  • Shadow walk (W): // Your best skill - 60 second stealth at maxed level. Allows you to gank, sneak around etc;
    • You should always be stealthed after this is level 3+
    • It applies a slow when you attack from it, slightly useful
    • Use sparingly earlygame, a lot of mana and only lasts for 10-20 seconds
    • Can be seen by Oracle's Elixir and Vision Ward

  • Ravage (E): // Although you're not AP, still a nice ability. Deals decent damage, semi-ranged, and lowers their resistances.
    • If there's only 1 champion to initiate on, use this
    • It shreds resistances, so it can make targets more squishy
    • Even if you're not AP, it still does nice damage

  • Malice & Spite (R): // Great skill, movement and attack speed steroid. Good for escaping, or some extra DPS. Also, the passive makes you more durable, and a good towerdiver.
    • Refreshes the cooldown, and heals you when you kill someone
    • Great for chasing, escaping or just moving around
    • The passive is great for towerdiving
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Silly skilling sequence~

Ability Sequence Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >


Pre-6 : - - - -



Pre-6 Ability Sequence


// The skill order before level 6 is very strict - If you change it, you won't be able to pull off effective ganks before around level 6. Let me run you through it.
  • Hate Spike - You take this at level 1, needed for completing the blue golem - If you're jungling, there's no way you can change this.
  • Shadow Walk - At level 2, you're going to want to preform an early gank, mainly on mid, as their armor and magic resistance is low on level 1 or 2
  • Ravage - At level 3, you want to grab Ravage to cause more damage in your ganks, however, if you can't see any possible ganks at this moment, grab a second level in Hate Spike for faster jungling.
  • Shadow Walk - You rank this up again because it really isn't that good for ganking with only 10 seconds of stealth. Levelling it up doubles the duration, and it also increases your slow.
  • Ravage - Another rank in this, just to make it deal more damage - Before you get Sheen or Trinity Force, this will be your main source of damage.



Ability Sequence after 6


// After level 6, the skill order is a lot more varied - You can skill it up to help what you need at the moment. However, you should always level Agony's Embrace. Also, I don't recommend leveling Hate Spike until you have to - It's not important to your damage - Ravage deals more damage.
  • If your lanes don't have much crowd control, you should level Shadow Walk first - The extra slow strength can really help in those ganks.
  • If they have enough CC on their own, you should level Ravage - The extra damage is nice, plus, the resistance shredding makes it easier to kill them.
  • You'll mainly end up levelling Ravage first.
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Perfect potential purchases~

Core

Item Sequence

Health Potion 50
Madred's Razors 750
Mobility Boots 1000
Wriggle's Lantern 1800
Sheen 700
Trinity Force 3333

SPACE A great item for Evelynn - It allows you to finish jungle monsters faster, which is great, as Evelynn is such a slow jungler. It also gives her a bit of sustainability with the lifesteal, it also gives her attack damage and armor. Also a free sight ward for map control. A great all round item.


PROS :
  • Safer jungle
  • Free warding


CONS :
  • Bad for endgame

SPACE
Such an amazing it, the Sheen procs have a great synergy with Hate Spike, it's almost constantly procced. Also, the movement speed is perfect, as Evelynn is designed to be a high mobility champion. The on-hit slow from Phage is just an added bonus.


PROS :
  • All you need
  • Sheen procs


CONS :
  • Extremely expensive

SPACE

Another great item on Evelynn, she can't be attacked whilst in stealth, so when she's moving around, she's incredibly fast. She can get to where she wants extremely fast - If Evelynn stealths, there's no way you can get away from her with her Mobility Boots.


PROS :
  • Mobility
    for chasing


CONS :
  • Slow in fights

SPACE



Other items

SPACE

Great against a tanky team. This item is great on Evelynn to be fair. The armor penetration is great for taking out tanky people. Also, the cooldown reduction isn't bad, and the active is just a great steroid.


PROS :
  • Anti-tank
  • Nice active


CONS :
  • Rather expensive

SPACE

Evelynn is rather squishy, however, with Guardian Angel, she becomes an amazing tanky DPS, also making her an unbeatable anti-carry. She can sneak into fights, take out the carry and walk out alive and fine.


PROS :
  • Tanky
  • Reviving!


CONS :
  • Rather expensive

SPACE

Great for surviving any burst from them pesky mages, which great, because you can't kill them if you're dead (Unless you're Karthus). Can also block global ultimates that would normally kill you as you escape.


PROS :
  • Anti-mage
  • Your saviour


CONS :
  • Long cooldown

SPACE

SPACE

Evelynn is naturally squishy, however, she is actually a tanky DPS - Therefore, Wit's End is perfect on Evelynn - It gives a boost in damage, and also in defense. Also, the passive stacks fast.


PROS :
  • Beefy
  • Good DPS


CONS :
  • Rather expensive

SPACE

If you find yourself against a rather tanky team, you'll probably find yourself dealing hardly any damage - Which is useless considering that's your job. In that case, you should probably buy Madred's Bloodrazor!


PROS :
  • Shreds HP
  • High DPS


CONS :
  • Extremely expensive

SPACE

As Evelynn, CC practically destroys you, even if you build tanky. Against a CC heavy team, you may want to pick this up. Also, it removes Ignite, Children of the Grave and surpressions from Malzahar and Warwick!


PROS :
  • Cheap
  • Anti-CC


CONS :
  • Long cooldown

SPACE



Potential finished builds


Core

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Currently a work in progress~

Adeori is a silly noob
// Right, so, because I am an idiot, I accidentally hit publish. Anyway, so what you are viewing is a work in progress.
Soon, I will write a section on masteries and jungling. However, for now, I shall leave you with a youtube video, from Manuki, on the jungle path.

//Thanks for reading, please comment with your opinions
-Adeori
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Jangling jungle~

Jungling

// Here it is... The long awaited jungling section!
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