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Evelynn Build Guide by Mourningstar05

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League of Legends Build Guide Author Mourningstar05

I Like It When They Scream - Evelynn Ap Mid Guide.

Mourningstar05 Last updated on January 9, 2013
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Jungle Role
Ranked #4 in
Jungle Role
Win 53%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 22

Honor Guard

Defense: 0


Utility: 8

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If you're reading this, it's because you need a guide to Evelynn instead of just the cheat sheet above. Evelynn is one of the most effective mids in the game. Her passive keeps her mana high and stops them from harassing, while allowing you to run in and harass quickly. In the guide you will find explanations for her abilities and tactics that will allow you to use her to her fullest extent. You can find her champion spotlight here. However, it is very dated, so watching it for the build wont do you any good, but it'll show you her moves.

There is no mystery about her to me - she is the ultimate predator. -Jax

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Greater Mark of Lethality

Greater Seal of Mana Regeneration

Greater Glyph of Ability Power

Greater Quintessence of Ability Power

These are just your basic AP runes. The MP gives you a good start to your Penetration and adds to what your items give you. The starting Pen makes your early-game harass that much more effective and helps keep your opponent shut down. It's especially useful if you end up against a Galio to cut through his magic resist.

Seals give you scaled Mana regen, keeping the mana flowing through the whole game. Combined with your passive, you'll be well in the mana all game. There are other choices for seals, such as magic resist for the AP opponents, but I've found mana regen to be the most effective.

The glyphs and quintessences don't need explaining. Bonus ability power for an ability power champion.

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The masteries are fine-tuned to make Evelynn as effective as you can. Summoner's Wrath is taken because when your ignite is off cooldown (and it has quite a long one) you gain five extra ability power and attack damage. Sorcery gives you CDR, which is always nice. Blast gives a small boost to your ability power that increases as the game continues, but more importantly it gets you to Arcane Knowledge with it's delicious MP. Havoc gives you a fair boost to your overall damage. Mental Force gives you an extra bit of AP, and Spellsword is just awesome. When you use your E, Ravage, your basic attack speed is increased by a fair amount. The extra 5% of your ability power, which gets quite high, makes you dispatch your enemies even faster. Archmage , again, gives more AP, and Executioner increases your damage by 5% when your opponent is at half health or below, making harassing more effective.
On the utility tree, take Summoner's Insight to decrease the cooldown of your flash. Meditation will increase your already impressive mana regen, and Improved Recall will help you get back to base faster, and therefor back into the fight faster. Finally, Expanded Mind gives you a fair boost to your mana pool to keep the harass coming.

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Summoner Spells

For my Summoner Spells, I take Flash and Ignite.

Flash can get you out of some sticky situations running through a forest, get you to your friend to help them out without having to run all the way around if there's a wall placed between you, and even help you pick up last minute kills.

Ignite gets better the higher level you are, and does true damage which is just fantastic. It cuts their ability to heal down drastically, so is greatly useful against a champ using Heal or who just has a heal, such as Soraka. Combined with your Liandry's Torment it devastates even the tankiest of opponents, and stops tanks like Taric from being able to heal away their damage. Also, it works in tandem with Summoner's Wrath , giving you five bonus ability power and attack damage when it is on cooldown. It's also fantastic for last hitting champs that are running from you.

Other Options

Ghost is always a good summoner spell. It's as effective as Flash, but in different ways, as it allows you to outrun champs. I steer away from it as your W gives you increased speed and also lets you ignore unit collision, plus it has a significantly lower cooldown and breaks you out of slows and snares.

Heal is nice for obvious reasons, but I steer away from it due to the fact that health potions are effective as well. Heal is pretty much strictly for giving you an advantage in the fight. Ignite is commonly used, however, so chances are your opponent will ignite you if you're getting into a fight serious enough for you to need to pop heal. Again, it's nice, but I would prefer Ignite or Flash over it any day.

Exhaust is nice for stopping them from getting away, or letting you get away easier if things go downhill. Later on, it will be effective to place on the enemy ADC as it drastically reduces their attack damage. Same as heal here, it's nice and effective, but you already have a slow with your Agony's Embrace and Rylai's Crystal Scepter, so you may as well avoid it.

Teleport is nice if a fellow lane is doing poorly and they need help ASAP, or if you were killed and need to get back to lane in a hurry. It's nice if you have to back to get health/mana/items, because you wont be gone for more than fifteen seconds if you do it right. It's also useful for ganking, as it can be used on wards, Teemo's Noxious Trap and fellow minions. Finally, if you're pushing their Nexus and get killed or back to buy a final item, you can teleport right back in to help your teammates in the final fight.

Not To Be Taken!

Revive shouldn't even be considered. If you need to have an auto-revive, you might want to stick to bot games for a while. Barrier is just a waste of a slot. You have countless escape options, and a short-lived shield wont save you anyway. If you think about either of these two, just get a Guardian Angel in place of your Void Staff. If you burn so much mana that you need Clarity then you need to stop using your skills so freely. Your runes, masteries and passive will keep the blue flowing, so don't even worry about this one. Clairvoyance is nice if you have a Lux, Ezreal or Draven on your team, but leave it to the support to get a spell like that. Garrison is far from effective. They step away for a few seconds then come back in (Only on Dominion, in case you were unaware.) And as for Cleanse.... You mean your W, Dark Frenzy?

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Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Your Q is your main method of harass and farm. It hits everything in a line and has a very low cooldown with a fairly low mana cost. Because of this, you'll be tempted to spam it.Do not fall into that temptation! When you get into a fight, feel free to use it as many times as you want, but if you're in lane and they aren't within range, you'll just burn away your mana on the minions and lose your last hits. Later on if you're clearing a lane, slam it as it'll clear away their minions. Doing this in your laning phase will just drain your mana and lose your creep score. Make sure to max it last! (Note:This can be cast while moving)
Your W is your best method of escape and surprise attack. You'll want to use it after your passive invisibility has kicked in so that you're already on them by the time they realize they're getting damaged. If you get ganked by someone with a slow, such as nami's Tidal Wave, you can activate it to get you out of there quickly as it removes all slows and adds a good amount of movement speed. The removal of debuffs is it's most effective aspect, so taking a point early on and then maxing it last is the best way to go. (Note: Can be cast while moving)
Next is your E, a fairly large part of your burst. When you run up to an opponent, you'll be launching off your Q, and your E comes as soon as you reach them. It's range is absolute point blank, however, so you wont be using it as often as your Q. It's great in tandem with your W, but hard to land because running up to an opponent leaves you open for spells like Morgana's Dark Binding and similar spells. It should be maxed second. (Note: Can NOT be cast while moving.)
Finally is your Ultimate, Agony's Embrace. It gives a shield for 150 for every champion you hit with a gigantic aoe and enormous damage. It also slows all enemies hit, making it work well with your Liandry's Torment. It is fantastic for team fights, chases, escapes, and 1v1's, so basically everything. It's slow lets you escape or catch up to enemies. If you hit all five champs in a team fight, you gain a 750 hp shield. When 1v1ing, your enemy will suddenly be missing a great portion of their health while yours has been cushioned. Put a point in it at every chance. (Note: can be used while moving.)

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Boots of Speed and Health Potionx3 are the most viable mid starting items, as they give you much more time in lane. A Doran's Ring passive is far from needed because of Evelynn's passive mana regen Shadow Walk, and the ability power is not as useful as increased movement speed to dodge an opponent's skill shots, such as Cassiopeia's poison or Malzahar's silence.
Haunting Guise gives you a small bonus to your health and ability power, but most important is that it gives MP and builds into your Liandry's Torment. After your Haunting Guise, buy your Sorcerer's Shoes for the bonus speed and MP.
As soon as you can, get your Liandry's Torment. The extra Ability Power is fantastic, but most important is it's passive. Your R-E-Q combo will absolutely devastate even the tankiest of opponents, and even kill most squishies. The 30 MP from your boots and Liandry's Torment will cut through their MR. The Liandry's Torment has a passive that by itself will drain an opponent, doubled by the slow from your ult, and combined with your ignite it destroys.
The Void Staff adds another amount of MP and some always-needed AP. Rylai's Crystal Scepter gives you a great deal of health and ability power, but the passive gives it the best value. It's passive, combined with the passive from your Liandry's Torment, causes an outrageous amount of damage. Rylai's slow doubles the damage from Liandry's Torment without having to drop your ult. Your basic E now slows and does 10% of their current health.
As with any ability power champ, a Rabadon's Deathcap gives you a gigantic bonus to your AP. The Deathfire Grasp gives much more AP, some always-welcome CD, and a crippling active effect that can start off a fight greatly in your favor.
Now that your build is complete, you have the choice of which boot enchantment you want. Enchantment: Homeguard gets you back into the fight much faster, and if you're defending your base then it's an absolute must. If you do not get Enchantment: Homeguard, then Enchantment: Alacrity is the best option. As always, buying the elixirs for a final buff is a good choice, but games rarely continue to the point, especially since you'll be destroying your lane.

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Situational Items

Sometimes you just get countered or off to a bad start, or bot feeds their lane, or top feeds theirs. The above items are the best build if everything goes smoothly, but sometimes you may need to veer off course. I must insist that you keep the Liandry's Torment, Sorcerer's Shoes and Rabadon's Deathcap, however. What item you give up is completely your choice, but these three items are essential to your devastating burst damage

Their AP is doing more damage to me than I am to them!

In this situation, you'll want an Abyssal Mask. The magic resistance will give you a bit more of a cushion, and it's passive will make you do more damage, as it lowers their Magic Resistance. You'll want to get this sooner rather than later, such as right after your Liandry's Torment.

I just can't stay alive!

Well, there's two choices for this. Zhonya's Hourglass's active makes you invulnerable for a brief time, so if you're getting focused in team fights it will render you untargetable. This may also throw them off balance when they suddenly can't attack who they're aiming for, and some will even burn cooldowns on their abilities, completely turning around the team fight or allowing your escape. Guardian Angel is always a nice slap in the face of your enemy, but it does very little if you get ganked. They'll just kill you when you're back up. It's real value is in team fights.

I can't take the cooldowns!

If only the Deathfire Grasp isn't doing it for you, the best thing you can do is snag blue. Sometimes you get a greedy jungler or you can't get to theirs, so you have to spend an item slot on it. A Morellonomicon is your best bet here, as it gives a good bundle of CD, AP, Mana Regen, and a nice little passive. Another option is the Spirit of the Spectral Wraith, which is nice for the spell vamp, but a Morellonomicon is a much better choice.

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(1) Strong burst.
(2) Many escapes.
(3) Intermediate difficulty.
(4) Highly effective in team fights.
(5) Intense mana regeneration.
(6) Low cooldowns.
(7) Passive invisibility.

(1) Naturally squishy.
(2) No good skins x.x
(3) Almost always focused.
(4) Must get close to be effective (ult excluded).

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Thank you for reading my first guide I've made on this website. Evelynn is my favorite champ in the game, and I would love to see more players as she isn't as common as you would think. She can completely turn the tide of a battle and, built and played right, will keep mid on lockdown and their team running back for health. With practice, you'll be doing things like this! (Not my video!) I hope you found the guide helpful, and remember than even though Evelynn may be bad, she feels good!

And Riot, if you're reading this, give her some new skins!