Table of Contents1. Introduction
4. Summoner Spells
6. Item Builds
7. Early Game
8. Mid Game
9. Map-Control, Jungling and Counterjungling
10. Late Game
11. Screenshots & Videos
12. Final Comments
13. Change Log
IntroductionI played Evelynn since I started playing LoL. I played her at low levels and I still play her sometimes today.
Most people don't think Evelynn is very viable in higher levels, but I think, if played right, Evelynn can really carry her Team through the Early- and Midgame.
The following guide shall explain the way I play Evelynn, from Items and Runes to generall gameplay.
(Sorry if my english is bad in some parts, it's not my native language...)
The first thing you should know, is your role in the team, so let's just write down the pros and cons of our beloved Lady:
- Her ganks are really, really strong
- She has great burst with as well as dps with .
- She destroys your enemys in early-midgame
- True assassin, who can wipe a single target out in no time (enemy carries)
- The mental aspect of your opponents not knowing your whereabouts is not to be underestimated.
- If her ganks aren't successfull at all she's kind of useless
- Eve has a bad lategame
- and take away her greatest weapon.
- Can't influence a teamfight that much after bursting down her target.
I think of Eve the way I think of Shaco (who's banned quite often, so take Evelynn instead). Her main purpose is to demolish the opponents early and midgame, carrying her team in that phase of the game. The problem i had with her is that she lanes really bad, but sadly her skillset isn't quite the best for jungling, so we can't play her as a jungler like Shaco. So i decided to try something: I went top with our Sololaner, just grabing two or three minions, but after lvling up my lane was the river. Simply with ganking 24/7 Evelynn is able to punish every mistake your enemys will make while laning, like pushing juuust a bit. And there it is, the way of playing Evelynn without being useless.
One last word before I start the guide. Be prepared to read something like that pretty often:
The Masteries I use on Eve, are those I think fit her playstyle the best. With going deep into the Utility-Tree for Bonus-Exp and Bonus Gold(/5sec) I try to accomplish two things: I want to make up for the Exp we'll loose because we're not laning or jungling, and the same goes for Gold.
Also Evelynn needs some early Dmg, so you kinda have to put some points in AP and Magicpen.
As you can see I have two different masteriebuilds up my sleeve, one is a little more aggressive with more Points in offense, the other is my preffered masteriepage with more manaregen.
I also tried 21/0/9 for more DMG, but in fact you should not go that deep into offense as the gold- and experience-masteries really help Evelynn not to fall behind too much, as the way I chose to play her requires you to run around the map without scoring any creepkills besides the one you made before lvl1. I don't say 21/0/9 is bad, sometimes it might even be better, like when you know you'll be doing well, or you really want to go all-in, just use these. The thing is, when you don't just tear them apart early, which might be the case sometimes, 9/0/21 is more forgiving. It offers you more Gold/5 and more Exp, which are essential, for not falling behind too much.
RunesThe runeset simply has one goal: Boosting up Evelynn's Early- and Midgame, because this is the time you HAVE to shine, or else you'll be just worthless for your team. Just have a look at the runes:
- Marks (red)
9x 0.95 MagicPenetration: 8,6 MPen:
Pretty standard marks for any AP-Burst-Caster. You simply want to ignore some of your enemies MagicResistance to deal
even more damage. Especially ganking the SoloTop lane isn't as easy if you haven't got these, as most Champs up there
run MR/Lvl or even Flat MR somewhere in their Runepage as well as MR Masteries.
9x 0.59 AbilityPower: 5,3 AP:
You might as well run Flat AP if you haven't got MagicPen-Marks and you don't want to buy them. That isn't bad at all
but I recommend running MagicPen Quints then, as you'll need the MagicPen somewhere.
- Seals (yellow)
9x 0,41 Manaregen/5 seconds: 3,7 Mreg/5sec:
I like running ManaRegeneration on Evelynn as her consumes loads of Mana and you
don't want to run out of mana in between ganks, do you? Together with an early and
your masteries, ManaReg/5-Seals grant you'll be able to gank quite some time before you need to recall or chug a
9x 0.59 AbilityPower: 5,3 AP:
As always, FlatAP is never wrong on Evelynn, as she really wants to have earlygame-domination. That said, just go
ahead and run more AP. I personally, would run the ManaReg-Seals because overall I prefer ganking 4 times in a row
than ganking 2 or 3 times, as it puts more pressure on your enemies.
- Glyphs (blue)
9x 0.99 AbilityPower: 8,9 AP:
FlatAP-Glyphs offer the biggest amount of FlatAP there is besides Quints. I don't want to repeat myself too often
but I'll say it one more time: Evelynn really wants to have earlygame-domination.
9x 0,31 Manaregen/5 seconds: 2,8 Mreg/5sec:
As you can see, the options for runes are always the same. I hope you don't mind if i quote myself to save time:
"I like running ManaRegeneration on Evelynn as her consumes loads of Mana and you
don't want to run out of mana in between ganks, do you? Together with an early and
your masteries, ManaReg/5-Seals grant you'll be able to gank quite some time before you need to recall or chug a
9x 0,59 MagicPenetration: 5,3 MPen:
With Glyphs you even have a third option: MagicPen. MagicPen-Glyphs should be taken up, if you expect lots of tanky
champions that will require some more MagicPen early in the game.
- Quints (brown)
3x 4,95 AbilityPower: 14,8 AP:
Now that's some amount of FlatAP. I really recommend FlatAP-Quints, as they're a free
damagewise. Combined with MagicPen-Marks your earlygame will be really strong, with high burst damage against every
3x 1,89 MagicPenetration: 5,7 MPen:
If you didn't grab MagicPen anywhere in your runeset, now's the time. As i mentioned some times before, MagicPen is
really important to be able to gank bruisers in SoloTop successfully.
Of course you can use any combination of the runes above, just let me summarize the stats you should gain:
- 6-9 Magic Penetration
- Some Manaregeneration
- Some amount of FlatAP (the more, the better obviously)
As Evelynns focus should be on mobility, I tried before. It worked fine I'd say, but in fact, and were never great. As we don't need our Ultimate to deal damage, we kind of have a -like skill in our arsenal anyway, and has a rather high cooldown. Instead, using and , Evelynn is more capable of doing her job, which is ganking successfully in early game, and shutting down the enemy carries in teamfights later on. As you might notice, I posted two recorded games below, where I used . When you watch them, try to imagine what ganks would have worked much better if my summoners would have been .
Let's look at both Summoners in detail:
The effect that Exhaust aplies consists of two parts.
Part one weakens you targets ability to deal damage to you or your teammates for the duration of Exhaust (which is 2.5 seconds btw). Therefor, using it on enemy carries, it can change the outcome of teamfights or ganks, as the remaining 30% of their attackdamage won't be really frightening, and the same goes with 75% of Ability- and Itemdamage.
Part two ensures that your target is unable to position itself properly, prevents them from kiting you or helps you or a mate to kite by reducing their movementspeed by 40%. This side of Exhaust is the more important aspect while ganking, giving you more time to deal damage until they get to safety/their turret, while the other effect is the more important one in teamfights.
Ignite can't be used as divers as Exhaust can, but it's not less powerful. Like Exhaust, Ignite will apply two effects on your target.
The first, as you might have guessed, sets the target on fire, deal true damage over time. This means, the damage of Ignite ignores any armor or magicresistance, always dealing the full amount.
The second is a bit more tricky, it's an effect often referred to as "grievous wound". That means, as long as Ignite lasts, any heals, healeffects or regenerationeffects regarding HP will be halved. This includes lifesteal and spellvamp. Especially against Heros like , , or any other hero that rely on or work with those effects (supporters), Ignite may cause some serious troubles, as they misscalculate the life they'll get while fighting, often resulting in their deaths.
Summoners you could also use:
- : If your support hasn't got it, CV is a reasonable option.
- : You could try taking up the role of a roaming support, if your AD carry can manage the bottom lane alone. Also, Healbaiting with your opponents not even having in mind that you might be around can be devestating. Your solotop gets aggressive with half health so his opponent decides to go in because your top doesn't have heal. Bad thing you stand there, pop your + + and suddenly its a really bad situation for your enemy isn't it?^^
- : As I said before, I used to use it on Evelynn but switched. I kind of like that skill though, so feel free to try it, it isn't bad to have more mobility, but I feel like I want more aggression when ganking and not even more mobility.
- : Boosting up your 1:1, while also granting you more attackspeed is worth the deal I'd say. Sadly, with going full AP, the attackspeed part kind of goes to waste...
- : Well you can always play flash for its great offensive and defensive use. I usually don't though because we have stealth to get away and when we gank them there should be not enough time to flash away anyway so don't have to flash after them.
- : For Jungling or Counterjungling purposes. With picking up smite you can either try to Jungle yourself, if the Lanes are in a more farmy mood, or try to really wreck the enemy jungler with your evil combo: . To do this more efficiently it's wise to ward the enemybuffs so you can prepare and position yourself right.
Passive: Determined Killer
Attacks from minions deal 50% damage to Evelynn.
Well, in fact Evelynn has no passive. It doesn't prevent damage from junglecreeps, so it's rather useless. Should Riot decide to buff her, they should start by reworking this one... C'mon Riot, some love for Evelynn!!
Q: Hate Spike
Instantly damages the closest enemy unit with malevolent energy, dealing 25 / 40 / 55 / 70 / 85 (+28% of ability power) magic damage and 50% damage to a secondary nearby target.
Cost 12 / 15 / 18 / 21 / 24mana
Nice DPS, AP-Ratio is not to be underrated because of the really low CD. Most of your ganks will end with some random amount of QQQQQQQQQQQQQQQQ - you have slain an enemy!
A nice thing about Hate Spike is that it doesn't interrupt Evelynn's movement. You can slam Q as long as you want while running, you won't loose any distance to your prey as you chase him. Sadly, if there are minions around, it isn't always easy to hit your target for full damage, so be aware of that. Also sometimes it might be wise to spare some mana for and once it's clear that your enemy's gonna get away, he might think he's save and recall in the next brush. JUst find him and press E for maximum satisfaction.
W: Shadow Walk
Evelynn fades away, becoming stealthed for 10 / 20 / 30 / 40 / 50 seconds. Evelynn's next attack or damage ability will slow her target by 30/35/40/45/50% for 3 seconds, ending her Shadow Walk. 1.5 sec delay for stealth to take effect (delayed further by damage). Evelynn can cast Shadow Walk while stealthed to destealth.
Cooldown 12 / 11 / 10 / 9 / 8 seconds
Cost 60 mana
This is what makes Evelynn, Evelynn. Stealth + Slow on hit. I don't think i have to explain much: go into the brush, press W, position yourself right behind your opponent and then press some keys to kill them - As easy as that.
Also, never forget to cross lanes stealthed! That way you don't loose time running from top to bottom, without the enemy bottom lane knowing you're on your way:
As mentioned before, most of the time you'll have time to position yourself right in the face of your target:
It's also very important to note that can save your life when you get caught. As soon as you get engaged on press W and hope that your enemys can't hit you for 1,5 seconds. Try to run into the brush or something so they loose vision of you, which will buy you enough time to fully stealth away.
Deals 80 / 135 / 190 / 255 / 320 (+100% of ability power) damage to target unit reducing the target's armor and magic resistance by 10 / 14 / 18 / 22 / 26 for 5 seconds.
Cost 90 / 105 / 120 / 135 / 150mana
Your Singletargetnuke-Skill. Nice AP-Ratio and also gives them a MR and Armor Debuff. Starts your Damage-Spell-"Combo" (W -) E - Q - Q - Q - ... and so on.
As the Image shows, our E takes a bite out of our manabar and our enemies. As I'm only Level 5 on this pic the damage wasn't too high though.
R: Malice and Spite
(Passive): Each time Evelynn scores a kill or assist she regains 150/225/300 health.(Active): Evelynn gains 25/50/75% attack speed and 20/25/30% movement speed for 10 seconds (non-stacking, can cast while stealthed). The cooldown refreshes every time an enemy champion dies.
Eve's Ultimate. The passive is really nice when you gank a lane with more than one opponent in it. Kill the first, get some health back, finish the second.
The movementspeed-buff is really nice when chasing people down with Q Q Q Q Q Q Q Q Q. Can sometimes save your life when barely finishing of an enemy and then pressing R to escape. Always keep in mind, that the cooldown resets on kills and assists.
Here an example of using it as , running into the lane at full speed, finishing of Ahri while having the option to activate it again afterwards to escape Shaco if he decides to turn on me.
In generall Evelynn's Skillset gives you nice ganks and mobility, but no great sustain in lane, so just gank and ensure mapcontrol and don't lane.
Item BuildsAs I mentioned several times before, Evelynn's only real strength is ganking, as her ability to gank a lane is amazing.
That said my Corebuild consists of four parts:
As you should be ganking all the time, except for recalls to buy, these boots fit the best for Eve, as they offer the quickest way of getting around the map. As Evelynn tries to build up her advantage early she won't need MagicPen-Boots as nobody will have that much of MR. If you get into lategame you should sell these and get though.
- Normally Mejais is only an option when you're doing very well. But I consider it a MUST in every game. Think about it that way: Evelynn only is usefull to her team if she ganks often and is successfull at doing so, so why not buys Mejais for cheap money?
- Sometimes you might play in a really pushy teamcomp, with let's say mid and an aggressive botlane, which means you won't have too much good opportunities to gank. That said, Mejais isn't the best option, as all ganks have to work for it to be viable. Given the fact, that Evelynn has a high-end burst skill, offers even more of that "100 to 0 in one second"-feeling we all love. In addition to its really nice active, it grants some nice manaregen and CDR. Also grabbing an early + helps to even up in gold a bit with your teammates, without having to lasthit.
In general, try out which of these two you like more to be your first damage item.
Evelynn's Spells happen to consume an unhealthy amount of mana, so you'll be out of mana after a gank or two. With grabbing a Philo Stone you make up some gold you loose from not-laning and it also provides good stats for regenerating mana an hp in between ganks.
4. Control:(and if you got some money)
Your Core is rather cheap, with under 4k gold, so why not support your team with some ward-power. As we all know very well, wards win games, so just buy some of these, as you will have enough gold to do so, if you're not doing bad. After finishing the three main items above I try to buy as many wards as possible, while grabbing a or every once a while after a successfull double kill or something like that (for example ganking bot and killing both carry and support). Same goes for Oracles, which I don't happen to buy often but from time to time, to establish even more mapcontrol.
Some games don't want to end so grab some of these, while constantly buying s:
: If you haven't bought it yet, now's the time. DFG offers great burst damage while increasing your ability to gank 24/7 by granting more manareg.
: Mejais with stacks + Deathcap = Raging Opponents and Happy teammates.
No seriously, after Core, if the game isn't over yet, grab a Deathcap for the big AP boost we all like.
: Also really nice on Evelynn as your + Bane-steroid-Autoattack will tear squishies apart, like nothing. Only grab this one if you already got , which requires the game to go very long, or while your doing not soooo well (none or not many stacks on . Ads some really nice DMG while spamming Qs...
: I really like the slow it provides in combination with your . Also it kind of gives you some durability through HP but don't count on it. Only buy it before if your game went bad, else somewhere after .
Other Items normally to buy after :
: SpellVamp + Q for longer fights, also nice in AP heavy teams.
: Need some Armor?
: Got some money and need some MR, Armor and Revive? Normally after finished Bane and Deathcap though.
: Enemies with good MR? No problem.
: They run before you can kill them? Not next time! Also CDR is really nice on E because you might be able to use it twice during a teamfight.
It's not rare that a game ends with you having something like this:
The purchase order normally goes something like this:
Start: (+ if you got the bonus gold mastery)
1. Buy (after the first successfull gank): + (to not run out of mana between ganks)
2. Buy (after some more ganks): Finish or +
3. Buy: Finish and or
Additionally you should buy 1-2 every now and then to ward dragon and your carries lanes and some / to not run out of mana or HP.
Remember that this order of buying is not always correct, so feel free to switch it around a bit to fit the situation perfectly.
The Thing with early Sheen
In my experience, an early Sheen never did the Damage I would have wanted it to, simply because in early levels your base-AD is just too low to boost your damage. Also AP-Evelynn needs more of this "100-0"-Feeling as you will be too squishy to put out dps and chase people. Just grab a later on.
Early GameNormally you'll go top with your sololaner, and steal some of his CS until you get Lvl2. Then put a point in and go Mid or stay top, to hopefully grab First Blood.
After that recall to buy, and then go ganking as much as possible. Never forget that Evelynn's strength is her early game, where your enemys simply can't afford to buy oracles, because it would delay their corebuild.
Your main through early- and midgame jobs will be:
5. start at 1.
Also never underestimate the fear in the hearts of your enemys. The won't see you until it's too late, so they'll miss out on CS or they simply get ganked if they can't freeze their lane near their turret. Make sure your Mates keep you informed about which areas and bushes are warded, so you can stealth before you get there. In my opinion, if the opposing team has warded their lanes, your ganks will be successfull more often just because they'll feel saver and make mistakes. Note that, that will only work if your team really watches out for wards and tells you.
Don't forget to check your level and the enemies before you gank a lane. Sometimes it happens that you really fall behind in level, making it hard to gank. If you notice a bigger gap, try stay in a lane for some time to get some exp (ask your mates if anyone wants to go buy and then take his lane until he returns). Also you could jungle a bit, killing the easier camps (wolves and wraiths). Just make sure you're not 3-4 Levels behind.
Got nothing to do? Clear some junglecamps while waiting for an opportunity to gank. Counterjungling could also be an option. More on that in the "Map-Control, Jungling and Counterjungling"-Section.
Mid GameUntil now you should have established some kind of control over the game and your Core should be about to be finished. The whole map is warded, and your team knows every movement of the enemy team. Just continue to gank as much as possible (it get easier everytime you're successfull due to ) and help to push the lanes after your ganks. Just watch out for and and everything's fine. Both of these items do cost much for simply providing some kind of safety, they don't completely shut you down.
Simply press the advantage you have established until now to completely wreck your enemies. Grab an to clear enemy wards, denying them information, while snaging dragon and their buffs. Try to force teamfights now, as they'll be weakend from their bad earlygame thanks to you. For more detail on what to do in teamfights, check out the section about it below.
Map-Control, Jungling and Counterjungling
As mentioned above, your jungle won't be used, as your team normally won't have a jungler AND a roamer (new meta I guess ^^). Pressing your advantage early with donating every Blue-Buff to your AP-Carry from the start on can change the outcome of a game, as he will be able to farm really well, while also preventing his opponent to do that. Same goes with Red-Buff and AD-Carries. Note that your passive won't prevent any damage taken from neutral creeps. From level 3 or 4 on, you can start to kill the easier camps aka wolves and wraiths and sometimes golems (as they deal quite some amount of damage) every now and then.
Feel free to take enemy junglecamps during early- and midgame to slow the opposing jungler. Remember that leaving behind one or two creeps while taking the bigger ones that give the most gold, will prevent the camp from respawning, so your enemies will have to walk up to it and finish those of, for the camp to respawn again, costing them precious time and gold. Doing that over and over again, can really hurt the opposing jungler in terms of gold, making him fall behind. Try to keep track of him if you want to do so though, so you don't get caught, while executing your nasty job.
- YELLOW: Your own Jungle-Camps that should be cleared from time to time.
- WHITE: Buffs you should help to do.
- RED: Jungle-Camps to take if counter-jungling.
- GREEN: Areas to ward, making it easier for your team to avoid ganks, and to keep track of the opposing jungler.
- PINK: Areas where a would be fine at high priority objectives like Dragon and Baron.
Late Game...Late Game, yeah!! We don't like that, everybody now has some kind of finished build and is able to buy and . Life's not as easy as it was before, but what ever. Mobility isn't that important anymore, so go ahead and sell your for more MagicPen -> . You should have pushed the lanes enough to be able to win from this point, else you're about to loose anyway. Just try to win a teamfight, take baron and make the final push!
But let's look at lategame a little more detailed:
Now it's really important for your team to group up. No one should ever be alone, except if you know the whereabouts of the whole enemy team. You just can't afford to get caught alone, because for the next seconds every teamfight would be a 4v5 which you won't win that easy. Grab an and sneak around with on, as warding doesn't destealth you, and you can find out the position of the enemy wards. So just make sure, your mates stay together, then check bushes and ward the map without your enemies noticing you.
As you should have really good vision of the whole map, try to use that information to your advantage. For example, if you notice someone of the enemy team is out of position or even alone on a lane, exploit that mistake by forcing teamfights 5v4 at baron or simply killing him. The area around Baron now is the most important area as winning a teamfight there and then grabbing the buff often results in the final push.
As you might have noticed, lategame is all about teamfights and winning them. Winning or loosing a teamfight is decided by two factors: Map-Control and good positioning. You should have accomplished the first one a while ago, and of course you never lost it. The second part is not as hard as it might sound because of your . Before the fight breaks out, you should have positioned yourself a somwhere behind or next to the enemy team, out of their s range. It's not that big of a range so no problems here. As someone initiates, press for more movementspeed, run up to the most important target (AD or AP-Carry, simply the person who will deal the most damage) and bursting out everything you have which will be rather much in a rather short time. Normally the combo of ---qqq... will kill them in the blink of an eye. As soon as he or she has dropped, press again, as its CD will have reset from the kill/assist, and run out of dangerzone while putting stealth back on.
You have to make sure though to clear the area from s before, as they're your main problem, because the enemies will see you coming from behind, so I suggest you to put on an . An enemy wearing won't prevent you from killing their carry but from escaping afterwards, but harm's done anyway.
Screenshots & Videos
Both these pictures show the main reason why Eves ganks are really strong. As you can see, Ahri is really low on health, but thinks she's save as Shaco's nearby AND she would be able to escape with her ultimate if someone walked out of the river. But as she can't see me walking near her, there's no chance she can react in time.
On the second picture Lux becomes overconfident, because she can't see any of Yis allies and he's not fighting her, so she chases him a bit. That mistake allows me to walk up to her, resulting in her death, as Yi turns around and followed by some autoattacks.
Two games I recorded some time ago (not using the runes I use today), which are a perfect example of a game with Roaming-Evelynn. As you can see i finished the first game with 18 CS, but I'm only a little behind my teammates. Oh well and in the second game, I got really fed. Enjoy watching and try to imagine how many more ganks would have been successful if I have had instead of .
Final CommentsI hope you enjoyed my guide to Full-AP-Roaming-Evelynn, if you got any Questions, please let me know, and I'll try to explain them. I'll also update my guide from time to time and upload some videos, and pictures of the gameplay and so on and so forth.
PS.: Well I just play against some really good so I wanted to share some lulz with you ;)
- 08.02.12: Released guide
- 22.02.12: Added section about Sheen in "Items" and included Smite in "Summoner Spells"
- 28.02.12: Added some more details in the "Skills" section
- 29.02.12: Changed Masteries - Thx to Qvintuz for reminding me that Summoner's Wrath works well with Ignite+Exhaust
- 01.03.12: Corrected Ravage explanation - Thx to CuZza for pointing the mistake out