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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Introduction

Runes




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.
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.
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.
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?



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





Other Options















Not To Be Taken!


















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.)
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

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

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









As soon as you can, get your


The




As with any ability power champ, a


Now that your build is complete, you have the choice of which boot enchantment you want.



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
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.
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.
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.



Their AP is doing more damage to me than I am to them!
In this situation, you'll want an


I just can't stay alive!
Well, there's two choices for this.


I can't take the cooldowns!
If only the




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

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