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EVELYNN BUILD GUIDE: [S3] Evelynn, the Mid Assassin by EPIC ShadowKymera

by EPIC ShadowKymera (last updated over a year ago)

134,708 Views 9 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Health( +9.72 health per level (174.96 at champion level 18))
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
14
7
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
14 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
7 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 2/3
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Shadow Walk
QHate Spike
WDark Frenzy
ERavage
RAgony's Embrace
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
14 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
7 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 2/3
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Shadow Walk
QHate Spike
WDark Frenzy
ERavage
RAgony's Embrace

Champion Matchups

Change Log

20/08/12
- Guide Created.

10/09/12
- Minor typo changes.

26/10/12
- Changed builds.
- Added TT build.

27/10/12
- Added Game Phases for TT.
- Minor typo changes.
- Added Elixirs and Ichors to builds.

29/10/12
- Corrected TT build.
- Minor typo changes.
- Changed title.

30/10/12
- Added 'Matchups' Section

31/10/12
- Developed 'Matchups' Section (Ahri-Galio).
- Changed 'Introduction' to 'Introducting AP Evelynn or the Nuker Evelynn'.
- Removed Top Lane as a viable role.

01/11/12
- Developed 'Matchups' Section (Gragas-Zyra).
- Added 'Patch Notes (since the remake)' Section.
- Added Heal as viable spell.
- Added 'Final Comments' Section.

10/11/12
- Developed 'Matchups' Section (Lee Sin).

13/11/12
- Developed 'Matchups' Section (Kha'Zix, Pantheon).

14/11/12
- Changed TT build.

01/12/12
- Changed Title.
- Changed 'Introducting AP Evelynn or the Nuker Evelynn' Section.
- Changed Masteries and 'Masteries Section'.
- Changed 'Item Build' Section.
- Developed 'Matchups' Section (Zed).

06/12/12
- Developed 'Patch Notes' Section.

18/12/12
- Changed 'Masteries', 'Item Build' major sections.
- Changed 'Masteries' Section.
- Changed 'Runes' Section.
- Changed 'Item Build' Section.
- Changed 'Final Comments' Section.

17/01/13
FIRST CHANGE OF 2013 :D
- Changed 'Item Build' section.
- Changed 'Summoner Spells' section.
- Split 'Game Phases' section into three other section:
- 'Early Game' where I will explain Lane phase.
- 'Mid Game' where I will explain mostly roaming situations.
- 'Late Game' where I will explain teamfights and split-pushing.
- Changed 'Patch Notes' section.
- Changed 'Final Comments' section.

18/01/13
- Minor change in 'Item Build' major section.

20/01/13
- Changed 'Masteries' section.
- Changed 'Runes' section.

20/03/2013
- Added info on almost every single chapter.

22/03/2013
- Added DO NOT USE spells to 'Spells' section.

Introducting AP Evelynn or the Nuker Evelynn

Evelynn was the most common hated champion. Why? Since the big nerf where she lost her stun and most of her utility as a jungler, Evelynn started to be put behind by all (or at least the most) League of Legends community and every single person who picked her were to be blamed for the team loss or took no credit in a win. Plus, that person would be flamed until he/she just had to hide in some place never to be seen again.

Since the remake she got a bit more popular, but not as much as the old Evelynn. Why again? Because players were still suspicious about her limits and the ghost of eternal flaming was still upon Evelynn picks.

In European Season 2 Regionals, Shushei played Evelynn for the first time in a looooong time, ending up getting the only kill for EloHell in that game. And people saw for the first time a bit of what she can do, however in that game she couldn't be used at her maximum potential, not even close to that.

Later, in Season 2 Finals, Moscow 5 Alex Ich, played her and had a really good performance with her. Alex Ich later said, in an interview, responding to the question 'Why picking Evelynn and Xin Zhao?', 'We only pick broken champs'. Giving the world a reason to start playing Evelynn once again.

In this guide I will try to show you why Evelynn (especially AP) is a good pick competitively even at higher elos and master tournaments.

Season 3 Evelynn, what will change? Well the comeback of the Deathfire as an OP item will surely have an impact on Evelynn, even if Riot decides to nerf her further away. Mid lane will most likely be dominated by assassins and she can become viable in top lane as well with the recent item aditions.

With the changes made to her set (especially ) Evelynn has turned from a SoloQ god into a restrict composition pick and not always as a mid laner. However Evelynn still has a lot to offer to both you and League of Legends itself.
Important note: Korean teams still enjoy playing Evelynn and often use shielding team with her.

Pros
- Good poke
- Attack Speed massive boost
- Slow removal and Movement Speed boost
- BIG Shield
- Great dueling, especially at level 6
- Stealth and good roaming potential

Cons
- Susceptible to other CC than slow
- Harassable in lane
- Not true CC (only slow at level 6)
- Squishy as it may

Any more pros/cons are welcome by you guys

Masteries

I just can't embed images in this guide, I quit doing that. I am linking to a simulator of season 3 masteries.

21-0-9 masteries: http://www.finalesfunkeln.com/s3/#MaK7zMSUvdt73vE

Explanation:
Simple standard masteries where you completely focus on magic damage on the Offensive tree and getting a bit of roaming movement speed and buff duration on Utility tree. Best setup if you play like a normal carry; safe runes, damage masteries, mix of safe and damage build.
Use against low early damage team compositions, that won't pressure you or your team much in the early stages of the game.

14-7-9 masteries: http://www.finalesfunkeln.com/s3/#7aK7zq7MMasLt73vE

Explanation:
Masteries that allow you to gain a bit more HP and magic resist on the Defensive tree sacrificing a bit of damage output via the Offensive tree, also same movement speed and buff duration on Utility tree. Good masterie tree to take along glass cannon build and runes.
Use if you will be looking to take control of the opponent jungle and if the enemies have mid game damage spike champions.

14-9-7 masteries: http://www.finalesfunkeln.com/s3/#7aK7zq7MvasvEt7lD

Explanation:
Almost the same as the 14-7-9 but getting the flat HP and HP regen per missing health on the Defensive tree but focusing more on active item cooldown reduction on the Utility tree, perfect for items like , , and .
Use if the your counter part in lane will bully you and if your team won't be able to aid you or vice-versa.

Runes

Again sorry for no images but I JUST CAN'T MAKE THEM WORK!!!

Tripout time.

For runes, I recommend taking both damage and survivability.

Marks
Flat Magic Penetration Marks: +0.95

Explanation:
Flat Magic Penetration marks are the best marks for any AP champion who isn't jungling, it helps you ignoring the opponents Magic Resist they bring to lane either via masteries or runes.


Seals
Scaling HP: +1.08 per level (+19.44 at level 18) or Flat Armor: +1.41 or Flat Ability Power: +0.59

Explanation:
Scaling HP seals will grant you more HP as the game progresses allowing you to build glass cannon instead of having to get some sustain somehow, gives you some HP as well so you'll end up pretty tanky compared to the other AP champions.

Flat Armor is for games where you end up against either a full physical damage team or a hard AD lane. It will allow you to get closer to farm and not get too much punished for that.

Flat Ability Power is what I use the most right now, it allows you to deal tons of damage early game instead of needing to wait for those items. When you use this you should take more glass cannon runes and some tanky masteries.


Glyphs
Scaling Magic Resistance: +0.15 per level (+2.7 at level 18) or Flat Magic Resistance: +1.49 or Scaling Ability Power: +0.17 per level (3.06 at level 18)

Explanation:
Scaling Magic Resist helps you to deal with late game AP carries that don't actually have a great lane phase but with farm turns out to be an excellent source of damage later on.

Flat Magic Resist helps you dealing with early high burst champions and overall to make you more tanky against any magic damage skill by the laner or jungler.

Scaling Ability Power allows to get other items, instead of glass cannon you may build some form of sustain like early or

Quintessences
Flat Ability Power: +4.97 or Movement Speed: +1.5%

Explanation:
Flat Ability Power are the best Quintessences to any AP carry, it increases your damage output overall.

Movement Speed are quite good on Evelynn as it allows her to roam faster, just apply some pressure early on and, as soon as you get your ultimate, try to use the extra movement speed to roam to other lanes.

Summoner Spells



Explanation:

Flash
Cooldown: 265
Teleports your Champion to target nearby location under your mouse cursor. 400 Range.

Use it to finish off a kill or to escape from a difficult situation, be careful when you use it as its cooldown is 4:25 min (4:15 with Summoner's Insight). There are wall which you can flash over even if they are too thigh. I don't have a map of it though.


Ignite
Cooldown: 180
Ignite is a damage over time spell that targets a single champion dealing 50 true damage plus 20 true damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target's healing and regeneration by 50%. 600 Range.

True Damage over time and Healing Reduction for 5 sec, what else? With Summoner's Wrath you get extra 5 AP and AD when Ignite is in cooldown. Use it when you move on to kill your opponent or even to finish a kill when you dont have enough range to Q.


Cleanse
Cooldown: 210
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.

My 3rd choice for Evelynn, even if I prefer Flash and Ignite, having Cleanse is not a bad option against teams with high CC, as you will have to be dealing damage constantly to be useful in long duration teamfights. With the mastery Summoner's Resolve it grants you 1 extra sec of the 65% tenacity effect, so if you take a 21-9-0 or a 12-9-9 mastery page and take Cleanse, make sure to have a point in it.


Exhaust
Cooldown: 210
Reduces a target's Attack Damage by 70%, Ability/Item damage by 35% and slows its Movement Speed by 40% for 2.5 seconds. 550 Range (estimate).

With Summoner's Wrath if reduces the enemy Armor and Magic Resistance beside lowering the damage output so a really good choice against high damage dealers. I don't use it much though.


Heal
Cooldown: 270
Restores 140 + 25 x level Health to your Champion and and 50% of that to nearby allies. 600 Range. All targets healed by this will have a 50% reduction on all heals for around 20 secs.

Combine it with Ignite or Flash and have just a sustain form. You have a lot of damage and you can really use some healing.


Barrier
Cooldown: 210
Shields your champion for 95 + (25 x level) for 2 seconds.

New stuff going on, changes to Evelynn making better at initiating, you might want to combine this with your and/or .


DO NOT GET

Ghost
Cooldown: 210
Your Champion ignores unit collision and moves 27% faster for 10 seconds.

You have enough mobility with your , besides using would cancel your stealth, so it's not a good way to engage.

Clarity
Cooldown: 180
Restores 40% maximum mana to you nearby allies.

Evelynn has not great mana issues and even if you feel you have trouble managing her mana, ask for the blue, is a wasting a spell where you could have more kill potential or sustain.

Clairvoyance
Cooldown: 60
Reveals an area of the map for 5 seconds.

Even if it does help you scouting a certain area, using wards is much more profiting than using clairvoyance. Same as , it does not give you anything useful for lane.

Teleport
Cooldown: 300
After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.

Teleport is not good simply, if you wish for more map presence, get and run to lanes from your base. Unless you're playing a twisted metagame with a premade group.

Revive
Cooldown: 540
Instantly revives your champion at your team's summoner platform and grants a 125% movement speed increase which decays over 12 seconds.

No! Just no! If you wish to play a lane go with premades, or take another champ like . Never use it on competitively games or soloQ.

Skills

Passive: Shadow Walk
Evelynn stealths into the shadows only being seen by nearby enemy champions 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.


Explanation:
SURPRISE, I'm not Jax!! The big reason why she is a good roamer, and pick up one enemy out of position; the passive sight range is smaller than the normal sight range so your opponents will have less time to react to an engage and will drive them crazy spamming ss in chat.
The second passive increases Mana Regeneration so use it to get a bit more mana while you don't have that blue.



Q: Hate Spike
Evelynn fires a line of spikes through a nearby enemy, dealing magic damage to all enemy units in its path.

Explanation:
The reason why Evelynn is so good at farming while poking. Position yourslef well in lane and you'll be able to poke your opponent while farming the minions you need. A spammable skill with high damage, the only cons I see is that you won't be able to poke ranged enemies without taking too much damage since the range is not that high and it can drive you out of mana quickly if used recklessly.




W: Dark Frenzy
(Passive): Evelynn's spell hits on enemy champions grant her bonus movement speed for 3 seconds. This effect stacks up to 4 times.

(Active): Evelynn removes all slows affecting her and gains bonus movement speed for 3 seconds. Champion kills and assists refresh Dark Frenzy's cooldown.


Explanation:
Well, chase and run. Slow? No Problem! Stack Movement Speed with your skills to chase or run away from your opponents without the need to actually pressing W. The refresh on kill or assist gives you a lot of running potential, EVELYNN IS THE NEW SINGED!!




E: Ravage
Evelynn slashes a target twice, dealing magic damage with each strike. Evelynn then gains bonus attack speed for 3 seconds.

Explanation:
The Attack Speed boost, it's not 'a' Attack Speed boost, it's THE Attack Speed boost. Deals loads of damage and gives you, at rank 5, 120% (!) extra Attack Speed, only comparable to Fiora's E, making Evelynn a terror while dueling.




R: Agony's Embrace
Evelynn impales all enemies in the targeted area, dealing magic damage equal to a percentage of their current health and slowing their movement speed for 2 seconds.

Evelynn siphons their pain, gaining a shield that grows in strength for each enemy hit and lasts up to 6 seconds.


Explanation:
New ultimate, kinda, it is now perfect engager skill, mostly because if you use it to finish a kill it won't actually be useful. You can still use it defensively to get a shield as well. Overall it's your best roaming skill because it CC's an entire area. Range reduced means you can't initiate from that afar but you waste less time in reaching the slowed opponents.



Skill Order

Feeling safe? No sign of jungler ganks? (Levels 1-4)

->->->


You expect a gank soon or you mid in some way to dodge stuff? (Levels 1-4)

->->->


Priorities

> > >

is obvious. for better farming and constant poke. because you won't need it until you start to get real items. because one point is good enough.

Item Builds

SUMMONER'S RIFT



Starting with:

or or or

Take cloth against AD matchup in lane.


First trip or Early Game Build:


and/or or

will help you against ADs in lane and will build off 2 so you can make good use of the one bought earlier if you wish going for later on.

Remember to get constantly throughout the game ,


The Core Items:



With the recent changes, Evelynn lacks a bit of burst so Abyssal helps you reducing and ignoring the opponents Magic Resist and it increases your resist in mid lane, while Deathfire Grasp increases your damage output against a single target. Rabadon's Deathcap will increase your AP by 120% so get it after the first two items.


The Trickster



Bait after bait, shield up when you seem to die, afterwards you die, or not :D This keeps your killing spree going on not giving gold to your opponents.


SHOES!!!!!

- For more damage output, helps if your matchup is getting early Magic Resist

- If you are choosing to roam a lot, pick it for surprise ganks

- If the enemy team has some hard CC and if you haven't brought Cleanse

- If the enemy team has heavy AD damage or your matchup is an AD

About boots enchantments, I recommend either , for less cooldown on your flash or ghost, or , for an extra 15 movement speed which can stack with your . It's not that worth as only your and your auto-attacks will proc it and when beggining your chase or flee you can't use from a distance. will be extremelly strong if you are defending your base or if you need to rush something.


Tear Items:

all the time, if you choose to go tear build, then you should definitely pick . It's easy and fast to stack and the shield is immense if you use it correctly.

is not useful, forget about building it unless you actually want to have some fun, don't recommend it competitively. Only and auto-attacks will proc the effect and even your AD scaling on your abilities do not justify this build. Also is slower to stack.


Late Game Items (All optional, pick 2)

] - Best item to increase your damage output against high health enemies.

- More AP and AD mixed damage, combining with the Attack Speed and AP boost from it. The new Guinsoo's will help you a lot in thight situations with the Spell Vamp and Life Steal from it.

- The slows and the speed and they won't be able to flee from you and increase by a lot your damage output with Liandry's. Good for bruiser top lane Evelynn.

- If the enemy is stacking too much Magic Resistance (THEY DON'T HAVE BALLS).

- Stack HP win games, beware of course users, don't take your HP for granted.

- A stasis that will prevent some damage received and if you are waiting for a 2.5 sec cooldown on something, also Armor.

- Good against casters will stop one skill, luckily it can be a nuke.

- The constant spamming will help you to increase your DPS.

- It's very situational, don't get this unless you know you're dominating. If you are completely destroying get it.

- It's a tank/bruiser item, that benefits better from AD but increase your slow. Good for bruiser top lane Evelynn

- Will give you Magic Resist and will help you scouting for enemies if you lack proper warding, it will also help you in a chase, either offensive or defensive.

- The new Hextech is quite strong, it has Spell Vamp, Life Steal, AP, AD and a slow that gets its cooldown reduced by dealing magic damage. Also the slowing active deals damage that scales with AP. Isn't it the perfect hybrid, mage item?


Don't get (at least not that much good)

- Get more AP, don't waste your time building only Armor and Mana when another champion in your team could do it.

- Not good for someone who wants a spike like Evelynn. Perfect for sustained damage champions.

- If you're looking for Spell Vamp, is better for you.

- Support item, just leave it to them.

- If you're the jungle take it, if not let it be as it may in the shop.

- An item for pushing champions and champions with pets. May help you against AD champs.

- It's good in sustained damage champs, not on a bursty champ like Evelynn.

- Evelynn doesn't have much mana issues and you must aim for a full assassin.



TWISTED TREELINE


Starting with:

- Standard build

- Rushing for

- Don't recommend this, but it'll give you more gold and AP

- Vs AD lane



Early Game:



This Magic Penetration build will be quite strong as it will exist a lot of fights for Altars' control. You will sell the Kage's when you have obtained enough gold from it.


Mid-Game (before VileMaw):



Aim for both Abyssal and BlackFire Torch for massive burst in Twited Treeline, gives you more sustain as well.


Late-Game (Fights for VileMaw):



Since you can't purchase a , Wooglet's will do the job, gives you extra mobility.

Recommend getting the same enchantment as in the Summonner's Rift.


ELIXIRS AND ICHORS:

will give you both Sustain and Damage, making you even more scary in Summoner's Rift

they work as buffs in Twisted Treeline, use the first one as Blue Buff, and the second one if you need to push turrets faster.

Early Game

PRIORITIES: Creep Score > Kills > Turrets > Neutral Objectives

In early game you prioritize farming and gaining as much gold as you can, so with Evelynn you will need to play passively and wait for your jungler ganks, while avoiding the opponents ones. Stay out of range of your enemies in order to avoid taking free damage; getting yourself low and forced to chug all your potions is bad for you as you will be forced out of lane easily afterwards. Remember to get at least to keep vision of the surroundings of your lane in order to be caught off guard. Do not go for kills unless they are certain and if your lane counterpart is weaker than you remember to bully him whenever you have the opportunity (skill shots are dodgeable, single target spells are not). Avoid roaming until level 6 or until you have the proper itemization for it and beware of roamers.

REMEMBER!! has its ups and downs: in lane you can use it to get some free damage off an enemy and to regain some mana in between minion waves; off lane, your enemies can still see you if they are inside of a brush and in range of sight and can atempt to ambush you. So take some wards with you and have some vision before you wander away of your lane.

http://imgur.com/6wpgICp

Reading:
Defensive wards -> Green
Offensive wards -> Red

Mid Game

PRIORITIES: Neutral Objectives, Turrets > Kills > Creep Score

In mid game you must focus on taking maximum advantage of Evelynn's sneakiness, try to buy as many as you feel are necessary and place them in tactical places inside the enemy jungle and in the river, trying to get as many vision as you can. Since you should have the proper items, start roaming to other lanes whenever you see opportunity to strike 'From the shadows' (I love references). By this time Dragon and Neutral buffs (Elder Lizard and Ancient Golem) will have a bigger impact in the game: denying the other team from the major gold and experience income is extremely important and will set you in the path for snowballing. Keep in mind that Evelynn's mobility and wave clearing potential also makes her an excellent pusher, try to shove your lane as most as you can if your opponent leaves the lane making him losing a lot of experience and helping securing more turrets and global gold income for your team.

Regarding those tactical places mentioned above. Brushes are the best spots for , however that are brushes better than others. Map below shows the best spots for warding offensively and defensively in this stage of the game.

http://imgur.com/eGE1RE6

Reading:
Defensive Wards -> Green
Offensive Wards -> Red
Must Have Wards -> Blue
Vision Wards -> Pink

Late Game

PRIORITES: Turrets > Kills > Neutral Objectives > Creep Score

''But Shadow, isn't Evelynn an assassin? Why are turrets more important than kills for her?'' Well turrets win games, kills don't. Well picked kills can lead you to gain control of turrets but you can do it also by not wasting your time trying to get someone who won't be out of position. Have your team placed in one side lanes, assuming you have control of the mid lane and have yourself pushing the other side lane, you take on almost anyone in 1x1 and the enemy team will have to send more than one member to stop you from taking free turrets and in the mean time, your team can pick up free turrets on the other lane. Do not do this if you have an AoE based composition, made for straight 5x5 teamfights or if you have a better splitpusher like Nidalee (i.e.).

Changing the subject to teamfights, Evelynn changes have made a better initiator than a follow up damage source, have yourself placed startegically by the side of the fighting area and signal your team whenever you go in to make sure you won't be simply melted. This positioning not only allows you to be in a favored position to initiate, away from the enemy suspicions, but also helps to get to the opponent carries and kill them quickly.

Baron Nashor will be also a big objective as not only experience and gold income (not disregarding Dragon of course), but also as a power boost to your team, assuring control of it is really important, however you shall not be the main warder, the jungler and the support should do that, get yourself some , keep warding in tactical places and try to split push as hard as you can, gaining vision on lanes and creating fear on your enemies of entering their own jungle, allowing your team to be safer while taking Baron. If by any reason your 'warders' need any help granting vision of the northern river, buy 1 or 2 and place them in tactical places, once again followed by map.

http://imgur.com/Ujd4XVA

Reading:
Defensive Wards -> Green
Offensive Wards -> Red
Must Have Wards -> Blue
Vision Wards -> Pink
Turret Replacement Wards -> Orange (these will help you keeping some of the vision left by destroyed allied turrets or even gain some vision upon taking enemy turrets)

Matchups

*Difficulty - Rating from 1 to 5, being 1 the easiest and 5 the hardest

Difficulty:2/3

The fox can only hurt you hard if you get charmed, so play behind your minions and make sure not to get hit by it. Whenever Ahri uses W make sure to get out of range due to its stacking damage. If you try to roam, make sure to pick the moments as Ahri is a very mobile champion and can keep up with you. Get an to reduce Ahri's damage.

Suggestion: Early and trapping in choke points may be vital.


Difficulty:3

Akali doesn't have a lot of burst pre-6, however it's stealth maybe tricky for you as you won't be able to land your , it will reduce your burst potential severely. A good may be crucial in order to win trades. Roaming and trapping should be your best shot; if you are losing your lane stay only the necessary time there to avoid being kept at bay.

Suggestion: constantly in lane will aid you.


Difficulty:2

Not a common mid lane, however Amumu still deals a lot of damage if well played but is very mana dependent. Make use of this and poke him constantly as he won't be able to fight back. Play behind minions and don't get stunned. Be careful with his ultimate engages and, for christ sake, avoid choke points, the mummy is really good fighting in those areas.

Suggestion: Play behind your minions, may help.


Difficulty:3

When life gives you phoenixes, make scrambled eggs. Avoid her stun and try to poke as much as you can; if you bring her to egg it'll be easy to finish her off as you have high damage in low cooldown with and . After level 6, Anivia will poke you hard, so some Magic Resist might be needed, choose between or . Don't fight in choke points or she will destroy you.

Suggestion: Be careful with Crowd Control and fight in clear areas.


Difficulty:3/4

This little girl has one of the highest Auto Attack range in the game and a lot of possible ways to stun you. You won't be able to avoid most of the damage, so compensate the farm you lose with multiple roams. Get instead of for this case; you won't fight too much times with Annie if you're getting crushed and with you'll have more chances to roam.

Suggestion: Rush and roam a lot.


Difficulty:2/3

A situational stun and a lot of burst, that's what Brand is all about. He has no escaping mechanics, so it will get really easy to kill him if you are even or ahead in lane. The enemy jungler will definitily try to gank you a lot so surviving those ganks will be the hardest part in your lane phase. If you manage to get past through it, you can, after you get , go all in on him safely. Use corners and choke points to set up traps.

Suggestion: Rush and and go all in as soon as you can.


Difficulty:4

She hits one Q, you're dead! Be quick and have good reflexs to dodge her poke. Avoid corners and be really patient when to go all in on her, she can turn around the fight easily enough to gain advantage over you. will be crucial this time in order to survive a possible stun. Spamming champion with kind of high mana cost; bait out her skills and move in when she's mana less.

Suggestion: and avoid trapping corners.


Difficulty:4/5

He has sustain, he has damage, he is tanky, screw him! If you manage to get him low he'll farm up and with his passive regain all is HP. He will knock you up and silence you for 3 seconds. Plus, he has an executing skill that will chunk you down imediatily from around 30%. Best shot against him is abusing the roam, he can follow you down though. Ambush people constantly to win the lane.

Suggestion: Don't have a real suggestion but roaming and getting is your best chance.


Difficulty:2

As a melee, Diana will have a lot of issues to kill you. Even though she has a lot of gap closers, a shield and a knock/slow, she won't be able to chunk you down. Poke her hard enough to send her to base or to force her to use most of her mana to farm. Avoid to overdo roaming or else she will follow and get what she couldn't get in lane. If she takes the initiative to roam, either follow her, set up ambushes in nearby bushes or push the lane as much as you can.

Suggestion: Combine and to send her home constantly.

Difficulty:3

For those who have a hard time with spiders, this will be no different. In human form her kiting potential is really good with both her E and W. Be aware when to engage and most of all engage in an area where she can't juke you with her E in spider form. Try to bait her out and respond accordingly and be sure to have fight where you have more HP than her, she can bring you down really easily. Her spiderlings might be a pain in the rear while fighting her, however you can clear those up with or .

Suggestion: Fight around clear areas, in places where you can't get juked.


Difficulty:1

It's the easiest lane in the game for you, he only has one real damaging skill and it's easily dodgeable. He has a really good escaping mechanism so force it and create fear in his eyes. As soon as you hit level 3 or 4 you win the lane really easily and even during ganks you can chunk him down if he's not careful. around your lane and feel free to engage on him whenever you feel like. Careful however for his global presence.

Suggestion: Play aggressive.


Difficulty:2/3

It's a scarecrow, but for you it will be a scaredy cat. Consider taking into this lane and get . Avoid choking points and beware of his roaming as his ultimate can be fatal. Whenever he's casting his W in a minion feel free to go in and poke him a bit, force him out of it. If he's casting W on you get out of range as soon as you can.

Suggestion: and will have a great part in this matchup.


Difficulty:3/4

He can jump on his staff, he can throw a fish at you, he can lunge at you like his swimming... Bah! Bringing into this matchup might be a good way to counteract his enormous burst potential. It is really hard to properly cleanse the fish so until you are good at it don't go and choose . If you want to fight him make it away from thin walls so he can't run away easily.

Suggestion: Farm or roam and avoid his engages.


Difficulty:5

You are all about magic damage, this guy is based on Magic Resist... He'll be able to survive your engages and even gain HP from your poke with his W. He's not an assassin but as a tank he has high damage. If he brings he'll be able to follow your roam so the only way to win this is by farming and dedicate yourself to catch people off guard. Get and as optional items or you won't be able to kill him at all.

Suggestion: Stack up Magic Penetration in order to beat him.


Difficulty:3/4

This champion itself has a lot of burst and may be a bit tough. However, you can dodge barrels and use to cleanse his slow. If you engage on him, he can knock you back with his ultimate (that has a low cooldown) and even turn the fight against you. If he engages make sure to get away before he chunks you down. Consider and an early . He can follow you down on ganks and on 1x1 and 2x2 he's really strong.

Suggestion: Bring and and pick your fights carefully.


Difficulty:3

He has a tremendpus long range poke, but not that much. A blind/stun hard to hit, some extra turrets but a really annoying passive. Heimerdinger regenerates HP of every unit around him, including around his turrets as well. Plus he can push your lane like hell. Try to roam when he's outside lane or he'll just push your lane giving you less margin to roam. Force your fights with him away from his turrets or he'll be able to actually kill you if he can kite you well enough. As a squishy champion he should be no problem to take down before level 6.

Suggestion: Go all in on him when there's no turret nearby.


Difficulty:3/4

She throws tornadoes at you! The problem is not the slow neither the knock up. The problem is that both these skills, if well combined, can bring you down very low. Her kite is incredebly high; even if you clenase her slow she will still spam her tornadoes until you either give up or get killed. She is fast but can't follow up very well your roams. Try to do so often maybe sacrificing one turret; she will be able to push the first turret but after that the position in lane will be hard for her to get.

Suggestion: Get or and go roam.


Difficulty:2/3

Rare, very rare indeed. But(!) when she is picked to mid lane it can get a bit annoying. She has a massive heal and a hige shield, all this combined with a big burst. The thing here is, she has kinda low mobility and high cooldowns, use this to poke her out or even burst her down imediatily. Remember: the less HP she has, the more AP she gains, so she can heal up and shield pretty well.

Suggestion: Force her cooldowns and burst her down.


Difficulty:2

For other champions, karthus can a real pain. For you, however, it will be just a litte 'harmless' dead guy. You can cleanse his slow, negating its effects imediatily, and burst him down quite fast without overextending in his E. He can't follow you in roaming unless he takes but he can use his ultimate to pretend he's there (and do a lot of damage). This is one champion that you could consider picking and bring to lane; since you can't stop his ultimate unless by killing him, then can be a good help.

Suggestion: Build and take .


Difficulty:3/4

Pre-6 and Post-6 he can annoy you like hell with his silence (pre-6) and his multiple jumps (post-6). If you roam he will follow you and pick up kills. What you can do is trap him against thick walls, unflashable walls so he can't escape easily. Use bushes to ambush him constantly or even get stealth in lane and jump on him when he least expects it.

Suggestion: Use stealth as much as you can.


Difficulty:4

You can't stop her, she will just damage you when she has the chance, you can punish her for that by spamming . She can follow you while roaming, so it'll be hard for you. If you bring it may help you as you burst her down without . When she cast her ultimate, get away form its range. When she throws a dagger, get out of range of her E. You are both melee, but she has a blink and a lot of instant burst, while you have a constant poke.

Suggestion: Get and avoid her ultimate as much as you can.


Difficulty:3/4

Alongside and , Kennen has the highes Auto Attack damage and every 5 hits he'll do extra damage to you, if he max his W, you will basically be screwed. Like he has a lot of stuns. He has good mobility and dominates choke points, so trapping is out of question, bait his cooldowns and play a come and go style; poke, get away, poke, get away. If you commit too much he'll be able to do more damage to you than the opposite.

Suggestion: Play fast and poke safely.


Difficulty:4/5

He will eat you alive, especially if you fight alone. Level 6 up and he will jump to you and just bring down to 50% or less. He will build full armor penetration so you can't actually reduce that much the damage. It will be hard to roam as well, if he follows you, the enemy team will get the edge on fights. Never try to duel with unless you are certain you can kill him and if someone is backing you up. Get armor, and .

Suggestion: Start , play very passively and stack armor soon.


Difficulty:2/3

He is a long range champ with high damage and good kite. Use your stealth to get closer to him and burst him down, he is very squishy and won't fight back. When farming, especially post-6, be careful with his poke as it does a lot of damage. Trapping, ambushing and roaming are good chances if he's playing too much passive.

Suggestion: Go all in on him if he's getting confident, and roam if he's playing passive.


Difficulty:5

She wins almost every single lane, so this won't be much different, she will burst you, snare, slow and silence you. There's little you can do, you won't even have time to her. She will fall a bit hard in late game however, try to farm up and, if possible consider a swap with your top lane. Wait until temafights start (Dragon fights and such) to get ahead of her, until then try not to give kills to her.

Suggestion: Buy or an early and .


Difficulty:4/5

Considered one of the main counters to Evelynn in the jungle, he can be a real pain in the mid lane as well. A good player can go in and go out with him without getting too poked and can even kill you easily in the early game. Roaming is a hard choice because he can either follow you and offer some CC to the enemy team or can wait for you or can even push the lane and tak your jungle. One of the few matchups where is needed.

Suggestion: and will help you early on.


Difficulty:3/4

Her Pix deals a lot of damage with each Auto Attack which can bring you down to 50% before you even try to poke her. Her skills have also a lot of damage. She basically have 7 skills which 4 of those are defensive. She has CC, then steroids in AP, MS, HP and a shield. She can get fast, she can get annoying in all types of forms.

Suggestion: Farm and roam, get behind your minions to avoid her passive damage.


Difficulty:3/4

She can poke so hard, and has a long range ultimate that is able to finish off kills form very far. Her passive does so much damage when she hits a skill. She doesn't need to go very far away from lane to help other lanes, so signal everytime she leaves. Try to poke her without getting rooted or you will be in big trouble.

Suggestion: Get in order to get rid of her CC faster.


Difficulty:3

He pushes up the lane very hard so ask for constant ganks as he has no escaping mechanics. His combo makes 2x2 really strong in his favor especially if you have no hard CC. Buy a and avoid getting caught in his combo. Roam often but be careful of his underrated bush traps. Get until you get then switch boots to .

Suggestion: DON'T pick , buy and instead.


Difficulty:3

He has only one damaging skill, however he's fast, unslowable and very tanky with his W activated. In 1x1 he can be very annoying as his Q hits random targets, so if he targets a minion he can still hit you and be at a safe distance. Even if you poke him down he can reagin his HP. He's good at roaming and in teamfight with his cooldown refresh. The only weak point is that he's very mana dependent and without blue can't do that much of a thing. When you get the mid game core you can almost one shot him if you catch him off guard, use to reduce his healing.

Suggestion: Combo , , and damage to one shot him.


Difficulty:4

There are 2 reasons why I gave him that difficulty: his passive and his skill cost/damage ratio. His passive is so annoying, he can just stack his shield as he please, because his cooldowns are relatively low. Besides he has a lot of burst and when he starts to build up AP. If you try to roam, he'll just push up your lane, far your jungle and destroy your turret. It'll be very hard to kill him.

Suggestion: Not much of a suggestion, poke him a bit, avoid damage and make him go back.


Difficulty:5

She is the master of farming, she can farm like few from low levels. She has natural sustain with her passive, she is not that much mana dependent and she can still roam. You can't duel with her and if you get bind when she's 6 or higher you are pretty much dead. Farm behind your minions don't engaged or get engaged on choke points and most of all if she ults you try to get away of the theader.

Suggestion: Buy and/or and bring .


Difficulty:1/2

She has terrible lane phase, terrible. Despite that you can't be overconfident and play derp. She has a good heal, high burst with her spears and good map awareness with her traps, besides in cougar form she uses no mana and her cooldowns are pretty low. Play behind your minions, dodge the spears and you should be safe. Feel free to go all in when you have . Careful with her mobility though.

Suggestion: Poke her, force her to spend mana pre-6.


Difficulty:3

Why Nocturne mid? Believe me, I've played some Noc mid and he can be really strong, especially against melees like , . He can, if well timed, prevent your ultimate damage, and by so reducing in a lot your damage potential and shield. He has a good global presence with his ultimate, so like he can travel through the map really fast.

Suggestion: If he gets a bit ahead get to reduce his damage.


Difficulty:3/4

She can and will zone you out with her ball and Auto Attack, which stack with AP. She can deal a lot of damage to you while you farm, so do it from a safe position. or shall do the job reducing her damage drastically. Ambush in clear areas, like middle of the lane or river. Roaming will be hard as she can either shove the lane or follow you.

Suggestion: Get and ambush in clear areas.


Difficulty:4/5

The only reason this isn't a 5 is because he is very mana dependent. He will poke you so hard and smash you in lane. He has good global presence with his ultimate and he has enough crowd control to prevent you from ding anything. Another assassin that will require armor, start and go for early on. Consider bringing to lane.

Suggestion: Roam little, play passively and get armor.


Difficulty:4/5

Ryze is the prototype of the spammer champion. He doesn't require AP to do damage, just mana gives him a lot of burst, so he can build up pretty tanky and still deal a lot of damage. In lane phase he can't just out poke, out farm you, out everything. He will win the lane phase and can trap you and even turn around fights in his favor. The only thing you can try to do is not giving kills and farm up in order to not get behind.

Suggestion: and or are your best chance.


Difficulty:2

People might think 'Oh! Sion wins lane to people, why doesn't he beat Evelynn?' He is just not that much deadly. He has 2 skills that deal damage, however a Magic Resist oriented build will counteract him, especially when you have your ready. When fighting him for a long time, make sure to pin him down with your and to never get close to him or he'll be able to get back his HP with his ultimate's Life Steal.

Suggestion: and or are good choices.


Difficulty:3

He may have a lot of sustained damage and CC, but he'll be not much compared to your kiting potential. Dodge his snare and you'll have nothing to fear. You can either pick between or to reduce his ultimate Spell Vamp. Roam a lot if you can hold him down or if you fell too much behind, he won't be able to follow you.

Suggestion: Some Magic Resist might do the trick against him.


Difficulty:4

She can kite you really well, she can kill you without taking damage, however she is too much squishy. Combo her and she'll be dead, so set up some traps to gain advantage but beware of her full combo, dodging her Q and W will prevent some deaths. I'd say roam a lot in this case.

Suggestion: Get either or and go roam.


Difficulty:2

The other mid lane threat, but instead of a spell shield he has a silence that isn't much of a silence. He has high burst for a combo but after that there's not much he can do. Shield yourslef after the silence has passed and get some armor. Don't roam; as an AD he can do more than you during lane phase. If you find yourself fighting most of times in lane make sure to it.

Suggestion: and will do the job besides the .


Difficulty:3/4

Another champion with a lot of Auto Attack poke. He is ungankable unless your jungler has as and still it isn't certain he'll die. He has a lot of speed and some good CC, however his CC won't affect you that hard and you can match his speed. Just be careful while farming as the buffs on his E have made his Auto Attack really scary. Careful when you head out for roam as you will be stepping on land mine territory.

Suggestion: Farm safely and gank by lane when roaming.


Difficulty:4

She can one shot you! That's why she's so hard in lane. Form level 4 she can one shot you, and if you try to after her for some revenge she can either turn it against you or get away or even knock you back. She has high mobility in fights and goes in and out especially if she gets refresh on her W cooldown. Careful with her last hit splashing damage, that will damage you mroe than her Auto Attacks. If you get somewhat low, she'll just jump on you. Shield correctly and build Magic Resist to aid you.

Suggestion: Bring and build .


Difficulty:4/5

He can poke you from so far away he clears waves with 2 skills and he has huge global presence follow with a long duration stun (2 sec). He will poke you if you try to get close to him and if you even get in turret range he'll just straight up stun you, a skill that has a ~6 sec cooldown. He will follow you in your roaming and even roam harder than you so try to shove the lane onto his turret and straight up trap him or steal the enemy jungle.

Suggestion: or / will do.


Difficulty:3/4

Don't stack AP that early, get and an early . If you wish, pick for a later . This will avoid one shotting from Veigar. If he stuns you, you'll suffer a lot, especially if there's an incoming gank. Be a bit reckless and you'll end up straight up dead.

Suggestion: Build into or and consider bringing or .


Difficulty:2

This is not a hard lane, his skills have low range and most of them are hard to hit. Avoid choke point when fighting him and you should be fine. Shove lane and go roam as much as you can. He has kinda bad clear but he starts up with extra AP due to his passive. You should be able to kill him unless you you get too much greedy.

Suggestion: Rush those and go roam. Get and you can kill him esily.


Difficulty:4/5

A bit like he has no mana and HP costs, however he has natural Spell Vamp. He does a lot of damage and can leach you really hard. It's going to be hard to roam as he'll just shove the lane, get your turrets and then go after you. He increase his own damage with his ultimte and he gets invulnerable with his troll pool. A really hard lane that, like , can't be won, only even at maximum.

Suggestion: Farm up and consider bringing or to counteract his ultimate.


Difficulty:3/4

He can poke like but he has less CC and damage and after his stun, he has few options. Plus, his immobile skill will hurt him a lot. You can dodge his ultimates and his Q kinda easily. In teamfights though he can fight from a very affar place, however you can pin him down form his back instantly taking him down. Fee free to roam and go all in when ever you can.

Suggestion: and take a risk by going full combat spells :D or and .


Difficulty:3

He is an assassin that really won't give you that much of a work. Get some deffensive armor runes and get early and you should be fine. From level 6 you can start actually trading better with him and even win the trades. You should farm safely and prevent him from roaming by pushing his lane. He has incredible clearing power and his roaming potential is incredible high.

Suggestion: If you need bring and purchase and make good use of


Difficulty:3

He has a 3 sec cooldown poke skill and a semi-global ultimate similar to 's ultimate. You can go in on him as far as you don't step on too many land mines and fight in spacey areas. When roaming be aware of his ultimate and most of all make sure to roam only if you know you can gain from it. He'll either farm up or help other lanes.

Suggestion: Roam safely and avoid trapping corners.


Difficulty:3/4

He isn't much of a threat but offers a lot to the enemy team. If you try to all in him he'll use his ultimate, be back once again and then run away fast enough to get safe. Besides his bombs can be very annoying. He's very manaa dependent so until he builds mana, use this factor to get damage onto him. Building Full AP might be a good choice.

Suggestion: Roam only if necessary and make him fall behind by poking him pre-.


Difficulty:3

She can kite, she has plants and she has loads of CC. Avoid the snare and poke her as much as you can. Fight her once or twice, if you're getting dropped very low don't fight many times or she'll eventually kill you with her true damage passive, if you're getting out above 30/40% HP then conitune engaging on her. When she gets 6 her combo gets pretty annoying and you may fall down if you aren't prepared for it.

Suggestion: PLay dodgy with her snare and even if needed.

Patch Notes (since the remake)

Mid-July Patch Notes - 18/07/2012
Wed, 2012-07-18

Evelynn (Remade)


-Shadow Walk (Passive)
Evelynn fades away into the shadows. She can only be seen by nearby enemy Champions or true sight
While in stealth, Evelynn regenerates 1% of her max Mana every second
Casting spells, taking damage, or dealing damage unstealths Evelynn for 8 seconds

-Hate Spike
19/23/27/31/35 Mana, 1.5 second Cooldown
Evelynn fires a line of spikes through a nearby enemy, dealing 40/60/80/100/120 (+0.45 Ability Power) (+0.4 bonus Attack Damage) magic damage to all enemies in its path
Hate Spike prioritizes what Evelynn has attacked recently

-Dark Frenzy
No Cost, 20 second Cooldown
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 and gains 30/40/50/60/70% Movement Speed for 3 seconds
Champion kills and assists refresh Dark Frenzy's cooldown

-Ravage
50/55/60/65/70 Mana, 9 second Cooldown
Evelynn slashes a target enemy 2 times, dealing 35/60/85/110/135 (+0.5 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

-Agony's Embrace
100 Mana, 150/120/90 second Cooldown
Evelynn impales all enemies in the targeted area, dealing 15/20/25% (+1% per 50 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


Early August Patch Notes - 02/08/2012
Thu, 2012-08-02

Evelynn

-General
Recommended items on Summoner's Rift now include Boots of Mobility

-Shadow Walk (Passive)
Restealth duration reduced to 6 seconds from 8
Dealing periodic damage (ie: Ignite) no longer prevents her from restealthing

-Agony's Embrace
Cooldown reduced to 120/100/80 seconds from 150/120/90


Late August Patch Notes - 29/08/2012
Wed, 2012-08-29

Evelynn

-Shadow Walk
Detection radius reduced to 700 from 750

-Hate Spike
Mana cost reduced to 14/18/22/26/30 from 19/23/27/31/35

-Dark Frenzy
While active, Evelynn now ignores unit collision
Cooldown reduced to 15 seconds from 20

-Ravage
Cast range increased to 225 from 185

-Agony's Embrace
Cooldown reduced to 120/90/60 seconds from 120/100/80


Shadow Isles Patch Notes - 24/10/2012
Wed, 2012-10-24

Evelynn

-Agony’s Embrace
Ability Power ratio reduced to +1% every 100 Ability Power from +1% every 50 Ability Power


Preseason Balance Update 2 Patch Notes - 16/01/2013
Wed, 2013-01-16

Evelynn

-Hate Spike
Mana cost increased to 16/22/28/34/40 from 14/18/22/26/30
Bonus attack damage ratio increased to 0.5 from 0.4

-Ravage
Damage reduced at later ranks to 35/55/75/95/115 from 35/60/85/110/135
Bonus attack damage ratio increased to 0.5 from 0.4

-Agony's Embrace
Damage changed to 15/20/25% of the target's current health from 15/20/25% of their max health
Cooldown increased to 150/120/90 seconds from 120/90/60
Cast range reduced to 650 from 800

Final Comments

YAY :D Took me like 2 months but I finally managed to finish this guide. Only changes I'll make will be based on new patches, some typo mistakes and the addition of new champions or items.

Note that the maps showed are made based on the fact that you'll be playing on the blue side, if you're playing on the purple side, well, the map is is rotated on its half so you can use the same warding by looking at which brushes are which in the opposite side.

Anyone interested in my profile check it either on any site like LoLKing or search it in the client. Any questions are to be addressed to http://ask.fm/ShadowKymeraLoL or in Twitter @ShadowKymeraLoL

EU West - ShadowK Evelynn: http://www.lolking.net/summoner/euw/23327161
SoloQ current division: Silver II
TeamQ current division: Silver III


TL;DR: Evelynn is an overpowered assassin even with the nerfs, and can win or at least even most of the matchups in lane. Is viable in both TT and SR.
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