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EVELYNN
[S3] Jungling AP Evelynn
by DeepSquad
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RUNES>
9 Greater Mark of Magic Penetration
9 Greater Seal of Armor
9 Greater Glyph of Scaling Ability Power
3 Greater Quintessence of Ability Power

MASTERIES>
Offense (21)
Summoner's Wrath

0/1
Fury

0/4
Sorcery

4/4
Butcher

0/2
Deadliness

0/4
Blast

4/4
Destruction

0/1
Havoc

3/3
Weapon Expertise

0/1
Arcane Knowledge

1/1
Lethality

0/2
Brute Force

0/2
Mental Force

3/3
Spellsword

1/1
Frenzy

0/1
Sunder

0/3
Archmage

4/4
Executioner

1/1
Defense (9)
Summoner's Resolve

1/1
Perseverance

0/3
Durability

4/4
Tough Skin

2/2
Hardiness

0/3
Resistance

0/3
Bladed Armor

1/1
Unyielding

0/2
Relentless

0/2
Veteran's Scars

1/1
Safeguard

0/1
Block

0/1
Tenacious

0/3
Juggernaut

0/3
Defender

0/1
Legendary Armor

0/3
Good Hands

0/1
Reinforced Armor

0/1
Honor Guard

0/1
Utility (0)
Summoner's Insight

0/1
Wanderer

0/3
Meditation

0/3
Improved Recall

0/1
Scout

0/1
Mastermind

0/3
Expanded Mind

0/3
Artificer

0/2
Greed

0/4
Runic Affinity

0/1
Vampirism

0/3
Biscuiteer

0/1
Wealth

0/2
Awareness

0/4
Strength of Spirit

0/3
Explorer

0/1
Pickpocket

0/1
Intelligence

0/3
Nimble

0/1
SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Shadow Walk (Passive)
Hate Spike X X X X X
Dark Frenzy X X X X X
Ravage X X X X X
Agony's Embrace X X X
ITEM BUILD>
UPDATE 1/12/2013: (Newer build that provides more instant burst and give you the ability to practically 1v1 any champion in the game. However, you will not be able to really be everywhere and only can focus on a few, but hopefully successful, ganks)

Ok so I've been testing a lot of Evelynn builds and there are alternate builds that could give better results if you need to single-handedly carry the entire team in your backpack. The old build still works don't get me wrong but it doesn't snowball as hard as the recent builds that I've tested. I will list the new build and then give explanations:

Start: same as before
Core: kages-lucky-pick, sorcerers-shoes, deathfire-grasp
Late Game: rabadons-deathcap, abyssal-scepter, void-staff, zhonyas-hourglass, morellonomicon, guardian-angel

The Core has changed since I realize that the extra magic pen from the sorc boots provide a lot more damage over the mobility boots. The mobility boots have more utility in that you gank more but if the kills aren't secured, there's no point in having them. The kages lucky pick also provides a little snowball since it is easy to pick up and will pay for itself and evolve into a morellonomicon (which I will discuss later). DFG is the absolute best item on Evelynn since she has so much burst and since people can't see her, they will get killed without even the slightest reaction from your opponent. The time where Evelynn really shines in my opinion is at level 11 since your ultimate gets a lot stronger and your opponents don't have that much magic resist yet. The DFG+ ult + e + q spam will kill even the tankiest of champions in seconds.

The Late game items provide extra magic penetration and AP for more damage and the Zhonyas provides the utility to either dodge skill shots or give you the ability to initiate and blow everything on a single target and then be clear for a few seconds so the heat is off you so you can clean up afterwards. The GA is for extra protection in case those few seconds weren't enough. I really like having both Zhonyas and GA since it gives you almost invincibility in team fights.

Morellonomicon isn't really discussed in a lot of Evelynn guides and are often overlooked but I will go in depth to try to persuade you to get this item. Before, we only have a 34% CDR with the Spirit item but Morellonomicon does essentially the same thing as the Spirit item but better. If you have the 4% from Masteries and 15% from DFG, that should add up to 39% CDR (almost the cap of 40%). This translates to about 36 seconds on your ulti at level 16 and also less than 1 second per Q. This means that you can sometimes have 2 or even 3 ultimates per team fight. Also, at this point, your AP should be around 500-600 and since Q scales 45% of that, you will be doing 350-400 AOE damage with just Q alone every second! And since Q does cost 30 mana/second, the mana regen from Morellonomicon can really benefit you over a long period of time.

This new build provides an extreme amount of burst to single target and multi targets while still providing enough damage to be useful over the course of an entire team fight.


Old Build but still viable if you like to be everywhere and provide an equal amount of help throughout the lanes:
hunters-machetehealth-potion5
Always start with Machete and Pots. After testing Boots and Cloth Armor, there is no way to clear the jungle without going back to base (this is even with full 9/21/0 or 0/30/0 builds). Also, the single point in Ravage gives that needed attack speed to clear the jungle quickly with the Machete.

Update: It is actually viable to start with Boots 3 now if you are given a lot of help on your blue and plan to just gank and not clear the jungle.

Core:
spirit-stone into spirit-of-the-spectral-wraith, kages-lucky-pick into morellos-evil-tome, boots-of-mobility

After you get these, you will have 34% CDR, Regen, and Spell Vamp. Spell Vamp is a stat that a lot of people neglect but scales amazing with your AP. When you hit your ult on 3-4 people, you can go from half health to full and even if they focus you, your Q and E will constantly boost your health back up.

Late-Game:
Offensive Items:
rabadons-deathcap,hextech-gunblade/deathfire-grasp,void-staff
Defensive Items:
guardian-angel,abyssal-scepter,zhonyas-hourglass

You can build these in whatever order you like given the scenario. If you need to do more AoE, get the RC/VS combo to nuke everyone down with your kit. If you need more single target nuke, get the Gunblade or DFG. Gunblade got a huge buff in S3 now that it can refresh itself really quickly if you keep attacking/spamming your abilities. It also gives all those extra perks of AD, AP, Life Steal, and the almighty Spell Vamp. Get GA if getting focused.
Introduction
Hi I'm DeepSquad on the NA servers. I'm currently a 1700s player that plays almost exclusively Evelynn at this elo. There aren't many dedicated Jungle AP Evelynn guides out there and especially with the new Season, it might be a good time to share my wisdom.
About Evelynn
Evelynn is unique in that she has a passive that gives her invisibility. At the ELOS I play at and probably below that, no one really buys vision wards even though the jungler is Evelynn. This gives you a huge advantage in ganking because no one will see you coming.

Some people also play Evelynn AD with a Trinity Force but I feel that this type of Evelynn build requires to much time to kill someone. Part of playing Evelynn is the surprise "insta-gib" factor that it provides and the AD build just doesn't provide that. It also intrinsically makes you more vulnerable to CC because it takes time for you to kill other champions. Your main goal late game is to insta-gib the AP/AD carries and the best way to do that is the super burst of the ult and Q/E combos.

Runes and Masteries
The goal here is to do as much damage as possible because sometimes, that little extra damage and turn the tide in games.

Runes:
Flat Magic Pen marks are the best in slot to do the most damage.
Flat Armor seals are the best in slot for jungling and is mandatory.
Flat AP glyphs are good because they are needed to clear the jungle quickly. AP/lvl doesn't offer that to you.
Flat Movement Speed quints are good because they give you that extra mobility to gank. Flat AP here is good as well.

Masteries:
21/9/0
You need the 21 in offense to maximize your damage and the 9 in defense with minion mitigation to clear the jungle with a decent amount of life to go gank.
Early Game
Your goal here is to clear the jungle as fast as you can and go gank lanes.

Blue Side:
Wolves -> Blue -> Wraiths -> Wolves Again -> Red -> Wraiths -> Golems -> Wolves

This is the best way to clear all the camps. Using your judgment, you can decide to skip any of these camps if you see one of the lanes are really pushed and the ally in lane has some kind of kill potential.

Purple side is essentially the same thing.

However, if you don't see any gank opportunities, you can go pick up your stone and either keep clearing your jungle or try to make some plays in the lanes.
Mid Game
At 6, your ult and kit does a pretty good amount of damage. You can chase people down with W and just sustain them down. Note: save W if the opponent champions have a slow. Otherwise, you can initiate with W as soon as the exclamation mark is over your head and go for the kill.
The combo you want to do is W (if possible) -> right click them to stick on them and get those autos in -> R -> Q -> E -> QQQQQQ. The auto attack part is fairly important in that it adds quite a bit of damage along with the Attack Speed steroid of E so don't forget that.
Late Game
The goal here is to just insta-gib the carries with your combo. You should be a powerhouse no matter how much MR they have. The beauty here is that you have so much Spell Vamp that even if they focus you, you will just gain it all back. If they focus you, that means they aren't focusing your AP/AD carry.
Ganking in General (Team Fighting)
I decided to add a new chapter just specifically for ganking since it is what makes or breaks you as an Evelynn player. This build makes Evelynn relatively squishly so logically, you can't really be the first one to jump in massive team fights. Like the old adage, it doesn't matter how much damage you do if you're dead. The advantage that Evelynn has over other squishy type champions is that she has a passive that makes her invisible. Although the range looks somewhat short, you can still lurk around the outskirts of their vision while still being able to go in anytime with your W and fast movement speed of your boots. You want to wait for most of the big CC/slows and cooldowns to blow and then rush in there and kill the AD/AP carry. Evelynn is similar to Katarina in that you are the master of cleaning up since you do so much burst and have so much sustained damage over time.

There is a special case in which all 5 members of their other team is together and somewhat low. In that case, you can actually initiate by using your ult and just use your Q/E on the rest of the remaining targets. Since you have a good amount of spell vamp and AP, you should be able to live through whatever remaining damage your opponents can do.
Conclusion
Thanks for reading my guide and I plan to keep it up to date with the meta and whatever new items or changes come out!

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Comments: 5
  • Snooker93
    1 month ago
    I like eve jungle. but i like lichbane on her much. skales very nice with the magic vamp and your e gave u much attackspeed so you will get the extra damage very quick on the enemy carry. 2 hits the adc ^^
  • YuSoChobo
    2 months ago
    @DeepSquad Hey just to let you know your runes say scaling AP glyphs when the guide said otherwise... which one do you recommend? or is it a typo?
  • DeepSquad
    4 months ago
    @WorrEU: Kages Lucky Pick also builds into Morellonomicon, which I am liking a lot due to almost maxing out the damage from Q (more Q = more damage) and also reducing the cooldown of the newly nerfed long ultimate of Evelynn. The primary reason for it is not the gold generating part of it but that part is a nice secondary bonus.

    Gunblade might be a little bit better now that the nerf on her ultimate makes it so the DFG + Ult combo is no longer as potent. I have discussed in the "old build" that Gunblade is actually a viable item to get but was outclassed by the DFG but now that the Evelynn Ult has been changed, Gunblade may become core now. Hope that answers your questions and comments :)
  • WorrEU
    5 months ago
    I think you should skip Kages Lucky Pick because Evelynn should have rather easy ganks. If your bot lane notices their wards are removed, they should just counter-vision ward. This should ensure you enough kills and any gold generating items should be a waste.

    Have you tried Hextech Gunblade on Evelynn? I think rushing Hextech Revolver and Boots of Mobility wouldn't be too bad. Evelynn in jungle should not need to rush Deathfire Grasp because she will always gank with adavantage. Revolver should give enough sustain and later good damage when upgraded to Gunblade (because of Evelynn's good AD scaling on Q and E). You should take Boots of Mobility going this route. Alacrity combined with refreshed W upon assist or kill is impossible to deal with. If you cannot kill or at least pin her down with CC before she kills someone, she is gone with the wind.
  • Artyy
    6 months ago
    This is quite a good guide, I would consider separating the late game items into Offensive and Defensive items, but that is only a minor flaw.

    Your guide is concise and well written, good job.
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