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Build Guide by WhiteBoyMcWhitey

Not Updated For Current Season

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League of Legends Build Guide Author WhiteBoyMcWhitey

(Insert penetration joke)

WhiteBoyMcWhitey Last updated on March 23, 2011
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Jungle Role
Ranked #12 in
Jungle Role
Win 52%
Get More Stats

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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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So before going on with this guide I think its important to note a few things:

1. The magic penetration runes are fairly important to making this guide work, if you are a new player that isn't level 30 this build will be much weaker for you because of the lack of runes/masteries.

2. Like with any champion you must know your role and the roles of your teammates in order to be successful. Don't use this guide or Eve at all if you don't have some basic sense.

3. If this is your first time playing Eve, try this build in a custom match first. This is something everyone should do first time playing a champ. I can tell you that if you go into a match as first time Eve you will probably get your face kicked in; I know I did.

4. Last but not least, make sure you are a team player. Meaning don't steal kills (it will be oh so tempting to do so) and if you have lots of kills let someone else get the kill even if you did most the damage, it will be better for everyone.

With that being said and all two of you still reading this, lets get started.

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Understanding this Guide and Evelynn

For those of you who haven't already figured it out, this guide is all about taking advantage of mass amounts of magic penetration and reduction. Through the items, runes, and Eve's ravage skill you can end up ignoring over 100 of your enemies' magic resistance. This mass amount of penetration combined with a respectable amount of AP is why this build works.

I know a lot of people have the mind set of "stack AP + void staff," while this is an OK strategy against tanks, as Evelynn you shouldn't be putting primary focus on tanks. As Evelynn it is your job to pick off the weakened enemies or carries.

So why all the magic penetration then? Well it comes down to how it is calculated and related to damage. If you are not familiar with how it is calculated look here.

Now given that, and keeping in mind who you will be targeting; even if your enemies get banshee veils AND mercury treads, you will still be doing nearly 100% of your damage. However a lot of people seem to think survivability is not important and will go straight damage. If thats the case, then in almost all cases you will end up doing bonus damage to them.

The last thing which makes this guide fairly unique is that it allows you to do tons of damage and actually live through a team fight. I'm not saying tank mode initiate here, but if you manage to get guardian angel, that combined with Eve's high base magic resist, the magic resist from lich bane, and the combo of cleanse and flash; you're gonna be able to live through much more than a lot of other carries.

I love the number of guides on mobafire that are like "holy **** check how much damage you can do with all these items that each cost 3k gold+" yeah well no **** you're gonna do damage but good luck getting those items and living once you get focused. Don't get into this mindset or you will die often.

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Marks: Pretty much only choice is Greater Mark of Magic Penetration.

Seals: For these I prefer Greater Seal of Vitality for a bit more survivability, other wise Greater Seal of Replenishment would be good as ravage costs a lot early game, and if you don't have blue buff you will be constantly waiting for mana.

Glyphs: Greater Glyph of Scaling Ability Power here, again you could try Greater Glyph of Replenishment here or even Greater Glyph of Magic Penetration. However I would shy away from Greater Glyph of Magic Penetration as it only gives you around 5 more magic pen which won't be worth the lack of 27 AP.

Quints: Here I would say Greater Quintessence of Ability Power to be the best. The starting AP is a nice boost for early kills plus if you get the Greater Glyph of Scaling Ability Power glyphs, then you'll end up getting 42 AP from your runes alone. Like with the glyphs though Greater Quintessence of Magic Penetration would be ok, but probably not necessary.

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Not too much to say here, pretty standard 9/0/21. I will mention a few thing though:

-Some people may be tempted to go 21/0/9, but don't. With the ability cooldown, movement speed, and low cooldown on flash you get from utility you'll end up getting a lot more kills then if you got that extra 5% damage from offensive. Basically damage don't mean **** if you can't get to the person or use skills.

-Don't ever ever ever put a point in greed unless you are playing as someone like Mordekaiser. I cringe everytime I see a guide putting a point into that thing. People say "oh free gold though" yeah well do the math. Over the course of an hour long match it would give you all of 360 gold.

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Some what similar items. Malady will let you put enemies farther into negative magic resistance, however you have to be able to get 4 hits in. I would recommend Haunting Guise if you are up against tougher teams as it will give you some health and its effect will come into affect right away.


Basically get Mejai's Soulstealer as long as you will be able to get kills and stay alive. If you start dying a lot or are up against a tanky team get the Rabadon's Deathcap. If you decide on Rabadon's Deathcap from the start get it after Abyssal Mask, but before Lich Bane. Please note though that if you go for a Rabadon's Deathcap from the start then you probably won't make it as far in the item build. Also if you find yourself with the build completed, sell the Mejai's Soulstealer for a Rabadon's Deathcap and pick up an Elixir of Brilliance, you'll end up with more AP and about the same amount of CD.


Since this guide is all about penetration Sorcerer's Shoes are the obvious choice. However if you feel you have enough for the team your fighting without them, then I would choose Boots of Swiftness as with them you'll be able to move around the map, chase down people, and run away a lot better. You could go with Boots of Mobility but they aren't as good for chasing/escaping.

Can't really replace this one with anything. It gives you some nice AP, magic resistance reduction, and some magic resistance; I can't think of anything better.

If you get this item, then you will see a sudden huge burst in your damage output. This thing is a must as with it you will melt through squishies before they are even out of your stun. Also its effect applies to damage you do to towers so you'll be able to drop them pretty fast as well.


Guardian Angel is amazing late game as it gives you some much needed armor and a little more resistance to push you to point of having more MR than some tanks I've seen. With Zhonya's Hourglass you'll also get some armor and a nice boost to AP. If you use the Zhonya's Hourglass then keep in mind that its active will guarantee you a stealth. Just activate stealth and then use the Zhonya's Hourglass's active ability. Personally I like the Guardian Angel a bit more. If you find yourself dying a lot then I suggest getting the Chain Vest for one of these a bit earlier on or even the entire item.

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Skill Sequence

So why that sequence? Well with Ravage being your main damage source its good to have an extra point in it early game. The two points in Shadow Walk are so you can stun a bit better and have a decent amount of stealth time. Now the reason there is such a gap between your second and third point in Ravage is so that you don't run out of mana as fast. Using Ravage can drain you fast so its important to keep it at a lower level until you have some more mana.
Otherwise it's pretty straight forward, max out Ravage, then Shadow Walk, and finally Hate Spike while putting points in Agony's Embrace at levels 11 and 16.

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Skill Usage

This is where is all boils down. Here are some tips on how to use each of Eveylnn's skills:

- Spam this skill constantly while attacking someone. Also be aware that if you use this move out of Shadow Walk it will stun both targets. This can be very important when saving allies being chased or possibly taking on two people at once if you are feeling ballsy.

- This move is very versatile. Use it to escape, sneak behind people, stalk people to set up ganks, and cause enemies to retreat. What I mean with that last part is that if enemies see you start to stealth then odds are they will back up especially if its only one or two people. Very important note if your enemy has a Banshee's Veil with the passive up auto attack them out of your stealth, then use a Hate Spike to remove the shield and only then use Ravage.

- The 1 to 1 ratio with AP and magic resistance reduction is what makes this move and your following spam of Hate Spikes hit like trains. Not much to say about this skill really, use it out of stealth for some initial damage.

- Fantastic ult with some subtleties to it. The passive healing on it will allow you to do some nice tower diving. If you are guaranteed a kill by using it, then do so as it will refresh the cooldown. Something I find myself doing fairly often is using it to get a kill then using it again right after to run away if a killed the person within a group of people.

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Summoner Spells

Great for getting away and coming out of nowhere to get people by towers. Make sure to take advantage of the fact that you can go over terrain when using it.

The combination of this, Flash, and Agony's Embrace will allow for an almost guaranteed clean get away assuming they are all off cooldown of course.

Now I'm pretty much gonna stop here. In my opinion those are really your only two option if you wanna fight and live. If I really had to though I would say Ghost wouldn't be too bad a replacement for either one, but still Flash and Cleanse are the best.

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Other Tips/Team Work

So this is where I'm just gonna basically rant about stuff I feel you should know or put more emphasis on things I've already said.

-Your stun can be used offensively of course, but make sure to also use it as a get away tool to help allies being chased.

-Kills do not win games, taking towers does. If you are right next to an enemy tower and you can safely attack to it, do so! Unless an ally is close by and in dire need of some help do some damage to the thing even if it is only a couple attacks.

-Enemies with oracle elixirs doesn't mean you can't do anything, just because they can see you doesn't mean they can stop you from stunning them or killing them. Play a bit smarter, stick to the jungles when following someone with an elixir and wait for an opportunity to take them down.

-Be careful with enemies putting down Vision Wards these things are much worse than oracle elixirs as you probably won't know until its too late that they are there.

I will add more here as I think of them/given suggestions.

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So all in all I hope this guide has been fairly helpful to you. This is my first guide so if your gonna make a remark about it please try and be fairly constructive about it. I'll try to reply to any questions/comments I get so go ahead and post them if you've got them.

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Change Log

3/23/11- First release