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Evelynn Build Guide by TheWonderbolt

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League of Legends Build Guide Author TheWonderbolt

Your death is only one kiss away~ An Evelynn guide. (WIP)

TheWonderbolt Last updated on December 8, 2012
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AD/Hybrid/AP (Sololane!)


AD/Hybrid/AP (Jungle!)

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Jungle Role
Ranked #4 in
Jungle Role
Win 53%
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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


Utility: 0

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Another guide from me! Sexy, right?
Nah, it is not. My second guide over here! Fckng awesome.
This time with a girl I would do:

Yeah, Eve. She was OP as she stunned you 3 seconds, then she was UP as she just slowed. But the truth is: Evelynn is and will ever be an Endgame-Champ. The only thing you have to know is how to play in the early levels. You are depend on farm! These Builds are in my opinion the BEST, but they are really expensive.
Now lets get started!


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Attack Damage:

As an AD-Evelynn we pick Greater Mark of Attack Damage because our Hate Spike and our Ravage are scaling directly on AD but deals magical damage.
What does it mean?
It means that our harassment with our wonderful Hate Spike is NOT scaling on armor penetration. Thats why we pick flat AD runes. They are not only boosting our normal attack damage! It boosts nearly everything.
So remember: These runes give us extra magical damage AND physical damage.

Ability Power:

As AP burst carry we want to instantkill champions. That means, we want the most Greater Mark of Magic Penetration we can get. (As long as it fits into our needs.)
This runes can bring down the MR of squishies which is mostly at the constant point of 30 very fast down.


If we play jungle or solo top, the most damage we get is physical. This is why we have Greater Seal of Armor. Especially in the early-game it is really important to have enough sustain to stay alive against champs like Riven. They burst hard in the early levels and can nearly instantkill you without your Armor-Runes.


We pick these Greater Glyph of Scaling Magic Resist runes because the most AP carries have a really hard mid-lategame. In the earlier levels we don't have to tank that much magical damage. It would be less effective if we pick flat MR.


We pick those Greater Quintessence of Movement Speed cause we NEED to be fast. Why do we need this?
As AD Evelynn we want to roam around. Our passive and our boots grade 5 make this possible. These runes are are perfect for these early and annoying ganks. In the jungle they allow you to gank really early. You could also pick flat AD or armor at this position, but these are really great.

Why do we pick Greater Quintessence of Spell Vamp? This is a bit useless, right?
No, it is not. Especially if you are against two enemies you will feel the difference. Really! They are more like a higher live-regeneration while hitting minions and/or champs at your toplane. They help you to stay alive against these annoying counterpicks.

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Masteries - Lane


So.. We pick these masteries cause we are more like an AD carry with a part of magical damage. But it is not like an AD carry Jax, we're still an assasin. That means we have to ambush and KILL FAST. So we take the full AD tree. We have to crit hard! In this tree we get some extra AD, armor penetration and livesteal. And the last point in this tree makes you hitting really hard after your initial burst and your 120% extra attack speed after your Ravage.

The defense tree makes us less squishy. It is really important to have these points to get more tanky in your early levels. Remember! You are dealing low damage and you can't take much damage. You are really useless before you get some Items! This helps you to stay longer in lane and take some more damage.


As ap carry we take the standard masteries for this job. They higher our burst and make us raping enemies.

Like I said in the AD part, we have to stay longer in lane. Even if we have our spellvamp runes, they are might be not enough. Take the points to stay alive.


Wow. 21 points into offense with AD and AP features? Both sides are not as strong as if you would polarize to one of them, but you will have damage in both ways, AD and AP. The hybrid build is for having a lot of sustain while being played as an anticarry. This tree brings the best of all things to it.

Same as the both trees before.. early-game...

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Masteries - Jungle

Masteries ~ Jungle


Evelynn is squishy. To stay alive in the jungle we need some more sustain than on the lanes! This is why we „just“ do 10 points into the offense. We need the maximum output of damage we can get to the creeps in the jungle. Means we skill like this.

In this tree our focus is on taking as low damage as possible to be able to stay alive for a long time through the jungle without these points we JUST CAN'T JUNGLE.

These points are important for having a higher sustain AND having better/faster ganks! We need the longer buff duration because we're depend on mana early, even if our passive gives us mana. Really, take this points. Runspeed is never bad and the additional Mana is good for your passive.


One Important note:
In the Hybrid build we can't really get balanced in ap/ad. Instead of having more damage I decide to go for more sustain!
21 Points into defense? Really?
Yeah, We do it. In this way we're faster while ganking and getting lower damage. As hybrid Evelynn we get really tanky lategame. That also means, that this points fits in all good parts.
Especially if you look closer to her: Stuns are one of her biggest enemys. 10% extra tenacy by masteries can save you!

Like I said in the AD/AP-Part.

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Skill Sequence

To every build:
Our focus is on our Hate Spike. This is our main ability, we spam this! It procs the most stacks on Trinity Force or Lich Bane. To increase the damage even more we build up Ravage next.

But now lets have a closer look to our abilities.

Passive: Shadow Walk
Evelynn stealths into the shadows only being seen by enemy champions within 700 range or true sight. While stealthed, Evelynn regenerates 1% of her maximum mana every second.

Casting spells, taking damage or dealing damage reveals Evelynn for 6 seconds.

Your main ability for being an assasin and having a lot of sustain:
You regenerate mana while you are in stealth, use it to run away, to scout out the jungle and clear wards. You are the sexy little assasin-girl for this.
Use it wisely.

Q: Hate Spike
Instantly spikes the closest enemy unit with malevolent energy, dealing 40 / 60 / 80 / 100 / 120 (+45% of ability power) (+0.4 bonus Attack Damage) magic damage and 50% damage to a secondary nearby target.

Your main ability. Really, you can use it to farm and harass. You deal constant damage and get movement speed if you hit champions with it. In my opinion it is the best ability to harass and farm at the same time. Max it out first!
If you are running away from enemies always spam this ability!
Dark Frenzy gives you a real nice movement-buff on it!

W: Dark Frenzy
Passive: Evelynn's spell hits on enemy Champions grant her 4/8/12/16/20 Movement Speed for 3 seconds (effect stacks up to 4 times)
Active: Evelynn removes all slows affecting her, ignores unit collision, and gains 30/40/50/60/70% Movement Speed for 3 seconds

Champion kills and assists refresh Dark Frenzy's cooldown.

Another really nice ability. Use it with your passive. Once the enemy can see you just a little bit, pop this little big Ghost and be too fast to let them run. Also very useful if you get ganked and slowed. It removes slows!

E: Ravage
Evelynn slashes a target enemy 2 times, dealing 35/60/85/110/135 (+50% of ability power) (+0.4 bonus Attack Damage) magic damage with each strike.

Evelynn then gains 60/75/90/105/120% Attack Speed for 3 seconds

This ability gives you a huge amount of attack speed and has a huge burst. Remember: It hits the target twice AND you can use your Hate Spike while casting it. That means that we have our hard burst with Lich Bane/ Trinity Force up!

R (Ultimate): Agony's Embrace
Evelynn impales all enemies in the targeted area, dealing 15/20/25% (+1% per 100 Ability Power) of their maximum Health in magic damage and slowing their Movement Speed by 30/50/70% for 2 seconds

Evelynn siphons their pain, gaining a 150/225/300 health shield for each enemy Champion hit which lasts up to 6 seconds

Evelynns ultimate, one of the best in the whole game. It can be used as offensive or defensive ultimate. Even if you play AD it hits very hard and gives you a really nice shield. In teamfights as in duels it can and will make you win as long as you are not countered or terribly underfed.
You also can initiate teamfights as long as you play hybrid. Remember: 300 shield per person. That gives an insane bonus of 1500! Also if you had to take some harassment you will heal out with only one skill.
Really nice and useful ability!

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Yeah, this part is about Items.
Things I have to say:
Sheen is in my opinion the key-item to maximize your damage. Really! Maybe you think that this Item is not that good on her but that is not not true! As AD/AP Evelynn we build one of the higher versions there! We just really need it.

Lets get started!

The way to start a solo top lane!

+ Health Potion is in my opinion the safest way to start as Evelynn. You can rush a Nomad's Medallion really fast and you will have amazing sustain. You just regenerate nearly the whole damage!

+ 3x Health Potion is a good way to start too, not my favorite. It is better to have some more sustain and not start with the normal boots. It is true that you have dodge skill shots, e.g. Shockblast from Jayce or something like this. If he begins to open up his portal you just hit your Dark Frenzy and dodge this shot!

/ This can be the right way but is very risky. You will lack off sustain and some of these stats are useless on her. Lets have a closer look:

Doran's Blade
+10 attack damage
+80 health
+3% life steal

The Doran's Blade can be picked but is not the best. Most of the time you will last hit with Hate Spike. You won't come near to your enemy/the creeps. This means that you waste the 3% livesteal. Livesteal gets just important if you get a wriggles lantern (as AD/Hybrid). All other stats are good on her.

Doran's Ring
+15 ability power
+80 health
+5 mana regeneration

A Doran's Ring can be very useful on her. 15 AP gives a nice amount of extra damage to your abilities, but you will still lack of sustain. I would say that this is a glass canon start. The problem with this is, that you also pay for the mana regeneration. If you get a Nomad's Medallion the mana regeneration will be pretty useless.
Still a good item on her, but even though not the best.


These Items are our total core build. We MUST need this item to have enough damage to kill someone. Sure it is useless to build Lich Bane on AD Evelynn but I think you are not ******ed and so you're able to see which Item to pick.
Lich Bane is just good for Evelynns with Rabadon's Deathcap.