Guide on hiatus until Eve stops being heavily altered by Riot.
Added ranked activity to Example Matches section.
Updated Example Matches Section.
Replaced Assassination Combo Video.
Removed most instances where Deathfire Grasp is discussed.
Updated Patch notes section. Will run some tests and consider revamping guide to replace Deathfire Grasp with Morello's Evil Tome.
Starting project to give the guide a full revamp, removing Deathfire Grasp from the recipie as well as other major alterations.
Added "Why not rush Deathfire Grasp over Hextech Gunblade?" segment to "Items Explanation" Section.
Rearranged item build lists, most notably lowering the priority of Rabadon's Deathcap. It is now clearer which items best suit Eve and when to build them.
Added a new example match showing how to utilise Eve's stealth.
Added Syndra to "Lane Matchups" section.
Removed old(now broken to LoLreplay) example matches and replaced them with more recent working ones.
Amended "Bushes" segment, removing outdated information. You are now alerted when an enemy approaches you while you're hid in a sight warded bush provided you can see the enemy.
"Patch Notes" section updated.
"Lane Matchups" section added.
Updated rune choices.
Added two new LoLReplays in "Example Matches" section to show an example of games which dont go your way.
Updated "Mid Game" and "Late game" to elaborate on what you should be doing to gain the upper hand for your team.
Added "Teamfighting" segment in the "Late Game" section.
"Evelynn, when and why should I pick her?" Section added.
"Item Explanation" section updated.
"Evelynn... Squishy?" Section added.
Added new match to "Example Matches" section.
"Patch Notes" Section added.
"Example Matches" Section updated with image provided by ShadyDingo.
"Example Matches" Section added.
IntroductionHello! My name is Camudaki of EUW from England and this is my first guide. I'm not an active ranked player(abandoned it once I reached 1400ELO) but I've been playing this game for a couple years now. I specialise mainly in melee champions and assassins so after the recent Evelynn rework I decided to pick her up with an open mind as to how her kit can best be applied to Summoner's Rift.
Evelynn has been hated by the masses for as long as I can remember. This rework is Eve's big chance to shed her old reputation as a troll pick and earn the respect of the community. Unfortunately a lot of people tried her and found her to be a generally underwhelming jungler, so I'm making this guide in an attempt to save her from slipping back into the "unpickables" catagory.
This guide focuses on an aggressive burst AP build in mid lane. Dueling the enemy mid and using your stealth to gank other lanes as much as possible. Her payload damage is extremely high combined with surprisingly high durability and constant magic damage output makes her a sort of hybrid between and .
Pros and Cons
- High burst and sustained damage
- Scales well with both AD and AP
- Self sustains mana
- Strong 1v1 and ganks
- Good kiter
- Breaks slows
- Vulnerable to hard CC
- No hard CC in her kit
- Item/gold dependant
- Close range
- False sense of security from
Item cost reduced to 3400 from 3625.
Combine cost reduced to 275 from 600.
Attack damage increased to 45 from 40.
Ability power reduced to 65 from 70.
Life steal reduced to 10% from 15%.
Spell vamp is no longer unique.
NEW Unique Passive: Your basic attacks and single target spells against champions reduce the cooldown of this item by 3 seconds.
Active magic damage changed to 150 + 40% AP from a flat 300.
Active slow reduced to 40% from 50%.
Slow duration reduced to 2 seconds from 3.
New recipe: Needlessly Large Rod + Amplifying Tome + 965g.
Item cost increased to 3000 from 2600.
Combine cost reduced to 965 from 975.
Ability power increased to 100 from 80.
Now grants +15% cooldown reduction.
NEW Active: Deals 15% of target champion's maximum health in magic damage (down from 15% of target's current health + 5% per 100 AP ), then amplifies all magic damage they take by 20% for 4 seconds. 60 second cooldown.
My all time favorite item Hextech Gunblade suffered it's hardest hitting nerf yet this patch. With the reduced base damage and slowing power it simply isn't a viable choice on Evelynn anymore :( . Not all is lost though, as our old friend Deathfire Grasp has made a triumphant return in the form of mid/late game item. At the cost of strong self sustain we have regained some of that 1 shot burst which made her an instaban a couple months back.
League of Legends v18.104.22.168
- Ability Power ratio reduced to +1% every 100 Ability Power from +1% every 50 Ability Power
- No longer grants Cooldown Reduction
- Active base damage reduced to 15% current Health from 25%
- Ability Power ratio increased to 5% per 100 Ability Power from 4%
's AP ratio has been halfed and has been hit very hard. now deals more damage than in mid game, so there is absolutely no reason to rush a on Evelynn anymore. Eve should no longer be an instaban, the best part is that overall she is only harshly nerfed if you played her as a squishy burst assassin. Like I said before I'm happy with these changes and with the loss of cooldown reduction on I would highly recommend going after your gunblade. The damage dealt by 's active will not compensate for the reduced damage deals without 20% cooldown reduction. I still think Eve is a very strong pick, she is simply no longer a faceroll champion. Her health shield still exists and her damage output is still extremely high.
League of Legends v22.214.171.124
- Detection radius reduced to 700 from 750
- Mana cost reduced to 14/18/22/26/30 from 19/23/27/31/35
- While active, Evelynn now ignores unit collision
Cooldown reduced to 15 seconds from 20
- Cast range increased to 225 from 185
- Cooldown reduced to 120/90/60 seconds from 120/100/80
These buffs were stronger than I anticipated. They've gone too far now. She's far, FAR stronger than Eve has ever been on League of Legends. My main for the last two years has been : he was reworked then repeatedly buffed to the point where I was laughing at how much they went overboard on him. One month later people realised and he became an insta ban. This is where Eve is now. She's a sleeper OP champion. Mark my words on this.
League of Legends v126.96.36.199
- 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
- Cooldown reduced to 120/100/80 seconds from 150/120/90
This is an AMAZING buff for Eve. The buff especially will let you drop in and out of stealth in lane much easier, keeping your mana high and your enemies guessing. Considering is so common in mid lane we are now better at escaping ganks by duking distance and allowing to come up uninterrupted.
The cooldown makes it much more useful for consistant ganks in early game. It will be much more in line with your / cooldown. Overall a massive buff to her lane presence.
Evelynn, when and why should I pick her?
When to Pick Eve
Eve is an AP Assassin with low CC qualities. She specialises in destroying squishies before they even realise you're there.
Eve is best picked when your team has a high CC bruiser or tank in either top and/or jungle.
Eve is best picked when the enemy team has a squishy midlane and/or ad carry.
Eve shouldn't be picked if your team has no decent initiator/damage soak/CC monster.
Eve shouldn't be picked if the enemy team has champions who like to build tanky mid/bot lane.
Champions you don't like to fight:
- Very tanky lategame mid.
- Your ex. The sight of him makes you feel sick.
- The anti mid, you're no exception.
- Very beefy for a ranged carry.
Why Eve is a Viable Mid
Evelynn is a faster, burstier version of . The reason Eve makes such a good mid is because she is a constant threat to all 3 lanes. Unlike however, the enemy isn't warned by a giant floating eye three seconds in advance before they're about to get ganked. It is very difficult to predict when and where Eve will strike.
This combined with her great scaling, powerful payload, ganking and teamfight presence makes her an all round powerful addition to your team comp. What she lacks in range she more than makes up for in raw damage output and unpredictability.
Why not jungle?I started out by jungling Eve like most others, however she suffers the same problems that other jungle assassins run into.
Junglers generally have a lower gold income meaning that item dependant champions tend to fall behind and don't catch up until very late in the game. Bruisers and champions with good utility can get away with this but Eve's base damage on her skills are rather low with no form of CC pre-6. This combined with no natural way to self sutain health means she has a rough time jungling then will likely come into late game underfarmed and not able to contribute much to teamfights or dragon/baron control.
I'm not saying jungle Evelynn is a flat out bad idea, she simply struggles to reach her full potential without minion waves to farm. Top lane she struggles to deal with bruisers and botlane she would get harrassed too much. Her only logical lane option is mid as both a safe farming lane and a vantage point for ganking.
Eve is a close range mage, so she needs some beef in her setup.
The offence tree is a standard mage's setup. We have chosen AP over AD because it scales with and . It may only be 3 points but every little helps.
In the defence tree, as well as general tankiness, cooldown reduction per level helps churn out faster, while added gold on kills/assists encourages you to gank other lanes to get your core items and promote map dominance. Also reduced CC duration is nothing to sneeze at on a character which is hindered by hard CC.
Same concept as the masteries. In order to build a full on assassin, we need early game beef so we can survive into mid game.
With this build it's important to build armor and magic resist over health because it synergises much better with spellvamp, lifesteal and her huge health shield.
Magic pen Marks will help throughout the game as 90% of your damage output is magical. This includes item actives like .
Flat Armor Seals are generally useful on anyone. Lately the meta is geared heavily towards AD, minions also deal physical damage, as do towers and the enemy mid's auto attacks. Stay in lane, dive towers and survive teamfights with these bad boys.
Flat Magic Resist Glyths allow you to take harrass from the enemy mid, and trust me, they WILL burn their mana on you like water. Melee mids are rare, and the enemy will try to push that advantage. We will cover how this works in our favor later.
Magic Resist per Level Glyphs will scale better into late game if you think you can handle the early game harass.
Flat Magic Resist Quints to ensure that the enemy mid wont even scratch you during laning phase. Also when the time comes to start assassinating the enemy mid, you will always win a straight up duel with this negatron skin.
Pretty standard mage setup. Eve likes killing, Eve doesn't like enemies healing themselves or surviving on 20 health. Solve this pesky problem with so you can refresh the cooldown on and get the heck out of there.
is an alternative but you'll generally find the slow isnt needed as we already have and the damage reduction isn't a strong enough selling point on its own.
Can be useful when the enemy has a lot of stuns on their team. It also clears exhaust so your payload is not reduced as well as the damage part of ignite.
is for those moments when you REALLY need to leave a bad situation or when that crazy drunkard managed to escape you by belly flopping himself over a wall on 40 health.
Alternatively you could take however I find that a squishy assassin without some sort of blink/terrain jump skill rarely gets much chance to utilise this spell.
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.
Otherwise simply known as " Immunity".
This is what makes Evelynn. With this you can watch the enemy without them knowing, it is your initiator, your ganking hallpass, and your escape. There are many things to take into account which seperates the good Eves from the bad ones. How well you can use this passive is a large part of it.
Q: Hate Spike
(Active): Evelynn fires a line of spikes through a nearby enemy, dealing magic damage to all enemy units in its path.
Cooldown: 1.5 seconds
Cost: 19 / 23 / 27 / 31 / 35 mana
Magic Damage: 40 / 60 / 80 / 100 / 120 (+0.45 per ability power) (+0.4 per bonus attack damage)
Remember when this skill was on a half second cooldown and would cause your finger to drop off? Well now it is slightly less painful for you to spam and a lot more painful for the guy it's hitting.
This is your main damage output outside of your initial burst. The damage is pretty huge considering the cooldown and the fact that it is AOE. Some things to keep in mind about the targetting:
- This skill targets your last auto attacked target
- If your last target is out of range or has died, it will target the lowest health enemy within range of hate spike.
This spell lets you farm relatively safely at range if the enemy mid is being hyper aggressive and happens to have blue buff or something.
You can also use the low health targetting and position yourself so that the spike goes through the minion and hits the champion behind as well.
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.
Bonus Movement Speed per Stack: 4 / 8 / 12 / 16 / 20
(Active): Evelynn removes all slows affecting her and gains bonus movement speed for 3 seconds. Champion kills and assists refresh Dark Frenzy's cooldown.
Bonus Movement Speed: 30 / 40 / 50 / 60 / 70 %
Cooldown: 15 seconds
Your get in and out of jail free card. THIS SKILL IS MANALESS. You can use it to travel, however keep in mind this breaks stealth, so avoid using it in areas likely to be warded or if you're wanting to regen your mana.
You passively gain FLAT movement speed from hitting champions with a % boost when activated. With one point in this skill and these two buffs combined you can hit 522 movespeed with only , woah!
If the enemy has a slow, try to save it until after they slow you. Also this skill is refreshed on a kill/assist, so go spamhappy on the W when teamfights kick off!
(Active): Evelynn slashes a target twice, dealing magic damage with each strike. Evelynn then gains bonus attack speed for 3 seconds.
Cooldown: 9 seconds
Cost: 50 / 55 / 60 / 65 / 70 mana
Damage per Hit: 35 / 60 / 85 / 110 / 135 (+0.5 per ability power) (+0.4 per bonus attack damage)
Total Damage: 70 / 120 / 170 / 220 / 270 (+1.0 per ability power) (+0.8 per bonus attack damage)
Bonus Attack Speed: 60 / 75 / 90 / 105 / 120 %
This is part of your burst. The attack speed buff is nice and does contribute a good amount of damage, but we are not focusing on it with this build. It's godly for taking down towers though, just be sure to hit a minion with it first.
Also keep in mind that this skill hits twice, so double the values in-game to see the actual damage.
R: Agony's Embrace
(Active): Evelynn impales all enemies in the targeted area, dealing magic damage equal to a percentage of their maximum 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.
Cost: 100 mana
Diameter of AoE: 500
Cooldown: 120 / 90 / 60 seconds
Magic Damage: 15 / 20 / 25% of target's maximum health (+0.01% per ability power)
Shield Strength: 150 / 225 / 300 per champion hit
Slow: 30 / 50 / 70 %
LAWDY. This is one heck of a skill. Near instant cast, long range, % of MAXIMUM health AOE damage slow that scales with AP and then gives a health shield based on how much she destroyed the enemy team? We have ourselves a blue atom bomb on legs ladies and gentlemen.
If you're assassinating a single person, save this for the end of your burst. It's Eve's longest range spell and can easily land on someone who has used away from you.
Be sure to hit as many people as possible with this in teamfights, as it is a real tide turner both in raw damage and the potential to have up to 1500 extra health on a burst assassin!
This can also deal 1000 damage at range to Drake and Nashor. Stand aside , I got this.
at 6,11,16 as it's scaling is insane.
We max first for laning phase creep farm and harass. This is also your main source of damage until late game, so level this first.
Next we max for added burst, the damage scales pretty well but is outclassed by , so level it second.
is a one point wonder skill. We take a point early but max this last as it simply adds more movement speed which is nice but not vital.
More magic damage for more consistently successful assassinations. Eve is all about killing, and these boots compliment her nicely. can be considered for faster ganks or if you need to tank even more magic damage or are majorly struggling with early game CC.
This item is what gives Eve her much needed sustain, burst and CC. The slow will hold your victim in place long enough for you to nuke them down and any attempts at fighting back will be healed off by the spell vamp this item provides. To top it off the casting range is around the same as the detection distance of meaning you can get into range for this item without being seen. A must have on midlane Evelynn.
Once upon a time this item was overshadowed by . This item is extremely powerful for it's cost. Loads of power, cooldown reduction and a 20 second cooldown active that guarentees your victim will not heal off your payload. Cooldown reduction majorly boosts Eve's damage per second with , and this is the best option cheaply built out of .
Enemy magic damage heavy?
Perfect for close range mages! AP with MR reduction aura and even more magical beefyness for Eve.
Enemy got a fed ranged carry?
In extreme situations you can get this early to survive being initiated on. Though honestly as a stealth assassin you really shouldn't be having this problem. The item gives much loved armour, lots of AP and an "Uh oh!" active. If you bought this as your last item, you must be pretty damn ultra fed and so beefy that you start to look like 's sister.
Is everyone rather tanky?
Have you become so much of a threat that is stacking ? Grab yourself some void power that will even make tanks nervous.
Getting locked down?
Being wrecked by your lack of tenacity? Have no fear! This item will solve your phobia whilst maintaining your damage output.
Got nothing to fear?
TONS OF DAMAGE. 30% boost to all AP sources. Your and will now destroy anyone, you can thank me later.
Items to Consider
If there's one thing you've learned from your relationship with it's how to be a gambler. Your gank heavy playstyle can easily stack this up however one slip up can easily cost you. 20 stacks will make you a monster but I personally don't like the risk involved.
Tons of beef and an extra life. Eve loves the resistances, but she lacks any decent escapes should she proc this item and still be in a bad situation. Regardless it still has its uses and makes people think twice before trying to focus you down over the AD carry.
I don't like on Evelynn in early game as she loses out on vital CC and sustain for (48+3.3 per lvl) extra damage on an auto attack every two seconds. This in my opinion simply isn't worth it as her base AD is too low for any tide turning damage gain. If I were to take at all it would be very late game. If you want this as a core item on Eve I would recommend building her as an AP bruiser as opposed to an assassin so you can get more procs out of it.
A surprisingly good item on Eve. She enjoys being close enough to auto attack and she likes spamming skills. There are generally higher priority items but if you're looking for even more damage output Eve utilises this nicely.
I generally don't build this item on Eve. The main reason being it's hard to afford one after your already expensive core items. The main selling point of this item is the 150% base AD proc which again doesn't do a great deal of damage on Eve compared to other triforce users. Beyond that and the movespeed buff it doesn't compliment your build enough for the price.
Stealth, Combos and TricksWelcome to the meat of this guide.
Eve's playstyle has changed drastically since her rework. Having proximity based stealth makes her a very unique champion who has uniquie tricks which have never before been seen(hehe).
Stealth in Lane
During laning phase we use to sustain mana and keep the opposition worried as to whether or not you have actually left the lane to go ganking. This requires you to not attack or be attacked by any sources for 6 seconds. This is best done once you have cleared a minion wave.
While waiting for the next minion wave, back off and avoid enemy harass. Once in stealth just stay in lane, reappearing once there is a minion ready to be lasthit. This will make the enemy mid used to you not being visible, meaning when you actually do go to gank, he likely wont call "missing" to his team.
Once you're ready to gank, clear the minion wave and back off in the same routine you do when laning. Once stealthed, you can move via the river or jungle to either top or bot lane.
With , you are invisible to enemy , however and towers will still see you.
Here's what happens when you try to gank through a 'd river:
Here's a map showing areas you're likely to be seen when moving to gank:
When Eve was reworked they also increased the truesight range of the outermost towers specifically to prevent Eve from ganking bot/top from behind without warning. Now you must make the call as to whether you want the element of surprise or the advantage of positioning during a gank.
This can be done if you know where an enemy has been placed.
The enemy mid will likely want to follow you if he knows you're going to go gank his team, you can use this to your advantage by deliberately running past an enemy then going into stealth.
After doing this, simply return to your lane without being seen. The enemy mid will panic, order bot/top lane to retreat and likely come charging down the river in pursuit of where he thinks you went.
Warn your team mates of the roaming enemy mid, then make a decision as to whether you want to pincer attack the enemy mid in river, gank the opposite lane to where they expect or to simply push mid tower uncontested.
Remember the first time you encountered hiding in a bush?
Remember the horror of desperately trying to clamor away from a crazed broadsword spinningtop while silenced?
Remember pleading for your life in desperation as he mockingly points to you, summoning a giant golden sword to come plummeting from the sky landing on your face?
Bushes are risky business for Eve. You're best off assuming that every bush has a lurking, even if he's not on the enemy team. They're always there... Waiting.
Never assume will keep you safe. If you go near a bush with a champion in it, you will be revealed, HOWEVER YOU RECIEVE NO INDICATION THIS HAS HAPPENED. You wont see a "!" over your head if you can't see the champion that spotted you.
To deal with this, we become the daywalker of the shadows. Move around bushes, not through them. Only move through bushes when you're fairly certain there are no enemy champions in them.
Early-Midgame Combos and General Tricks
> > > > > > >
This is your ganking and dueling combo. If the enemy has a slow or skillshot CC, save to either break the slow or dodge the skillshot.
Hate Spike Kiting
As landing on champions gives you a movespeed buff from you can go style on the enemy and run away while dealing damage all the while getting faster and faster.
Once the enemy gives up on the chase, they will be injured and you will have your passive movespeed buff fully stacked, allowing you to turn on them for the kill.
Ambushing from Bushes
I know we just went over how much Eve hates bushes, but the false sense of security thing can work both ways.
One of Eve's issues is reliably landing before you have at least a . If you can predict an enemy's movement, you can stealth into a bush to keep yourself invisible until they're right in your face.
This can even work in a warded bush, as they expect to be able to see you as they approach it. Try backing off by a step or two then charge in, appearing a second after they were expecting to see you.
Late Game Combos
> > > > > > > > >
I don't like the term "bread and butter". Have you ever had a bread and butter sandwich? Tastes bland man.
So this is your ham and mustard combo for removing an AD carry or AP caster from the game near instantly.
Before you go in for the kill, be sure to study the enemy. Do they have ? If so be careful not to waste your on it. Do they have a spellshield from ? Then lead with before using .
> > > > > > > > >
You're not as beefy as the bruisers in your team, if possible let someone else initiate the fight.
Use to skirt around the edge of the enemy's vision. Keeping an eye on their movement without being seen yourself. Your invisible presence tends to make the enemy hesitant to initiate while you're not on their radar. So try not to give up this advantage by farming creeps during a standoff or something.
Only attempt an assassination if an enemy has strayed too far from their team.
Once the teamfight starts, try to catch as many people as you can with , the health shield will keep you alive and allow you to survive long enough to dart around the place with positioning yourself so that hits multiple enemies dealing massive damage. We use ignite earlier to reduce any healing through lifesteal, spellvamp or supports.
Evelynn... Squishy?Let's take a look at her stats:
lvl 1 - 500
Lvl 18 - 1962
has the exact same base health and health per level as and . This puts her just above average overall. If compared to bruisers she would be one of the lowest health bruisers, however she is the amoung the highest health midlane champions. The only midlane champion to have higher health at both lvl 1 and 18 (by 3 whole health points) is .
lvl 1 - 16.5
Lvl 18 - 84.5
has the exact same base armour and armour per level as . Is this a bad thing? NO! At level 1 their armour is a bit below average, but not as low as real squishies like (14) or (11). However at level 18 they have amoung the highest armour in the game just below (85.4) and just beating (84). These a some seriously beefy girls.
So why does feel so squishy? Her lack of magic resistance scaling(+0 per lvl) with horrible base health and scaling may have something to do with it.(lvl 1:460 lvl 18:1752)
Her midlane beef rival loses in the armour round with (lvl 1: 16.4 lvl 18:74.2), though he makes up for this with his passive which reduces auto attack damage by a flat amount.
All champions start with a base MR of 30. There are however 3 tiers of MR per level.
+0 MR per level
+0.75 MR per level
+1.25 MR per level
Almost all mid lane champions have +0 MR.
however gets the staggering +1.25 that the bruisers enjoy which means she is AS BEEFY AS THEY COME. There are only three other mid lane champions which get this glorious buff, those lucky few are , and .
Is Eve too squishy to lane? Certainly not, she's one of the beefyist midlanes on the game! Infact her low base armour with decent health, armour and magic resistance scaling means that on paper she is much better suited to laning!
Grab some and . In extreme cases you can instead go if you're really concerned about being forced from your lane pre Lvl6.
You'll want to begin by wishing the enemy mid luck, informing them that you find their summoner name really cool and that you're a girl and that they should go easy on you. Also periodically type ":3" in all chat to really disarm your opponent.
Eve's base damage on is laughable for the first two ranks, so dont go out of your way to harass the enemy. Play the farm game, be passive and act as cute and unthreatening as possible. Soon my friends, soon...
If the enemy mid is a big meanie and is playing hyper aggressive, keep calm and carry on. You've built early game beef, remember? Unless it's a manaless mage who also has a bad earlygame like your healthbar will outlast their manabar 9 times out of 10. Just try to avoid any skillshots they have and duck into stealth when possible. Use to last hit from a distance then back off.
This is it! This is when you can start showing your true colours! Time to release all that pent up hate and malice.
Go grab some items. At least and . It's time to bring the pain.
Inform your lane opponent that you're actually a middle aged man living with his mom, this part is mandatory.
Start harassing with , they will probably still be chuckling at how little damage it was doing earlier, oh how little they know.
Do your routine with the intention of blood when you reappear. Who will be your first victim I wonder? Top, mid, bot, the world is now your oyster.
Gank. Gank. Gank.
Go to your lane and push the minion wave to the enemy tower. Don't be afraid of burning half your mana while doing so, you can regen that while traveling between lanes with .
Avoid going near the enemy towers as their truesight range is huge. Coming in from the side is usually best for the element of surprise, however if you're ganking a pushed lane you may have more luck being spotted by their tower but coming in from behind them.
Never being visible is great map dominance. Keep an eye on the enemy mid and make sure he doesn't get away with roaming much himself. You're a great counterganker so dont be afraid to let the enemy mid/jungler start a gank on a lane you're in. They probably wont have factored in having to deal with you and your and will suddenly find themselves nearly dead and slowed infront of a health shield frenzied maniac.
Be sure to return to your lane after ganks to stop the enemy mid pushing your tower. Don't be afraid to ask your jungler to cover it if you got injured during a gank and need to return to base first.
You should have at least by now, make sure to use the active as a 50% slow will secure you those precious kills that you want to rack up to snowball with .
Maintain the turf around Drake, buy an and start destroying wards if you really want to strike fear into them. If you die and lose the oracles buff, don't bother buying another, you need your core items. Leave that job to the jungler and/or support.
If you play your invisible presence right then the enemy will seldom dare to leave the shelter of their towers, use this fear to secure Drake when it's up and even consider contesting their buffs with the cooperation of your jungler.
Assuming the enemy jungler started at blue buff, the first respawn should be at ~7 minutes. On a 5 minute respawn, assuming they took it again as soon as it came up, their blue buff should next be up at ~12.5 minutes. Buff control wins games. Try to work with your other lanes and jungler to make sure the enemy can't give their blue buff to their mid. Use your stealth to scout their blue if you suspect they may be taking it.
Drake respawns after 6 minutes. Try to take it with your bot lane/jungler after a successful gank at bot. Watch for the enemy moving in and make sure your jungler has smite up to maximise your chance of taking it uncontested.
Late GameYour payload should be able to take out squishies who are out of position. However you should mainly stick with your team.
Don't get cocky and start roaming about by yourself. Especially in unwarded areas and if you're not using . The enemy has enough damage to nuke you back if you're not careful, so don't get caught out.
Your can clear minion waves very quickly, use this to keep the lanes pushed to maximise map control. Coordinate with your team and try to take drake when possible and keep control and vision over Nashor. Ward coverage and denial can make or break late game. If the match is in a stalemate, get an and some and give your team the upper hand.
You LOVE Baron fights. Her ult is roughly the size of Nashor's home making a x5 hit with easy along with 1k damage if you're attempting to steal it from under the enemy.
You're an assassin, through and through. When a teamfight kicks off, you job is to get to their biggest, squishiest damage dealer and snuff them out before they can deal too much damage.
Just as other AP assassins like , and : you need to be one of the last people to enter the fight. By this I don't mean wait until the fight is over, enter 1-2 seconds after the initiation so that most of the hard CC has already been blown on your team's tanks/bruisers.
Unlike the 3 mentioned before however, you have no real gap closer, only a move speed boost and your sneaky stealth. This can infact be better as the enemy team wont be aware that you've entered the fight until you're in the face of their ranged carry.
Having your up as a fight starts is a huge boon as the enemy cannot focus you first, try not to miss out on this.
> ] > > > > > > > >
Nuke down their main source of damage with this combo. The only skill you dont aim directly at your first victim is , this is aimed at as many people you can target at once for maximum damage output and to give yourself 300-1500 extra health for the fight.
Once their damage dealer is down, your will instantly come off cooldown. Use this to get to their next most threatening enemy as quickly as possible, spamming as you go. As you only have and the occasional , try to position yourself so that hits more than one enemy. Your burst may be spent but alone can deal a decent amount of damage every second to each person hit, it adds up very quickly.
Hopefully by now the teamfight should have gone in your favor and you're just using and to clean up the rest of their team.
In the event that the teamfight did not go your way, panic. Eve is no when it comes to escapes, you're more closely related to : you love fighting and don't lose often, but when things go south you don't have a great deal in the way of escapes. Save if you expect to be slowed, otherwise just pop it and get out of there. Don't rely on for escaping, You need to avoid damage for 6 seconds, it's proximity based stealth and is easily interrupted even after it triggers.
Example MatchesDecided to net myself 1500 elo on the last day of Season 2.
Description: An example of how a nice and sneaky Eve gets the job done. Made a few bad judgement calls but overall happy with my performance in this game. Take note of my choice not to buy wards and instead grab an oracles. Call me foolish but seeing as though Eve is one big roaming ward to begin with I rarely find a need to keep myself safe from ganks and prefer to instead blind my opponent to ours.
Description: I get fed. An average game which simply shows Eve can still function without a Deathfire Grasp.
Description: I've added this to the guide not for the lane matchup, but as a prime example of how to use Eve's stealth. Notable examples are before minions spawn for scouting, ward clearing, and making an escape at 8:30.
Lane MatchupsThis is split into two sections for each champion: Early and Late game. These will be ranked "Easy", "Medium" or "Hard".
Earlygame is around lvl 1-10 and focuses on the time you spend in lane with the enemy mid. This assumes you've taken a defensive playstyle and are simply trying to farm and that your lane opponent is playing moderately aggressive.
Late game focuses on how much of a general threat the enemy mid will be in teamfights or caught alone by you by yourself.
This is based mostly on personal experiance, any matchups I have yet to encounter will have "*Theory*" after the icon.
Early: Easy. Her skillshots are easily dodged and she can't do much to harass you beyond that. Attempt to kill her at lvl 5, it's the only chance you're going to get against a good one. Go gank other lanes after that, it's often not worth the effort unless you can bait her ult without using your own.
Late: Hard. Good luck catching her. If you can get into melee range you can nuke her down pretty easily, the hard part is doing your full combo before she can press R. Wall hopping menace, otherwise not too devistating. Focus their AD carry instead in teamfights.
Early: Easy. She can't do much to harass you without getting injured herself. Out of the two you're the burstier one. Don't attempt to trade if she marked you then backed off. She will deal more damage if she double procs you.
Late: Medium. Two words. Stealth Bubble. Buy an oracles/carry a pink ward and she is easily slain, fight her without one and you'll be the victim.
Early: Easy. Ahahahaha! This stupid bird picked the wrong champion to fight against. Your removes her frost debuff, meaning she can't deal double damage with her ice spike unless she manages an ice ball at point blank range.
Late: Hard. The egg. THE EGG! It's risky to focus her first in teamfights purely because of her passive, go for the AD carry instead.
Early: Medium. Can be pesky with those long range spells and auto attacks, but generally lacks the damage to get through your MR.
Late: Easy. No dashes in her kit. Squishy despite her resistances buff. Mind the stun and you'll easily payload her.
Early: Easy. Easily dodged AOE and skillshot, shouldn't be a problem.
Late: Easy. Slow moving, pretty average damage output. No survivability spells. Easily bursted.
Early: Easy. It's not too difficult to dodge her poisons but she tends to spam it that often that you'll get hit a few times. Zoom away with if she starts slinging fangs at you.
Late: Medium. Don't take an ult to the face and she will fall very fast. If she lands the ult, there's a chance you will fall as she is pretty consistently bursty.
Early: Easy. Melee range mid. You can kite her very easily and burst her back if she really tries to go for you.
Late: Easy. Same as in laning phase, she has decent burst at melee range, but so do you. And you can run away while doing it then turn around once shes taken anough damage to get bursted.
Early: Easy. Another melee mid. The reason you can beat him is because you have range in . He's fast, but there's no dodging an endless hate spike flurry.
Late: Medium. He can be pretty bursty at this point, but he doesnt have an instant CC and likes to get up close. You burst harder than him.
Early: Easy. Only has a slow for CC until he gets his ult. Skillshot based but generally easy to dodge.
Late: Hard. Gets beefy and his ult will wreck you if he has a team mate nearby. Ambush with caution.
Early: Easy. Easily dodged skillshots. If he uses his belly flop on minions, go for him to make him waste his ult saving himself.
Late: Hard. Flies around like a drunken madman. Jumps over terrian easily and can send you flying away from whoever you're trying to assassinate. Beefy to boot. Generally difficult to deal with.
Early: Easy. Pushes then gets ganked. This will happen. He can't not place his turrets because you'll just run up and kill him.
Late: Easy. No escapes, no survival skills, no hope.
Early: Easy. Play dodge the skittles. His wall is broken by your .
Late: Easy. Easily nuked. He can't do much beyond requiem rage after you've assassinated him.
Early: Medium. Can be pesky, but he tends to struggle with mana. He can't properly payload you without putting himself at great risk of being payloaded back as you can break his slow.
Late: Hard. Teleports. Enough said.
Early: Easy. Her bouncing blade now hits you in stealth, but that's literally the only thing she has going for her. Stand back when she throws a knife and you'll be fine.
Late: Easy. Close range assassin with a slower burst than yours. She literally jumps on your face and asks to get killed. Katarina was my main mid before I picked up Eve, she simply can't beat you unless she teleports away and throws knives for three minutes.
Early: Easy. Easily dodged skillshot. The only way he can easily mark you is with his passive auto attack. Back off/duck into stealth until he wastes it on last hitting a creep.
Late: Medium. This close range mage stuns you. Consider tenacity and you'll easily beat him.
*theory* Early: Medium. Her silence attack may get annoying.
Late: Hard. Silence to stop your combo. A dash and a snare. She should outright destroy you with her kit.
Early: Easy. Skillshots that are easily dodged.
Late: Easy. No dashes. She might slow you down with a snare, but that's all she's got going for her.
Early: Easy. No decent form of harass so long as you dodge his malefic visions transferring from your minion wave to you. Even after he gets his ult his combo isn't strong enough to drop you.
Late: Medium. His supression can put you in some really nasty situations. Grab a to solve this if need be.
Early: Hard. You can't harass him and he chugs through minions like no tomorrow. Expect to lose your outer tower when you go ganking. If you get jungle ganks he can be an easy kill. You can beat him in a straight up duel so do so if he overextends.
Late: Easy. Shouldn't be a problem after laning phase. He's slow and his damage isn't that high.
Early: Easy. A slow skillshot. Dodge that and she can't touch you.
Late: Easy. Her saving grace is her CC immunity. You don't care about her CC immunity. Her black shield gets destroyed almost instantly and you can usually kill her before her ult finishes channeling.
Early: Medium. Depends on the player as to how hard you get harassed. You can dodge her ball most of the time if you pay attention to where it is. It'll most likely move as you approach a minion. Try to duke and get the minion with instead of an auto attack.
Late: Medium. Her ult can mess you up in critical moments. Her speed buffs and slows generally dont effect you though as you have and .
Early: Medium. This guy won't stop shoving his big red balls in your face. Luckily the damage isn't great in early. He has no escapes so if you want to attempt kill him. Bait his snare, back off, then go for the kill while it's on cooldown.
Late: Hard. His snare will mess you up and he takes a lot longer to go down compared to the average mid. Go for the AD carry instead but expect to get snared anyway in teamfights.
Early: Easy. Her starcall is proximity based. Stay back and minions and you'll be fine.
Late: Easy. Pretty much an easy kill. The silence will slow down your combo, but she has nothing to follow it up.
Early: Easy. Your can avoid his lazerbird snare combo almost entirely.
Late: Easy. His damage is spread over a long duration, where as your damage output is generally higher. He may be beefy but he won't last long stood next to you.
Early: Easy: Her attacks are fairly easy to dodge as they have warmup animations warning you just before it hits. Slow and squishy, her knockback stun helps her escape you a little but lacks any dashes to outrun you with.
Late: Medium. Her single target damage output is extremely bursty. She can hold you back just long enough to payload you by using her knockback. Try not to engagae while she has a lot orbs around, otherwise you should outpower her and generally scale better.
Early: Medium. He deals physical damage, however surprisingly he struggles to beat you. If he combos you, just combo him back after the silence. He has a payload where as your damage is constant, you should win trades if you chase him. Consider an armor rune page for when he appears in draft pick.
Late: Medium. His stealth will save him. Grab an oracles and he's doomed. He's still pretty bursty so be careful. Grab a chain vest if you're worried about being bursted back.
Early: Medium. Ugh. You can outright destroy this guy. But that's not the problem. When you go ganking he will use his ult, revealing you, warning the enemy and even jumping in himself to help out.
Late: Hard. If you can catch him he will die instantly. IF. If he gets lucky and activates his ult when you're out by yourself, things can very easily go wrong.
Early: Medium. The one guy you play aggressive against. Beat him up and make sure he can't farm minions. Your minions will likely push and you will be susceptable to ganks. When you go ganking he will likely sit in mid and catch up on free farm. This tends to hurt his team more than it helps him.
Late: Easy. He's a glass cannon. He can't see you coming until it's too late, even with his stun.
*Theory*Early: Medium. His poke is very long range, and can come from many angles. He could in theory harrass you pretty hard if he's good.
Late: Easy. You should be able to outrun his stun and his damage is too slow to stop you destroying him.
Early: Medium. His harass is pretty weak in early. You shouldn't have much trouble so long as you keep your distance. Though he is manaless so don't expect him to ever let up.
Late: Medium. He can delay your combo with his pool. Those precious seconds of stalling could cost you. Otherwise he won't be much threat.
Early: Medium. Very long range poke which can be hard to avoid. Expect to get harassed while his mana holds.
Late: Easy. Beyond his stun he doesn't have much to slow you down or get away with. His armour passive won't save him from your magic damage output.
Early: Medium. Ziggs has some pretty strong zoning skills. While he may not be able to beat you out of lane, he will make creep farming difficult if he knows his stuff.
Late: Easy. He struggles with in your face enemies like you. No decent escapes means he's easy pickings.
Early: Medium. The bombs are very annoying. When he throws one on you, run into your own minion wave to make him push the lane to your tower. His move speed buff makes him hard for you alone to catch in early but he is easily ganked.
Late: Medium. You can destroy him, however he does have that ult which is always great for stalling. Expect to see whoever you focus get revived.
Early: Medium. Her attacks are easily dodged, however the plants she leaves behind are very good at zoning you. She is likely to push so inform your jungler of an easy gank.
Late: Medium. Her damage output is pretty huge, but you can burst her down easily. The reason she is a threat is that even after she dies any plants she summoned will linger and keep attacking you. Also watch out for that passive.
Final CommentsI hope you've found this guide helpful and I wish you all the best with Evelynn.
If you have any questions, comments or feedback. Feel free to leave them here and I'll try to respond to them.
I'm a fairly laid back guy so if you want a game on EUW then just throw me an invite and let's have some fun! (Pref: Summoner's Rift or occasionally ARAM)