Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Introduction
Introduction
Hello and welcome to my guide starring the newly revamped

Why Hybrid?
For starters, though I call it a hybrid build, that is sort of a misnomer. It doesn't take many AD items, mostly AP influenced ones with one very specific exception. It's primarily an AP/AS hybrid more than an AD/AP like you'd see on


As for the logic behind why going this route, in my personal testing I've found that her AP scaling is simply better than her AD scaling, but due to

Disclaimer: Guide may look funky currently due to the site not having updated Eve's new skills in yet. Also a bit of a WIP until I get more feedback and testing outside my own successes and failures.
Pros / Cons
space |
Pros
+ Capacity to easily destroy in duels + Powerful escape/iniate mechanic + Very strong snare capacity + Exceptionally powerful ult initiate |
space |
space |
Cons
- Very susceptible to counter jungling - Use of stealth takes practice to master - Commonly focused in team fights - Pink Wards can become problematic - Terrible skin selection |
Masteries
Offense:
Take






Defense:
Fairly standard jungling setup of








Runes
Greater Mark of Magic Penetration: For starter's you'll want magic pen marks since all of Eve's skills do magic damage, and you especially want to maximize the damage on
Hate Spike and
Agony's Embrace.
Greater Glyph of Scaling Magic Resist: Scaling MR for late game resists.
Greater Seal of Armor: Flat armor for early jungling.
Greater Quintessence of Ability Power: Much like the mastery points spent in early AP, this will help expedite your early jungling due to the higher AP scaling ratio on
Hate Spike.
Summoner Spells
![]() |
space |
![]() ![]() |
space |
![]() ![]() |
Ability Explanation
-
Shadow Walk: After exiting combat for at least 8 seconds (ie: no skills used or damage taken/dealt) Evelynn enters a state of minor stealth, minor in that other players will notice you if you get too close, but minions will ignore you, as well as Sight Wards. The true power of this skill is being free to roam around the jungle and into a ganking position without notice.
TIP: A sneaky trick you can do with bot/top lanes is if the lane isn't pushed up, come in from your own tower and head into the bushes to be closer to enemy you wish to gank than a river entrance would grant.
WARNING: The alert ! that you are near a player will not go off until you can see them as well, so stealthed players or those hiding in bushes will be aware of you. Use extreme caution checking bushes and be wary if the enemy team has Teemo, Shaco or Twitch.
-
Hate Spike (Q): Fires a line of spikes at a random target or your most recently hit auto attack target. Scales off both AP and AD, though higher from AP. While jungling you'll want to spam this every single CD, making sure to positino to maximize hits. Later with your Rylai's, this will give you a constant slow mechanic. You'll want to max this by 9 as it'll be the main source of damage until you have enough AS to utilize Ravage better.
TIP: Due to the new targeting mechanic of Hate Spike, it can be used to track units that have gone into stealth. A good example is against Talon's ult, where it will give him away. This behavior may be unintended and patched out.
TIP: Since Hate Spike is naturally untargeted, it can be very good for dealing damage while fleeing. Once you have your Rylai's, it will make chasing you that much harder.
-
Dark Frenzy (W): Grants a stacking, up to 5, passive static move speed increase for each spell hit and when activated grants a different percentage movespeed increase as well as purging slows. Due to this dual nature, both buffs will apply to movespeed when activated, giving you a turbo movespeed if already stacked upon activation. Kills/Assists reset the CD to help escape successful ganks before reprisal. Will be leveled last.
-
Ravage (E): Hits the target twice for magic damage and grants a huge attack speed increase. (120% at 5/5) Midgame and beyond this will help you utterly shred targets with how fast you attack along with constant Hate Spiking.
-
Agony's Embrace (R): Hits a medium sized area with a heavy percentage health attack, granting a decent shield based on number of targets hit. Also grants a very heavy slow effect for a short duration, making it an excellent initiate for ganks and late game team fights.
TIP: You don't always have to use this for an initiate, and shouldn't always. If you think you can dive in to a weak target with justDark Frenzy, you can have the ult to also escape any attempted reprisal for the dive, granting both the shield and a snare on your chasers.

Ability Order (AD focused)
Items
Starting Out:
Basic jungler start due to Eve's weaker defensive stats. You can start with





Early Game:
After first gank attemp and subsequent recall, you should have your boots and





Normally you'd swap your





Mid/Late Game:
This is what we'll want to aim for as the endgame barrels down on you.






The last two items aren't mandatory, just good choices to aim for. If you need more general survival, a






Jungling Route
Wolves > Ancient Golem > Wraiths > Golems > Lizard Elder > Wraiths > Gank
The important part to remember is POSITIONING, POSITIONING, POSITIONING. You want



Positioning Tips
Wolves: If you stand next to either brown wolf, next to either tip of the alcove, you should get them to group up to all be hit.
Ancient Golem: Initiate from outside bush, then enter it and they should follow you into a cluster. (If leashed this shouldn't be an issue, as they will cluster naturally in the bush)
Wraiths: Walk past the whole group and stand behind the big wraith, making sure to hit him first before you spike. If you spike first, it will usually pick an off angle path, but if you strike first, it should go through the middle hitting all four.
Golems: Simply stand next to either one before starting and they'll line up fine, easiest camp to position.
Lizard Elder: Probably the hardest to get down, easiest way is to pull and duck into the bush like with Blue, but back up enough so the smaller creeps must give chase, then move back in and you should have them all lined up.
You must be logged in to comment. Please login or register.