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EVELYNN BUILD GUIDE: Jungle Evelynn inspired by Diamondprox by pants are dragon

by pants are dragon (last updated 10 months ago)

Featured4,417,434 Views 41 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor(+12.69 armor)
3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Glyph of Ability Power(+10.71 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

5

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 2/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 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

Introduction

UPDATED FOR SEASON 4

For those who want to view my other guides, check the description in this video as it lists links to other guides and is updated thoroughly:


[http://gyazo.com/f8ebc309a04126ee22e20f449451708f.png]

[http://i.imgur.com/DR5NW4y.jpg]

Runes

Reds: 9 AD, since you have good scaling with AD and MPEN is useless in the jungle. Atleast with AD we can clear faster and it won't hurt us in damage vs champions.

Yellows: Armor, these are essential for a jungler since without it you can't even solo blue at level 1.

Blue: Taking flat ability power is great for early game, more damage = more clears and more powerful ganks. We want to maximize our early game power so we can just snowball from there.

Quints: AP flat, since you scale with AP and 15 AP > 6.8 AD because her ratios with AP and AD are basically the same, but since AP > AD on quints, AP is the way to go.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 2/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Since we are an an AP carry, we're going to go 21/9/0 and maximize our damage as we're going to want to get all the damage we can for early game and power up for mid-game late game. I also wouldn't really know an alternative Evelynn mastery page other than this because she doesn't make the greatest tank if we went in defense (since she lacks hard CC).

Explanation of every mastery skill I take for Evelynn.

- ALWAYS GET if your a melee champ, I can't see no reason to increase your damage by 2% for one point.

- This is better than getting attack speed since Evelynn already has her attack speed steroid and also we're going AP so cooldown will help us cast more spells.

- This mastery is mediocre, but we're just getting points into it for the next skill.

- +8 flat AP is like 1.5 of an AP quint. YES PLEASE

- Since in ganks we'll be casting spells and auto attacking I feel that this will be useful for early game and can stack up real quick.

- Read above.

- This scales into late game and not really early game, that's why I left a point in it out since we're going to concentrate on early game.

- 5% damage is a lot, and if we can take down targets quicker the better.

- We will be auto attacking and we'll be having a lot of AP for this to be worth, definitely get.

- 3% increase for 1 point, it's a good investment.

Summoner Sets

Primary Set


Explanation:

: for jungling and the security on objective monsters,
also flash is good for getting out of sticky situations and chasing sticky situations. It's better than ghost because you already have 's passive to stick to someone.

: If you're a cold hearted killer, go for it. Personally I've never tested it before but I mean if Shaco can grab ignite, why not Evelynn?

Item Builds

Starting Build(s)
Starting
5
Early Game
Mid Game
Late Game
So early game start hunter's machete and a warding totem like every other jungler.

We can't do the burn build with Evelynn anymore as ancient elder lizard now only applies true damage to physical damage, so that's out of the question and since Ancient Golem got nerfed, let's go with spectral wraith and build AP.

~~

now we get this, as magic penetration season 3-4 is probably something that's really powerful since the changes to it and we are going AP carry.

will help us take down targets in a flash (don't actually flash). I don't really care what order you cast this before the ultimate or after because both negatively impact each other when cast before one but cast it before you use your E-Q.

increases our damage more than getting deathcap burst wise as deathfire grasp active doesn't scale with AP but it scales with magic penetration.

will need this mid-game because we can buy wards anyways and don't need that trinket, as we want to clear wards and of course if you upgrade it you get a free oracles for 10 seconds.

and this item is beast, 2 second invulnerability and you can basically force the enemy team to switch focus and gives us armor and a good amount of AP.

will probably expotentially increase our ability power, since we got a lot of items giving us AP. A good time to get this I feel.
Final Build(s)
Standard Final Items

Situational Items

Liandry's Torment
I'll consider getting this item if I'm behind / not ahead, as this item will bring us some damage for team fights, only down side is that the only crowd control we have to double this item's attack is our ultimate and we'll just have to rely on our team to activate the double damage with their crowd control.
Abyssal Scepter
If our team has a lot of magic damage, and I need magic resist I'll consider getting this item as it can increase our damage in team fights with the aura and since I'm going to be front line the aura will be on most enemies.
Mercury's Treads
I'll consider getting this item if the enemy team has a lot of crowd control or magic damage. Crowd control works wonders against stuns and being locked down in a team fight could mean instant death for you.
Morellonomicon
Maybe I will get this item if they have a Mundo, Aatrox or anything that has a lot of self-regen as I can cut there heal by 50% and also the cooldown reduction helps spam hate spike more and since we have Deathfire Grasp we'll have about 40% CDR so we can give our blue to the mid.
Guardian Angel
This item is fully situational and should be bought when you want to win the next team fight, once the passive is down it's basically a shit value item. Though atleast we can use the resists for it when we get our health shield from using our ultimate.
Boots of Mobility
Get this if you think that every lane needs your presence or you think you can get a bunch of kills with mobility.

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
We get for the consistant damage to clear the creeps at level 1.

Then for the attack speed steroid and burst damage to make clears fast as hell.

Then we get since we are going to gank right after or find a gank. It's also a good tool to use if you need to run away from something if someone decides to engage on you.

After this is all done look at this diagram for priortizing skill maximization.

--> --> -->

Last time, we upgraded W because of it's utility but now since we're going straight AP carry we're going to max E for burst and take out targets swiftly, though if you feel you got enough damage and want a bit utility you can start putting points into W after a few points in E.

Skills

Shadow Walk
This gives some mana regen and you become immune to wards (not vision wards), so you can bascially gank any lane. And the mana regen is actually really useful since you'll need the mana to gank and farm the jungle. Note that the mana regen is only available when you're stealthed.

You can't recall with this on, but it will activate about 6 seconds after recalling so you'll be stealthed for about 2 seconds while recalling.
Hate Spike
Evelynn's bread and butter skill, this skill provides consistant damage throughout a fight and since it's the one that gives consistant damage, it should be leveled over .
Also when you use this skill and you hit a champ, your MS will go higher if you have a point in to a max of 4 Stacks.

Also this skill is AoE, so you'll be hitting more than one person if they are bunched up together.
Dark Frenzy
This breaks Slow CC on evelynn, so say that Orianna uses her W to slow you down, you can walk over it by activating W.
REMEMBER IT DOES NOT BREAK STUNS OR SUPRESSIONS ETC not like Gangplank.
Also this is basically used to catch up to champions and in ganks at the start to ensure you get to melee range. Note this skill doesn't use mana so you can use it when you come out of base or just need to get somewhere faster. This also resets on kills/assist just like katarina, so you can ace a team every time since no one gets away from the speedy rat Evelynn.
Ravage
Ravage gives attack speed and has a 1.0 AP ratio burst, I use it to clear camps if I have blue buff, otherwise I stick to .

In a fight, it's really good since you have AD on, you're autos will hurt also with the attack speed steroid, combining with hate spike you have tons of damage.
Agony's Embrace
This is the initiation tool that Evelynn has, use it to initiate fights and always use it at the beginning of team fights since it is current health % instead of maximum %.

Oh yeah, the 2nd reason it's an initiation tool is because of the health shield it gives you, it gives you at lvl 16 up to a total of 1500 extra HP at level 16. And since you building a bunch of AP resist items you'll be tanky as hell!

PROS and CONS

PROS
- Ignores wards (LITERALLY NOW IN SEASON 4)
- Damage is really good in ganks and also can chase frequently with speed boost from W.
- Carry Jungler
- Good against dueling the other jungler

CONS
- Very squishy with out ult
- Lacks CC compared to other carry junglers
- Relies on self getting ahead and being selfish for gold.
- Hard time dueling tank Junglers.

Change Logs

12/8/2013
- error with masteries woops

12/7/2013
- updated for S4

10/22/2013
- added a video guide in introduction

8/24/2013
- updated items (specifically elder lizard)

8/11/2013
- changed items

8/1/2013
- updated introduction

7/7/2013
- changed skill order
- added a video

6/3/2013
- replaced with

Early Game

Evelynn is basically Shaco V2, you can't ward against her only vision ward so now she has free reign over the enemy team and can gank whenever she wants.

Her ganks are good if she has red buff so she can keep sticking to a target and doing consistant damage.

So here's how to gank

When you are closing in on a target, activate your W and start spamming Q-E on the target and make sure to keep auto attacking the target.

If you are already behind your target, don't activate W make sure to use it when they are fleeing and to catch up.

Once you get your ultimate, you'll even be a greater threat to lanes as now you have a 15% nuke on there hp, and a slow and ontop of that you can counter gank easily by having a 300 extra HP shield.

You also are a better counter ganker because of the amount of damage you output then most junglers.

Always keep tabs on your blue buff/red buff and do them immediately or have some ward coverage so the enemy jungler doesn't steal it, he will steal your red buff(blue side) if you're ganking top and he notices you started there and it's 7:15 minutes. I may not counter jungle a whole lot but I do like to protect my own jungle.

When to do Dragon

  • Bot Lane is down Reason: When doing dragon, it would be a 4v2 if they try to contest it.
  • You see bot lane recall and mid and bot lane help.
  • Mid laner down. Reason: Mid is basically worth 1.5x of an ADC early game, because of the level advantage. So you have a clear advantage at dragon.
  • Atleast have and a group.
  • You feel confident on doing it. : You feel that the enemy team won't contest, you can out smite an enemy jungler if he tries.

Mid Game

Time for you to lead your team to push towers, maintain control over dragon/baron and win. So always have a on dragon. And if you feel real confident, do it on baron and try to secure it and estimate whether you should do baron or not.

This is where also the best team fights come alive, since everyone is around level 13 and multiple variables happen instead of late game where it's peel for carries, though your sort of a carry yourself so lets go over little situations.

Since you have a great initiation tool , you will be the initiator for most fights.

Basically you want to flank the enemy team and get your ultimate on at least 3 people and cause havoc in the back lines.

Evelynn works best with dive comps, so it's best to have another assassin on the team.

Assassinating the enemy Carries
  • Do this when your carries are behind their carries.
- Coordinate with your assassin (zed/diana/irelia)

- Ask if you are going for the ADC or APC

- If you guys do not focus the same target she will live that is why you'll need coordination

- Initiate with in and hit as many people with your ultimate as you can as you get more tankier the more champions hit.

After you have initiated analyze the situation.

- Target dead? Alright help your carries and make sure they live!

- Target still not dead and you and your Assassin friend used all your cooldowns? Uhhh... RETREAT and peel!

The other situation is, you probably don't have a dive comp. But you can dive the enemy carries but not go full out retard and die, instead after you do your burst try hitting whoever your team is hitting.
PROTECTING YOUR CARRY

  • Do this when your carries are ahead of enemy carries.
- Anyone who is on your carry, use all neccessary cooldowns to assist in killing the anti-carry.


WHY NOT TO JUST SOMETIMES GO STRAIGHT FOR THE CARRIES

I can't emphasize this more, I see this happen in lower ELO will just go rampage on the enemy carries and just die. He will then say "I just tanked their whole team and died, how did you guys not win?" Well the other team just raped your carries because you weren't protecting him and instead trying to 1v1 there carries. That's why you need coordination with someone to assassinate them.

A situation is this.

- You initiate with .
- Ezreal E backwards, and Sona starts to attack you and Ezreal starts to attack you
- You go charge 1v2 and die.

TIPS/STRATEGIES FOR WHEN YOUR BEHIND:

- Turtle and farm.

- Wait until other team throws (baron attempt, tower dive)

- Kill any over extenders if you can

TIPS/STRATEGIES FOR WHEN YOUR AHEAD:

- Keeping tabs on dragon, baron and when they are up. Always getting them

- Group and push mid.

Late Game

Baron is essential this game, so always have a ward on it or pink it whatever you can do and have some security over it, this is also where 1 team fight or baron can game change everything. If played wrong you could lose the game.

You also will want to tell your team to group and push/defend and not to get picked off as Baron is easier to do late game.


By now you should have a Zhonya's Hourglass, and you can basically draw threat towards you and then pop hourglass, remember a good way to bait something with hourglass is to Zhonya's at some kinda low hp, and then you can flash out if they really want to kill you.

REMEMBER IF YOU ACE THEM, TELL YOUR TEAM NOT TO RECALL AND END IT (Maybe?). Death timers are extremely long at late game point and gives a team an ability to end it.

Also try to take objectives when you get a few kills.

Team Fights

You are the initiator, unless you have something better like .

TIPS:

To initiate, you will want to flank the enemy team and try to get in a good position where they you can get 2-3 people hit with your ultimate and use and hit about 2-3 people to get some efficiency to gain the health shield and just to damage everyone. But you should prioritize a target and try to take him down swiftly with Deathfire Grasp and your combo, hopefully you can get additional damage from a team mate since I do not think Evelynn has enough time to 1 shot a squishy unless she's super fed.

DURING TEAM FIGHT:

Before a team fight, ask your team if you're going to go for enemy carries or hitting whoever is on your team. I mean when you have mages to use with there AoE it's all good to dive there carries without assassins.

You would want to go for enemy carry if you had these on your team.(, ) The dive comp.
- Using cooldowns on the enemy carries
You would want to protect your own carry if you had a tanky front line.() or peeling.
- Using cooldowns on everyone who is attacking your .

But most of the time you should be looking for a flank on the enemy team, trying to hit as many people with your ultimate and use your burst combo on someone and once you've tooken a lot of hits run back and just go peel for whoever gets close to your carries. Remember you want to soak as much damage with your ultimate and then get out or get in if the team fight is looking good, but you'll probably get someone dead since your building AP and your team has follow up damage for finish.

TEAM FIGHTING TIP
out and sit in your back lines at 15% health, and then just kinda stick around and wait til your cooldowns are up to assist your team again, while analyzing the situation if you can die while still helping your team. You may think that a <15% health is useless and should recall, but until a team fight is really done do not recall unless you know you have won.

Jungling, Ganking, Dragon, and so on.

Always get a leash, and smite this buff, as S4 smite has got a reduced cooldown with less damage. This means that you can go

Buff (smite) --> small camp --> 2nd Buff (smite) --> Gank

How to effectively do jungle creeps:

If you have blue buff, you basically - the creeps.

But if I don't have blue buff, I conserve my mana and just use


Purple Side Route:
Blue (smite)-Wolves-Red-Gank OR if no lanes are overextending, farm or follow there jungler(i.e counter gank).
So after this you basically can attack mid or top, if one's overextending or on the river, it's a easy kill. Though if there at their tower better go farm creeps because you won't get a kill unless he's really low.

When ganking:

Well you basically just approach him and when you get in range of the stealth, use your W to chase him down and spam E-Q and autos. Her ganks are vicious on mid too as you can blow a flash easily with red buff.

Blue side route:

Red (smite) - wraiths - blue (smite) - Gank: Getting to level 3 and then finding a gank, see if any overextend mid/top.

  • You will meet the enemy Jungler at top. So you can sit in your top lane's bush and wait for a counter gank (tell him to push) and go on the enemy Jungler or whoever is closest/most vulnerable and burst down.


Ganking Mid
You can at most blow a flash early game, you'll get a good amount of damage so come back later.


I'll only gank for mid most of the time if 1 of these are here.
- Enemy is over extent: It is easier to kill someone who is in your side of the map.
- Flash is burnt: This means you can use everything on him and you and your mid can take him out.
- Ally mid has some form of CC and is reliable: Kills are easier secured.
- Has a reliable burst combo. : The faster we can kill him the better we can get out of there without the enemy team coming.

Example champions I like to gank for:
Reason: They provide reliable follow-up and crowd control so that I can rely on a for sure kill.
Example champions I don't like to gank for:
These champions are a bit slow on the follow up and do not provide much crowd control.

I'm not saying you shouldn't gank for these champions, but it's a tad hard.

There are champions I really do not like to gank and would rather leave them alone, as they are really hard to kill and basically the only way you can kill them is to make them commit.

Champions I do not like ganking unless escape is burnt.

at Level 6, can spirit rush away.

at Level 6, can Riftwalk away. Pre 6 though easy kill.

can leap away.

is immune to CC.

can warp backwards.

These ganks will simply not be kills unless they have fully committed to a fight.

You can set up a counter gank easily if you see the enemy jungler going to gank mid, inform your mid laner that you are here and you want him to bait something so you can come in and kill the squishiest champ there.


Ganking Bottom
The hardest lane to gank, this lane is probably the trickiest to pull off as everything is warded most of the time and the support has exhaust Q_Q.

But since your a stealth monkey, you can easily gank them.

You can also sneak through lane and kill them like that, and once you get your ultimate it'll be a cake walk.

The final option is to wait for their Jungler to come in and you wait behind your team and for him to initiate and his team to commit to something they do not want to fight. While you come in to counter gank. This option can be a game changer.

TIP: Aim the support, usually the ADC has some form of escape and will get away and sometimes have cleanse which is even harder to kill.
Don't feel like a gank will come out of either lane? That's fine, just start farming jungle.

Invading:

Get first for invades. As it'll output the most damage in a level 1.

DRAGON
Knowing when to dragon is key, remember its every 6 minutes.

Here is a checklist of when to dragon.


  • Bot Lane went back?
  • Enemy Jungler is top?
  • Killed enemy ADC
  • Killed Mid?
  • Vision ward on dragon, and pressure on bot/mid.

Here is when not to do dragon.

  • You don't have smite and enemy jungler is around.
  • Any time it could be an even fight and it'll be a fair fight but dragon will fight you. 4v4/5v5
  • Soloing it, unless you have spectral wraith then go for it.

BARON NASHOR aka Dragon V2 every 7 minutes

Your probably want to attempt this when you have some armor or someone else is tanking and are level 11 and its 25+ minutes, and depending on how far ahead you are.

Alright I have a trick for doing Baron Nashor and saying it will probably be exploited and people will probably never fall for it.

If I'm ahead, I'll tell our top to push bot really hard to make the other team chase him, even if he has to die for it. once we see the enemy team heading for him we will start Baron and get a free baron, make sure to bring a vision ward too.

The reason this works is because in solo queue most of peoples' priorties are set on kills, and I play for team objectives. So since an opportunity to get an advantage by killing an over extender, this opens us to do Baron.

Other than my cheese tactic, your going to want to do Baron when:
  • The enemy team does not know
  • 2+ members are at bottom
  • Won a team fight.
  • ADC has Bloodthirster/Infinity Edge + Zeal

Counter Jungling

Yeah I never really counter jungle, I just don't like its high risk high reward play.

The only time I counter jungle is if I'm far ahead, or I know I can take there buffs with team coordination.

Other times I take their blue/red if I see the enemy Jungler far away from his blue/red buff at 7:05 (Which ever he started at.)

Counter Ganking:

Find your enemy jungler, then set up in a place where he will come and you can come kill the enemy jungler or whoever is squishier with your allied laner.

Gameplay

Final Comments

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Thanks for reading my guide, I know she got a bit nerfed. But I think she's still good.

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