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Evelynn Build Guide by Sylvant


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League of Legends Build Guide Author Sylvant

Work title: Embrace the Agony

Sylvant Last updated on November 5, 2017
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Ability Sequence

1
4
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7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

12 Ferocity

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18 Cunning

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0 Resolve

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Guide Top

Introduction





Guide is under development


guide update progress


Words by the author


Hello Evelynn lovers, mains and players who are only checking her! My nickname is Sylvant and ive been playing League for few years. Shortly since this adventure began, i fell in love with Evelynn. Ive always enjoyed to play less common characters and paths and Eve had that potential. She was unique and versatile. Many would get harm of playing her and many would despise you for doing so. But if you managed to overlook them and reveal the champion true potential, she rewards you greatly in return.
Evelynn has gone through many changes and even reincarnations. She(and we, the players) experienced a lot of nerfs and rough times. She has been played on mid, but mostly established in the jungle. Beside AP, she could be played AD and hybrid with various off builds. She could behave as an assassin, mage, a bruiser, or even a tank, but her main weapons always remain ambush and deception.
After fooling around for a long time, i decided its time to let go of her fun builds, take a step forward and climb with her in ranked. Ive acquired a vast experience and general knowledge about the game mechanics, which ill submit in this guide and offer you the best ways of playing her as well as additional options and less common strategies. Most importantly, ill explain the logic behind different choices, and provoke you, the reader, to acquire the ability to choose on your own.

Champion rework summary


Its been an year since Eve has been touched and her second and full rework is finally here! The waiting was long, but i dare to say it was worth it. She has been largely changed in certain departments, but cleverly preserved and developed in others.
I must admit, i was pleasantly surprised by Riots designers and their ability to maintain many Eve features yet stick to their pattern of molding champions in the current meta. Yes, unlike before, her abilities now consists of many components and allow for variety of plays and decisions. Her combo "simplicity" was part of her identity for a very long time and attraction for many players(including myself), but did not correspond with Leagues direction.
My worst regret is to loose her hybrid nature, namely her AD scaling, but ive been preparing mentally for this moment. Hybrid aspect of the game has been diminishing for a long time and you could see it in many champion updates, like GP, WW, Aatrox. Only worse thing could be loosing her stealth, or see it guttered to the ground and luckily(for Riot!) this didnt happen.
To compensate, many other features have been preserved, which Eve's players have been defending for so long. Her Q is no more an outdated spam button, but with a lot more modern mechanics, which still allows you to experience the old feeling. Unfortunately it comes with a skill-shot complication, but you cant go without a downside. We still see on-hit scaling. Percentage damage based on health is there. Team fight viability too, without turning her into bruiser and running too far from the assassin concept. A breath of fresh air are the new mobility features and hard CC, altho with tangible drawbacks. And yes, she lost her op slow counter.
A noticeable change is her stealth no longer starts from the beginning of the game, but past level 6. The first thought anyone would have is its a big nerf. But think more carefully. Isnt that the main mechanic which have been a thorn in Riots side and the main factor for all other Evelynn offsets. Its no longer a reason to have that weak early jungle clear and indeed, her new clear speed and sustain is sensibly better.
Her new concept is awesome. The widow-maker vamp with a girly voice was a bit incompatible, but the new mature succubus is a much more fluid. Color-wise is also better realized.
Now, its a matter of choice. Whether we can give the lost features and enjoy the new ones, or leave the champion in search for something better. I choose the first, at least for now. It was hard to move like this in heels. Will just embrace the agony.


patch notes


CHANGELOG


Guide Top

Champion summary



Evelynn is officially an AP assassin. This makes her inherit pretty much all characteristics of that role type. Ability power is her primary stat, which beside damage, increases additional features. Magic penetration is the other main way of increasing her damage, since almost entirely it consists of magic damage. This is additionally suggested by the percentage damage based on health and the high base damage of certain abilities she possess. Just like any ability focused champ, CDR plays big role, but shouldnt be sought before AP and penetration, beside in rare cases. Her E offers better synergy with on-hit effects and spellblade. The champion has some good mobility features, but not always comfortable to use. Same goes for the CC she posses, which can be strong, but only if meeting certain criteria. Her skill kit allows her for aggressive and dangerous play, but certain amount of defensive features is tolerated, especially when the enemy can be countered heavily by specific type of resistance or item feature, still the best defense remains offense.
What makes Evelynn be set apart of any other assassin, or champions in general, is her stealth feature, which suggests entirely different approach and play-style. This is also the feature that makes her weaker in many departments, to balance out, so knowing your pros and cons and estimating situations is very important.
Since stealth starts past level 6, Eve is sensibly weaker pre-level 6, so is her gank potential. This is the time you should focus on clearing camps and reach 6 asap, while considering ganks only if present with great opportunity.
Evelynn has pretty strong jungle clear and sustain
She has good team fight potential
The main approach, playing her, is to pick on fragile champions who are zoned away from their team or flanking for good position to get to them. She is also able to recover fast after combat and engage again.


Guide Top

Pros & Cons



PROS

  • Great roam and flank potential past level 6
  • Strong jungle clear and health sustain
  • Simple itemization
  • Good in inflicting damage both against squishies and tanks
  • Multifunctional abilities
  • Possess mobility and disengage features
  • Possess strong CC

CONS

  • Low gank potential pre level 6
  • Medium range
  • Reliable on insecure combo
  • Fight gap once she executes her initial combo
  • Drawbacks and backfires in almost all her abilities






Guide Top

Spells



&
Eve is reliable on the cookie cutter spells combo for junglers. Smite is mandatory because its required to buy jungle item and get enough exp from monsters. Flash compensate the lack of common mobility tool


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Runes



Runes

Greater Seal of Armor
9

Greater Glyph of Ability Power
9

Greater Quintessence of Ability Power
3

Greater Mark of Magic Penetration
9


There isnt much to say here. Playing an AP assassin makes runes choice very straightforward. You want as much AP for early damage spike. Marks cant provide good AP ratio, while magic penetration is obvious choice. As a jungler, armor seals are the best option.


Guide Top

Masteries



Masteries
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The first thing you need to decide when choosing masteries is which keystone scales best. Eve takes the most of Thunderlord's Decree , so Cunning becomes our main tree. We begin with Wanderer , which improves our roam ability. Savagery doesnt seem worth it, since we dont use much single target abilities or basic attacks(no AS steroid like before) in the jungle. Assassin comes as a natural choice :). Merciless too, its counterpart which offers mana sustain isnt required while farming monsters. The third to last row of masteries offers pretty weak choices. Greenfather's Gift seems the best to fit our purpose. Last before reaching my goal in Cunning, i choose Precision to maximize my burst potential, by pilling up all that penetration from runes/items and skill. Im not even planning on reaching the CDR cap in order to take full benefit from Intelligence .
For an off-tree, Ferocity is the best option, being the main offensive tree. Sorcery is undoubtedly better, because our damage is extremely coming from abilities. The second step of masteries is quite weak choice. I go with Fresh Blood . Its hard to decide between Vampirism and Natural Talent because neither one offers exceptional scaling on Eve. Only my offensive preference shifts me towards the second. The choice in the last row we reach in ferocity is indicative of the game pace we obey. From backwards, Battle Trance is innate to champions who seek to overpower the enemy in a longer skirmish, such as tanks and fighters. Double Edged Sword , my choice in the case, gives a significant damage increase, but at the cost of becoming more vulnerable. Im ok with that, considering i play an assassin. The reason i dont choose Bounty Hunter is because its oriented on impacting late game and has a varying effect. Eve spends her first few levels being quite weak ganker and she really needs any help she can get to start snowball as early as possible. She dont have the comfort and secure to pile up her power.


Guide Top

Skills Explanation



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


Begin the game with Hate Spike. Its Evelynn main tool of dealing with monsters. As a second ability we go with Allure, which is another great weapon vs monsters. Obviously, we leave Whiplash for last. This is also the order you should max up your abilities. The reason Hate Spike has priority is, its spammable against monsters and if you add up all its damage sources, the benefit per skill point is quite big. Allure have many parameters increased with every point, which is why i pick it second. Some would even put it before Hate Spike. Whiplash is last in line because its benefit with levels is marginal. Needless to say we level up the ultimate on every possible occasion.


Demon Shade









After being out of combat for 4 seconds, Evelynn enters Demon Shade. While in this state, she restores hp based on level, while bellow certain threshold, which is further improved by AP. Past level 6, it also grants camouflage, but since it persists only while out of combat, unlike other champs with camouflage, any damage can break the effect.

Evelynn stealth is her signature. It makes her play style unique compared to any other champ, but its also her greatest curse, because it is the reason her ability kit is so restrained.
The passive healing gives her a great out of combat recovery, which lets her reengage. Combined with the stealth effect, she can touch enemies out of guard, not expecting her to be back in shape



Hate Spike










Long range skill shot with low damage. Hitting an enemy makes it vulnerable to next 3 Evelynn attacks and lets Eve recast the ability 3 times to project line of spikes which hits all enemies in their way, dealing low damage again. The ability has reduced cooldown vs monsters. The successive casts focus takes some time to get used.

This is your main combat ability which has several important purposes. The initial skill shot is very important to aim correctly. Its the primary way to proc Allure's effect and also improves your damage. Missing it can lead to a major failure. It has a large AP scaling. The successive casts are good way to negate spell-shields like Spell Shield and Banshee's Veil, but it backfires against mechanics like Maokai passive Sap Magic, or Kassadin's Force Pulse


Allure












Wide range cast which marks the target for 5seconds. Hitting the target with Evelynn basic attack or ability applies a slow and returns the mana cost if this happens before 2,5s. If the curse last longer than 2,5s, it charms instead. If the target is champion, it shreds its magic resistance. If its a monster, the charm duration is extended and also deals significant amount of damage

Allure is an ability with very strong potential, but also very tricky to achieve. Landing it correctly, literally decides the outcome of a battle, which can turn from certain kill, to certain death. It has various uses and can be cast in different scenarios. Usually you apply it on your main target and rely on maximum burst. You could also use it for a distraction, make a fake call for your target. It can also discourage enemies preparing for engage, e.g. Lee Sin who is about to follow-cast Q, or Yasuo with full stacked Q. In case there is no time to react, or the enemy is more vulnerable, the slow is enough and waiting extra time for the full effect can be mistake.


Whiplash






Attacks the target, doing damage predominantly based on its maximum health, applying on-hit effects and providing a short burst of speed. Gaining Demon Shade resets the cooldown and empowers the ability. The empowered cast behaves like a short range dash to the target and has increased damage, which also applies on all touched enemies.

This ability improves Eve damage against tanks. Its mobility use is also of significant importance and should be taken in mind.


Last Caress








Does high damage against targets in front and blinks backwards, while becoming untargetable briefly. The damage is greatly increased against targets bellow 30% health

Just like most ultimates, this one has long cooldown and should be used wisely. Not only this, but it contains two main components, which are nearly mutually exclusive in many scenarios and often, you make use of one and take no benefit of the other, or even worse, it backfires. E.g. you might prefer to use it as escape tool, or to reach a target(otherwise out of reach to proc Allure), discarding the damage. Watch for the 30% health mark, because the damage might be disappointing.


Guide Top

Items Explanation



Starting Items

x3

As an ability and mana user, Hunter's Talisman is generic choice, while Hunter's Machete benefits champs reliant on auto attacks, which Eve is totally not. The remaining starting gold i spend on Health Potion's, because i dont see a reason investing in Refillable Potion and its Hunter's Potion upgrade, since you shouldnt have any problem with mana sustain while clearing the jungle. Warding Totem is used as a counter-jungle prevention or to deep ward the enemy territory. Sweeping Lens is also an option pre-level 6.
On my first shop returns, i rush boots and jungler item upgrades. I dont like The Dark Seal, because potions are not strong part of my "to use" list, there should be no mana problems and snowballing on early kills is unlikely.

Jungle Item

Stalker's Blade - Runic Echoes is undoubtedly the best go for an AP assassin, providing additional burst and mana sustain. The combination of chilling smite slow and mobility by Aether Wisp come of great use for new Eve in her task of reaching the enemy once Allure is in full effect. Dont forget you can cast smite without triggering Allure.

Vision & Trinkets

Purchase as early as possible and make sure you always have Control Ward on the map. I usually keep mine in the bush behind my red Brambleback, which provides safety against counter-jungle and additional protection for my team against backdoor ganks. Upgrade trinket to Farsight Alteration, which helps to ensure gank rout is not compromised by control ward or traps like Bushwhack and Yordle Snap Trap and allows to deep ward enemy monster camps. Oracle Alteration is another option which counters specific threats like Jack In The Box and Noxious Trap.

Boots

Boots of Mobility help great deal in roaming and flanking, generally in making sure you can proc Allure accordingly before entering combat, but it can also backfire, if you get stuck in combat before that. Sorcerer's Shoes do not suffer from this gamble effect and offers what an assassin is about- additional damage, plus, it offers further synergy with other sources of flat penetration, like hunting guise, which is especially strong early game and in combination with other sorts of penetration, including the improved Allure effect.

Offensive Utility

Those two items provide one major feature- mobility, which is essential to attack your target on the 2,5sec mark. Beside that, they offer very comfortable build path. Whiplash would apply both Hextech Revolver and spellblade passives.

Penetration

Evelynn offers high base damage on some of her abilities as well as damage based on her target's health, which makes penetration scale extremely well. For this very reason, its mandatory to have Void Staff in most scenarios, sometimes even earlier in the game. Liandry's Torment is another safe bet, providing additional anti-tank feature. It works great if you are behind( and always if game enters late stage). Haunting Guise can be purchased early game, without rushing further upgrade.

Defensive Utility

Evelynn suggests dangerous play. You are often on the edge and a small mistake or simple ability can screw you greatly. Banshee's Veil and Zhonya's Hourglass both offer amazing defensive features able to avoid an early shut down. Stats wise, the first offers some magic damage protection, while the other against physical, but thats not of great importance. Whats leading about Banshee's Veil, is the prevention against CC. Hourglass is a great counter against certain abilities like Chum the Waters and Death Mark. The stasis effect also matches the 2,5sec mark of Allure and in combination can turn the tide in dire situations.

Luxury

Since the champion scales so great with AP, Rabadon's Deathcap becomes a luxury option, or even replace an item when game takes too long.

Elixir

Elixirs are the last brick to complete your build when game takes too long. The choice is pretty much straight-forward.

Example Set

This is an example cookie cutter set, offering great mobility and damage scaling. Boots of Mobility can be swapped for Sorcerer's Shoes. You can change jungle item for Rabadon's Deathcap if game takes too long. Beside scaling perfectly on Eve, Liandry's Torment adds a bit of hp to the build. I find myself almost always using either Banshee's Veil or Zhonya's Hourglass in any of my games. I dont recommend any other drastic changes.

What not to use

There are handful of items which are arguably to use or not and above are few id advise to avoid. Eve no longer has AD scaling, which makes Hextech Gunblade lot less efficient. She lost her AS and additional on-hit scaling, which turns Nashor's Tooth less efficient too. Abyssal Mask is more of an AP-tank item, extremely shifted to negate magic damage, which is a bad stats decision. Not to mention, indirectly it impacts negatively Evelynn's hp reg passive. The magic damage multiplier aura is nice, but not descent enough reason to purchase. Just a reminder Luden's Echo shares effect with Enchantment: Runic Echoes. I dont like Rylai's Crystal Scepter because the slow just doesnt seem in line with Eve abilities, nore with her strive for burst nature. You are likely to open with CC anyway and there are other more fitting items consisting of the AP-health combination. Morellonomicon shifts too much gold for mana sustain and CDR, neither of which a top stat for Eve.


Guide Top

Playstyle & Jungling





This section of the guide is outdated in its most part

First clear


Evelynn has an amazing clear potential and this is what you should abuse during early game. Situationally she can present strong pressure on lanes and punish careless enemies. If such an enemy is pushing aggressively, just gank like any regular jungler. Stay in unwarded area until you pick a moment for when he is about to make a move(e.g. Riven initiating Q combo). Dont forget to ping to announce your presence. You need to position from behind and mark with Allure once you have a clear perspective to reach your target in the time frame. This is the moment when you can hope your teammate will use some cc, to ensure yourse will apply afterwards.
I prefer to start the game on bot side, where i can have a better help, taking the buff monster first. If this is the Blue Sentinel, i continue with the Gromp, where i also use my Smite. Then i proceed with wolves and raptors. The second Smite will be up for Red Brambleback. At any time, you should consider ganking a lane in proximity, if the above criteria are met. If the game is going slow, finish the jungle clear with Krugs.
My starting with the Brambleback skips some jungle camps. Once im done with it, i pass by raptors to leech some health via Hate Spike and Hunter's Talisman synergy, then i kill wolves, Blue Sentinel and Gromp, using Smite on either of the last two. Obviously this clear goes faster and you've left with no options, but to either check for gank, or steal camps in the enemy territory. The River Scuttler can be a good way to regain some health, plus Evelynn passive keeps her healthy. You can proc Allure earlier, when killing it, because the slow effect and mana retrieval can be compared with the CC and damage addition, taking in mind you spend over 2 seconds in preparation.
Dont hurry to back early. A level advantage is enough to be efficient, even without fulfilling your gold and this is an advise i give for the entire game. Evelynn is not such an item dependent champion like before. The main method is to be at the right place, in the right time and go back only when there is not much to do and you can realize a large item investment and a large power spike respectively.
The real fun starts at level 6, when you finally gain your true form. Stealth gives unique ganking ways on your disposal, so be creative and never rush an engage. You have the advantage to be able to pick the best moment, so enter when the enemy baits, wastes a cd etc.


Monsters & how to deal with them


The main tactic while killing camps consisting of multiple monsters is to position so your successive Hate Spikes hit as many targets as possible, while the initial cast should apply to the one with most hp. During early game, always use the extended Allure effect, to clear jungle camps and start the focused monster in close range, so you land the most hits while its charmed. You can also slowly kite it to a desired location, where you feel safer in case of a counter jungling. Moving between camps and waiting the Allure effect, gives enough time to exit combat state, which turns Demon Shade on, recovering some health and gaining improved Whiplash. Use the later ability, to hit multiple monster and to position comfortably in order to apply the initial Hate Spike cast on the desired monster.

Objective Control

Eve lacks a bit in the solo objectives department, apart one major feat. Her ultimate offers large finishing damage, which can be used to steal Baron, or Dragons, plus it retreats you in safety.

Rift Herald- this monster dwells Baron Nashors location until his arrival. Its recommended to have at least 2 players to kill it. When its attacked in front, its rear is vulnerable and takes extra damage. It drops a shrine on kill, which can be picked by a member of the slayers team to provide him with a powerful buff with long duration. It charges up and at maximum stacks gives bonus magic damage on next attack.
Baron Nashor- this is the strongest monster on the Summoner's Rift. When killed it provides a team buff which grants bonus to AD, AP, aura which boosts lane minions and a faster Enhanced Recall.

Dragons


One of four Elemental Dragons will spawn every six minutes if no Dragon is alive, until the 35th minute when an elder Dragon spawns. Killing a dragon gives a permanent buff to the slayer's team, providing bonus depending on the dragon type. Only four elemental dragons can spawn per match. The type of dragon is visible on minimap and by the glowing runes inside its pit.
  • Mountain Drake -increases damage to turret and epic monsters.
  • Infernal Drake Provides bonus to AD and AP.
  • Cloud Drake Provides extra out of combat movement speed.
  • Ocean Drake Restores missing health and mana while out of combat
  • Elder Dragon Grants a powerful burn-over-time on spells and attacks as well as increasing the strength of other elemental drake buffs.

Plants


Those small herbs are situated all over the jungle, including the river. Using a single basic attack will destroy them, providing a benefit. There are 3 types of plants, each one having a different spawn area and benefit.
  • Blast Cone- Knocks everyone in its parameter when destroyed, the direction depends on the knocked target position relative to the plant. It spawns behind the Drake pit, between the Sentinel and wolves and close to the team bases on their Brambleback side. It can be used to speed up traveling between camps, but its most useful to escape chase, or quickly leave enemy jungle when countering. The last is a big plus to Eve, which naturally lacks that option unlike other junglers.
  • Scryer's Bloom- when destroyed, releases a large cloud in the pointed direction, which gives vision for a short and reveals champions and wards. Its very useful to check enemy jungle location, or for possible wards and traps(im speaking about you Teemo). They spawn near jungle exits and can be used to scout Drake and Baron too.
  • Honeyfruit- after being destroyed, it drops few fruits. Each fruit can be picked to replenish a portion of health and mana, but also applies a short slow. The Honeyfruits spawn about the river. Besides used to regenerate, they could be used as a slow field to partly slow enemies reaching you when doing drake or simply running away.


Gameplay


Jungler is prolly the most important role. Its the most independent, impacts game the most, but this means, not only the jungler can win the game, he can also loose it. His mistakes can be most crucial. Evelynn in particular is very different from other champions. Her play-style can vary from build to build. AP builds are more assassin oriented and obviously she adopts that play-style- taking down squishies and contributing large amount of damage in team fights. AD build on the other hand is more bruiser oriented. her job will be to bait on enemies, join with strong engages and pull enemies attention away from allied carries, peel for them, occasionally assassinating fragile enemies. It also offers greater dueling capability against more durable enemies. Its of crucial importance to adjust your play-style to reflect your item build.
Evelynn is strongest during early and mid game, when players are in laning phase. Then you can really pick on zoned and unprepared enemies. This makes it really important to have early power spike and means minding your gold gain. Expensive items can delay that power spike, avoid them unless ahead. Thats why Echoes and Warrior are so important to have. Thats why Triforce or Rabbadon can be hard to fit. Late game you should stick with your team and combine efforts for important game objectives like taking turrets, Drake and Baron. Eve has strong team fight potential, but her assassin capability is compromised if the enemy team stays grouped.
Evelynn main weapon is her stealth. When ganking, dont rush engage, but wait for a good opportunity. She is stripped of CC and gap closers, thats why its important to hit the best moment for gank, when the enemy is vulnerable. This could be when he is pushing and alone, which makes it hard for him to retreat to safety. Let the enemy bait on your allies, make sure they use some cds. Consult with your team and join them when the enemy is out of Flash, ultimate or other important abilities. Certain champions dont need much help and can provide almost certain gank success, such can be assassins like Fizz, Zed and Ahri, or champs with strong CC like Mao'kai, Riven and Pantheon and others like Rumble, Darius etc. If you have such champion in your team, make sure you abuse his power.
Dont take it to you to help everyone at all cost. You goal is to win, not to help. Sometimes there are bad players, or bad champions, where you cant help. When a lane is loosing and the enemy is fed, it can take great amount of resources to help(time, spells, cds) with a lower chance of success. At the end instead of one player behind, you might become two and the enemy even more fed. Focus your power on certain objectives, where you can earn more, with less effort. This is how you can carry a teammate whos behind.
For maximum farm efficiency, try to line up your objectives. Take monster camps on the way for a gank, or while expecting something to happen in the area, e.g. Drake fight. Avoid runing from one side of the map to the other for split matters. Tax lane minions when you give kills to your team. After successful gank, abuse the enemy weakness and push for turret, or force a more important objective like Drake and Baron. Remember Evelynn is very dependent on her team for such objectives and you gotta make sure you have their support. She is naturally a bad split pusher. Item build can fix those gaps to certain degree.
Beside simply out-ganking the enemy jungler, a major option is to counter him. This basically consists of following his location and decision and predicting them. This can let you counter his ganks, farm his area of the jungle while he is away, or even snipe a Drake. Eve is especially strong at prowling and is very capable to steal monsters which the enemy is fighting, or surprising him unprepared. Ofc the same can happen to you. You should be aware, especially when playing against certain champs which are strong in this department such Lee Sin, Jarvan IV, Shaco, Rengar and Nunu. There are small tricks on your disposal to handle such situation, like fighting monsters in a bush, positioning with good vision to a possible gank rout and ofc, wards. Control ward is a must to have and can secure almost an entire part of your jungle. In dire situations, ask your team for additional assistance and warding. The most important thing is do not get tilt and fall to follow the counter-jungle taunt. Sometimes you cant directly face the enemy and fight him and is better to just use the time he is busy farming your monsters to gank his team or take his part of the jungle.



Thanks to MrMad2000 for the picture and here it is as promised!


Guide Top

Archive


This section contains archived data which purpose is only for historical reference.

The following spoilers contain a walls of outdated information.



old stats scaling explanation


tank update- patch 7.9


Rundown of preseason


OLD CHANGELOG