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Ability Order
Ki Barrier (PASSIVE)
Shen Passive Ability
Hi!
Anyone with cc and a vision ward.
She jumps on you? Oh, well she just took a Charm / binding / insertotherskillhere to the face.
Anivia in particular. She can hit back with Q if Akali jumps on her, strong pre-6 harass, reliable damage through shroud and a second life if you somehow still mess it up.
She jumps on you? Oh, well she just took a Charm / binding / insertotherskillhere to the face.
Anivia in particular. She can hit back with Q if Akali jumps on her, strong pre-6 harass, reliable damage through shroud and a second life if you somehow still mess it up.
I like picking Graves and Kog'Maw against a lane that has aggresive supports like Alistar. Graves has a really strong burst; this allows me to heavily punish my enemies if they screw up their position and with Kog'Maw just use your W whenever is active. Kite, harass, kite, Probably just standing in the danger spots where you can get 4 second stunned.
i.e. between a wall and brush.
If you're standing somewhere to cs, make sure you can get to a non-danger spot within half a second, since human reactions are about half a second.
i.e. between a wall and brush.
If you're standing somewhere to cs, make sure you can get to a non-danger spot within half a second, since human reactions are about half a second.
Master Yi has higher base AD, higher base armor, higher base health, insane AD steroid, insane AS steroid, and can double strike on every 7th attack. There's no way Ashe could win the duel. Master Yi cannot be slowed by Ashe, volley strike and frost shots are useless against Master yi. The only way to stop Master yi is stunning him with ulti, which doesn't last long at close range.
1.- Ban Blitzcrank
2.- If you don't, go afk or surrender at 20
Its literally in his lore...
If you realy want to try to counter him
Dodge his grabs, Play Leona or Alistar, Banshee's Veil, Ward the bush, Stay behind minions.. stay behind your minions... STAY BEHIND YOUR MINiONS (get it in the tutorial? hahaha)
2.- If you don't, go afk or surrender at 20
Its literally in his lore...
If you realy want to try to counter him
Dodge his grabs, Play Leona or Alistar, Banshee's Veil, Ward the bush, Stay behind minions.. stay behind your minions... STAY BEHIND YOUR MINiONS (get it in the tutorial? hahaha)
Sivir. If you want a counter that takes bot lane go sivir. The mana absorbing spell shield allows you to get free mana from her traps. Her poke has enough of a delay to see it coming. Her ulti...... if you can't shield out of it you're blind. Sivir imo is the perfect counter.
Riven should be able to trade with Darius at all levels, and come out on top, providing noone takes tons of minion damage, jungler ganks ect...but of course things like that always happen
ive beaten a few Darius as Irelia, but she wont win every time, once he ults, the stun-n-run is a lifesaver
if your team will let you, (ive only done it once) but solo top Orianna should always beat a darius, her poke range/damage is far longer than anything darius has, youre even safe from a flash/apprehend
of he charges you, slow him down, or shockwave and kill, he wont ever touch you (ward ward ward, the jungler WILL come)
i finished that lane with 5 kills and a tower in 10 minutes.
ive beaten a few Darius as Irelia, but she wont win every time, once he ults, the stun-n-run is a lifesaver
if your team will let you, (ive only done it once) but solo top Orianna should always beat a darius, her poke range/damage is far longer than anything darius has, youre even safe from a flash/apprehend
of he charges you, slow him down, or shockwave and kill, he wont ever touch you (ward ward ward, the jungler WILL come)
i finished that lane with 5 kills and a tower in 10 minutes.
AoE/skillshots where his axes fall. If he drops them immediately after casting it, he is slow and below the damage of an AD carry for about 6-7s. He has no sustain, and needs to move between attacks usually (to catch axes), so slowing/stunning/snaring is very useful, and he's quite vulnerable to harassing (so when he's chasing you down with QW, nuke him with your support, and he'll take more damage than you).
The best way to deal with Evelynn is by preventing her from growing into anything more than an annoyance in the first place.
Clairvoyance.
Map knowledge = power. This cannot be overestimated in importance. Map knowledge > spells, gold, xp, all. I only get into the obscene 40+ kill games when a WHOLE TEAM of people forgets to bring any clairvoyance. When one or two of the enemy has it, I'm lucky to hit 20. I've never played a team where everyone brought it, but I imagine I would be kept under 10. Maybe under 5. As I said in my thread of the same title, 'You are crazy to not take Clairvoyance' as a spell. On every hero, all the time, but even moreso if you're fighting an Eve.
Harassment.
Evelynn is made of paper. She does not have a good sized mana pool either. While her hate spike is very, very cheap, she really only has maybe 30 seconds total of spamtime on it before she will be OOM, at least in early and mid game. Which is where you need to crush her to prevent her from getting strong anyways.
Stealthing is -not- cheap for her to do, and takes a decent chunk of her total pool. Also, a good Evelynn needs to save a decent amount of her mana for farming last hits with. Her attack animation is ****, as is her physical damage for the most part. Hate spike is so fast and powerful, its used as her primary farming tool. You need to agressively harass her EVERY time she is in range. She will fold before you do.
She cannot accomplish all of her goals unless she gets farmed. If she is using her mana to last hit, she isn't killing you with it. If she is ganking, she isn't getting gold and xp. And a good Evelynn will not have an open summoner spell slot for teleport, so mobility and wasted time is always an issue for her.
All you have to do to shut her down is not die to her repeatedly in the first 20 minutes of the game. If your team can accomplish that, the enemy Eve is in for a rough ride.
Disables.
As I said before, she is made out of paper. Usually, a single disable will provide enough time for any 2-3 champs to kill her. 2 chained disables will usually provide enough time to kill even a semi-fed Eve. In teamfights, if she waits until the battle is going and then pops in with a stun, it is often worth dropping your current target to get rid of her. Remember, Hate spike is essentially 200-300 damager PER SECOND if you leave her be. That has to be one of the highest and most sustainable dps sources in the whole game. Definately big enough to take 2 seconds to stop killing the enemy tank and wipe the smirk off her little face.
She also has an immense amount of synergy with other champions who have stuns, particularly due to her stealth. In general, if you see champions stop their lane farming behavior and move to actually engage you, and you don't see her icon on the minimap, assume she's going to let another hero initiate on you, then land her stun on you when the first one drops. She will do this every time if she is in the area. She always retains the opportunity of initiating herself, and will do so if she catches you alone for sure. She may not want to initiate in full teamclashes though, as she will likely instantly die if she gets focus fired or disabled even once.
A bit about her passive skill as well. Essentially what it does is enable her to creep dive or tower dive with significantly lower risk. As long as there is ANY other target available for the turret that is closer than Eve, it will attack that target, not her. In most laneups, people last hit/harass etc., then tower hug a big when their health gets to around 1/3 or so before they pill back to base to heal and shop. This is when an Evelynn can get you. If you're tower hugging, you are not comitting your full champion dps to the enemy creep waves. This will result in a very fast push on your lane. Once a siege creep gets in range of a tower, Eve is free to walk right up to you and finish you off. A favorite tactic of mine is to walk back towards my tower till I am out of your LoS, then double back using the grass patches, through your jungle, to come at you from behind or the side when you think you are safely tower hugging or retreating. I especially love it when people pull back half a screen from a tower, think they are safe, and try to pill. Nomnomnom.
Also, expect her to always be faster than you. Evelynn is the one hero so far that Boots of Speed is actually a good first choice on, due to her early game gank potential and towerdiving ability. My second purchase is the ms 3 boots. That usually is enough to ensure I can get in your face and stun you, which is all I need.
Clairvoyance.
Map knowledge = power. This cannot be overestimated in importance. Map knowledge > spells, gold, xp, all. I only get into the obscene 40+ kill games when a WHOLE TEAM of people forgets to bring any clairvoyance. When one or two of the enemy has it, I'm lucky to hit 20. I've never played a team where everyone brought it, but I imagine I would be kept under 10. Maybe under 5. As I said in my thread of the same title, 'You are crazy to not take Clairvoyance' as a spell. On every hero, all the time, but even moreso if you're fighting an Eve.
Harassment.
Evelynn is made of paper. She does not have a good sized mana pool either. While her hate spike is very, very cheap, she really only has maybe 30 seconds total of spamtime on it before she will be OOM, at least in early and mid game. Which is where you need to crush her to prevent her from getting strong anyways.
Stealthing is -not- cheap for her to do, and takes a decent chunk of her total pool. Also, a good Evelynn needs to save a decent amount of her mana for farming last hits with. Her attack animation is ****, as is her physical damage for the most part. Hate spike is so fast and powerful, its used as her primary farming tool. You need to agressively harass her EVERY time she is in range. She will fold before you do.
She cannot accomplish all of her goals unless she gets farmed. If she is using her mana to last hit, she isn't killing you with it. If she is ganking, she isn't getting gold and xp. And a good Evelynn will not have an open summoner spell slot for teleport, so mobility and wasted time is always an issue for her.
All you have to do to shut her down is not die to her repeatedly in the first 20 minutes of the game. If your team can accomplish that, the enemy Eve is in for a rough ride.
Disables.
As I said before, she is made out of paper. Usually, a single disable will provide enough time for any 2-3 champs to kill her. 2 chained disables will usually provide enough time to kill even a semi-fed Eve. In teamfights, if she waits until the battle is going and then pops in with a stun, it is often worth dropping your current target to get rid of her. Remember, Hate spike is essentially 200-300 damager PER SECOND if you leave her be. That has to be one of the highest and most sustainable dps sources in the whole game. Definately big enough to take 2 seconds to stop killing the enemy tank and wipe the smirk off her little face.
She also has an immense amount of synergy with other champions who have stuns, particularly due to her stealth. In general, if you see champions stop their lane farming behavior and move to actually engage you, and you don't see her icon on the minimap, assume she's going to let another hero initiate on you, then land her stun on you when the first one drops. She will do this every time if she is in the area. She always retains the opportunity of initiating herself, and will do so if she catches you alone for sure. She may not want to initiate in full teamclashes though, as she will likely instantly die if she gets focus fired or disabled even once.
A bit about her passive skill as well. Essentially what it does is enable her to creep dive or tower dive with significantly lower risk. As long as there is ANY other target available for the turret that is closer than Eve, it will attack that target, not her. In most laneups, people last hit/harass etc., then tower hug a big when their health gets to around 1/3 or so before they pill back to base to heal and shop. This is when an Evelynn can get you. If you're tower hugging, you are not comitting your full champion dps to the enemy creep waves. This will result in a very fast push on your lane. Once a siege creep gets in range of a tower, Eve is free to walk right up to you and finish you off. A favorite tactic of mine is to walk back towards my tower till I am out of your LoS, then double back using the grass patches, through your jungle, to come at you from behind or the side when you think you are safely tower hugging or retreating. I especially love it when people pull back half a screen from a tower, think they are safe, and try to pill. Nomnomnom.
Also, expect her to always be faster than you. Evelynn is the one hero so far that Boots of Speed is actually a good first choice on, due to her early game gank potential and towerdiving ability. My second purchase is the ms 3 boots. That usually is enough to ensure I can get in your face and stun you, which is all I need.
She's a situational top in the first place. If someone is picking Fiora without knowing the enemy top champion, she's... probably in a ****-ton of trouble, because she is countered by more people than she counters. By a big number. (just go Jax )
Honestly, fizz crushes galio if you're quick with your fingers. He can't do anything against that W damage, and he can dodge the Q and E way to easily.
Of course, malzahar can also free-farm vs galio, and cass (a good one) can use the movement from her Q to dodge galio while still harassing and farming. A good galio can counter cass however by putting a couple points in his shield since each tick of her Q will heal him.
Morde and Ahri can also fight him pretty wall. Morde due to passive and AHri due to her general range and partial true damage.
Of course, malzahar can also free-farm vs galio, and cass (a good one) can use the movement from her Q to dodge galio while still harassing and farming. A good galio can counter cass however by putting a couple points in his shield since each tick of her Q will heal him.
Morde and Ahri can also fight him pretty wall. Morde due to passive and AHri due to her general range and partial true damage.
Hecarim is built off of speed for the most part for his passive. I have not played him just going by what I have read so far and things I noticed Hecarim players do. With his passive being he gets more AD based off his MS it would only seem appropriate to counter him with characters like:
Ashe
Lulu
Nunu
Shenji
Etc...
Or even summoner spells like Exhust. I play as Ashe most the time and noticed that Hecarim players that know what they are doing tend to stay back early game to avoid that AD loss.
Ashe
Lulu
Nunu
Shenji
Etc...
Or even summoner spells like Exhust. I play as Ashe most the time and noticed that Hecarim players that know what they are doing tend to stay back early game to avoid that AD loss.
Since he can only place a turret every 25-30 seconds, kill them. They are significant sources of damage early and midgame, with rather low health.
Stay behind at least three of your minions in the laning phase. His rockets hit the nearest three enemies. Don't be one of them.
Heimerdinger is fragile, has no escape mechanism, and his only CC is a blind that most people don't level for full duration until lategame (or a stun if they do it **** well, but that is HARD D: ). Gank him often. You are highly unlikely to outpoke Heimerdinger in lane, you'll need to burst him down.
Build a Magic Resistance item like Hexdrinker, Banshees, Abyssal, or Grail.
If all the above isn't enough, carry Teleport. Heimer can keep lanes pushed forward, so you'll need to get to other lanes quickly to counterpush.
Stay behind at least three of your minions in the laning phase. His rockets hit the nearest three enemies. Don't be one of them.
Heimerdinger is fragile, has no escape mechanism, and his only CC is a blind that most people don't level for full duration until lategame (or a stun if they do it **** well, but that is HARD D: ). Gank him often. You are highly unlikely to outpoke Heimerdinger in lane, you'll need to burst him down.
Build a Magic Resistance item like Hexdrinker, Banshees, Abyssal, or Grail.
If all the above isn't enough, carry Teleport. Heimer can keep lanes pushed forward, so you'll need to get to other lanes quickly to counterpush.
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