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Evelynn Build Guide by Psylynx

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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.

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League of Legends Build Guide Author Psylynx

The Beefy Widowmaker, an actual survivable Eve.

Psylynx Last updated on October 2, 2012
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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: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Starting off, I will say that this is a build guide, not a guide to LoL nor a guide to how to play Evelynn. I have created this as a way to build her in a way that can be effective in the jungle, possibly, though not tested, for top solo. I would suggest looking for another guide if you need information on how to play her, or how to play LoL in general. Then coming back for an extremely effective way to build her.

Additionally, I am not saying that this is the end all be all guide for Evelynn just a very effective way that I have found.

That being said, we all know that Evelynn is still very, very sub par. It's sad but true that even after a complete rework she still kind of sucks in many ways, but can be powerful if used well.

There are a lot of things that have to be overcome with her in order to make her effective in a game at this point. She still is inherently very squishy. She still has to be in melee range to be effective. Those and many other things with which she has great issues are what I try to surpass in this guide.

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When building this way I always go 21/9/0. 9/21/0 could be argued for in this case, but I think Eve benefits much, much more from heavier dmg masteries with this build. I find the utility tree extremely hard to be effective in all cases to go deep into.

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Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Health

So, as always, runes are up for interpretation, and completely what people prefer.

Greater Glyph of Magic Resist Would be what I would suggest for glyphs. However, many times I will run Greater Glyph of Cooldown Reduction instead because CDR can be extremely helpful in many situations.

greater mark of desolation These are the necessary marks for this build, though Greater Mark of Attack Damage can be argued for in this case.

Greater Seal of Armor These are a must for your seals. It helps you immense amounts in the jungle to have that extra 13 armor from the get go.

Greater Quintessence of Health As for the quints again, up for interpretation. Many prefer Greater Quintessence of Movement Speed, many prefer more dmg of some sort, I personally like the extra 78 health at the beginning of the game and not a terribly small amount at the end of the game.

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Summoner Spells

Smite is kind of a must as a jungler at this point in my opinion. Even junglers that can handle without it personally I feel they should still pick it up. It greatly helps secure baron nashor and dragon kills, and gives you a much, much faster clear, which is an amazingly underrated thing for a jungler.
As for your second choice on Eve this is a much harder decision. On one hand, Flash would be greatly helpful to escape sticky situations.
On the other hand, Evelynn seriously has next to zero ganking capability before level 6 and Exhaust can give you a good CC to use until then, and whenever your ult is down.

If you are following this build, you should survive just fine and get out with Dark Frenzy perfectly fine and not have to worry about the need to Flash out. And with your passive using Flash offensively is really next to never necessary.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is pretty straight forward on Eve. Hate Spike is your spamming skill, so you max it first. Possibly, some would prefer Ravage first, and I can easily see why, mainly because of the attack speed increase, but I just think Hate Spike is more effective because it has extremely similar ratios and it is very spammable.

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Starting Items

You almost always want to start this way on Evelynn. She is extremely squishy early game and without at least Cloth Armor those jungle creeps with destroy you and you will be going back every other camp. Some will argue Boots of Speed and 3 Health Potion first, but she just isn't strong enough to start with that in my opinion.

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Core Items

Item Sequence

Berserker's Greaves

Warmog's Armor

Atma's Impaler

Trinity Force

Infinity Edge

Banshee's Veil

This obviously is not the sequence you will be building, but these are the core items you will be getting, and it is up to your discretion on the order, and the final item.

The order I give above is what I suggest, that being said, you will probably need to deviate at times. You may need to get the Giant's Belt before Sheen because you are taking too much dmg on your ganks. Or if you are really needing to survive and leave the dmg to everyone else, maybe get the full Warmog's Armor before you get the Atma's Impaler.

You should have more than enough survivability near the end to get yourself some extra dmg and get Infinity Edge. If you find yourself dying a lot, then by all means buy something with which to survive such as Banshee's Veil.

The boots are also, of course, according to the game. If there is a lot of CC on the opposing team Mercury's Treads may be the better way to go. It is also very debated to always use Boots of Mobility on her at all times, and I do not disagree with that, there are many benefits to it.

If you end up getting extremely fed you can always replace your Wriggle's Lantern with a zeke's herald or even a The Bloodthirster however, that late into the game the The Bloodthirster may take too long to build up.

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Final Words

I realize this isn't the most in-depth guide in existence, but it really wasn't meant to be such. This is meant to make it so that people can play Evelynn, do really well, and actually have the champion be enjoyable at high level play again.

I would never claim to be the best builder ever, the best player ever, or anything of that sort. I do however, know that I am good at the game, and am extremely versed in the mechanics of the game, including the mechanics of how items and everything else interact with a champion.

I will also love any suggestions on clearing up the guide, or on what could improve the build in your opinion. I am perfectly open to suggestions, however, I don't need people coming in to promote their guides, to just say, "You're wrong" and then leave, or to tell me how to build Evelynn giving me a full dmg build, which is in no way what this build is. There is a difference between suggestions and just saying, "No, this build is better". I really don't need those kinds of comments.

I know I'm not "wrong" by any means with this build, I've used it dozens of times and it's been quite effective, but if there are variants for improvement, I'll be glad to check it out.

So I hope you enjoyed the guide, and I really hope you will upvote it. This is, after all, my first guide(other than one I made when I was brand new to LoL that was laughable) and I'm hoping that people will actually try it out before just blowing it off and downvoting it.

Also, I absolutely have to give tons of thanks to jhoijhoi for her wonderful guide on creating a guide, it was wonderfully helpful.

PS Gank from your tower into the bushes on her out the outside lanes, lane doesn't have to be pushed and you can always catch them off guard.(Found this to be amazingly brutal, so I figured I'd throw it in here.)