All Guides Evelynn Guides [S8] Patch 8.15 Ex-Challenger LAN + Master NA w/ 3800+ Games Guide || twitch.tv/heinrike
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Evelynn Statistics for Heinrike

Author's performance with Evelynn compared to the ranked average.

Value
Average
Games Played
6
Win %
40
Kills
7.0
Assists
6.9
Deaths
6.5
KA:D Ratio
2.1
Gold Earned
10.6K
Creep Score
119.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

11.png 
Smite for jungling camps and objectives (baron, rift herald and dragon).

4.png 
Flash for comps that have high lockdown and pick potential, to get away from sticky situations. Good tool to escape invades (if you plan on doing so) in the early game.

14.png
Ignite if you really feel like you can get a huge snowballing lead early, either from a lvl 2 gank after completing a buff, or if the enemy team has tons of healing champions. Overall high risk, high reward.

--------------------------------------------------------------------- . . . . -----------------------------------------------------------------
Overall, I would strongly suggest the standard 11.png4.png combo as your summoner spells for jungle eve, as it allows you to be aggressive in team fights, catch up to those high-mobility squishy back line targets, and also a tool for escape if you attempt an early jungle invade. Ultimately eve is an early game champ, and the earliest you snowball lanes or get yourself snowballed, you will have success further in the game.

New Runes Back to Top

**This setup gives you a combination of high burst damage and consistent mobility**


Electrocute gives you high burst damage, Sudden Impact gives you bonus Lethality and Magic Penetration whenever you exit stealth, Eyeball Collection gives you a minor increase in AP, and Relentless Hunter gives you out of combat movement speed. Sorcery: Celerity gives you bonus Movement Speed as well as scaling AP based off of your bonus Movement Speed, and Waterwalking gives you higher mobility and damage in the river.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
W
Q
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
10
W
2
8
9
12
13
E
3
14
15
17
18
R
6
11
16

Skill priority is evelynnq.png > evelynnw.png > evelynne.png > evelynnr.png. Start with evelynnQ.png for early clear damage, and get evelynnw.png 2nd for the improved burst damage on camps and potential level 2 cheese ganks if you have red. Maxing evelynnw.png is a lot more damage output than evelynne.png because of its range and AP resist shred on monsters, which means faster clears, more effective ganks, and just overall a more efficient way of doing damage over having to be melee range all the time.


* IMPORTANT *

Eve's evelynnE.png does in fact reset your auto attack, so be sure to evelynnQ.png, auto attack, then evelynnE.png and stay sticky on your target for maximum damage output! Also, with evelynnpassive.png your evelynne.png does a lot more damage and goes through champions/minions/monsters.

Items Back to Top

Starting Items

    Primary start.

Core Items

    Pure AP Assassin
    Overall best trinket option at lvl 9, go back and buy it ASAP to ensure safe warding from a huge range!

Situational Items

    If you want more damage and survivability
    Great option vs high CC comps or anyone that relies on landing their first ability
    If there's heavy sustain champs: Mundo/Soraka/Aatrox
    Another solid choice if you want something cheaper

Build Path -- AP 

  • Start with 1039.png + 2031.png and a 3340.png!
  • After purchasing 3706.png you can either choose to do 2 things: gank a lane with cc or clear your other side of the jungle and attempt a gank. Most junglers tend to do the safer route and clear their whole jungle over ganking early. This varies depending on your desired play style given the comps in the match!
  • I almost always choose 1402.png over 1414.png  for the slow and true damage burst. Chilling smite is also preferred for me since stickiness is an important mechanic on Evelynn.
  • From here we have 1402.png and we go 3111.png /3020.png/3047.png +  3907.png + 3100.png + 3089.png + 3157.png/3102.png/3135.png
  • You will notice that you have tremendous up time and kiting ability, as well as insane on-hit burst.
----------------------------------------------------------------------------------------------------------------------------------------------

General Tips

  • Analyze the enemy team composition before deciding which route to go, as well as consult with your team to see what they will be building in accordance to their lane match ups.
  • Try not to gank mindlessly not knowing whether the enemy has summoners or not. If they do and the lane you're trying to gank for doesn't have cc, don't bother. Farming in the end, in this patch is actually relatively strong and you can get a huge xp/gold lead if you do so. Balance both ganking and farming by communicating with your team.
  • DO NOT GANK LOSING LANES! This is the first thing any advanced jungle player should know. If you see your teammate's lane getting destroyed, don't attempt to rescue him if he/she is feeding, that will only lead to both you and them losing out on potential other advantages on the map, such as objectives or vision control. This also means that the opponent can 1v2 at little to no loss of power for their team, while you on the other hand are still trying to save a lane that's lost, that has no potential to gain any advantage for your team. Sorry guys, that's just the way it is! Win lane, you will receive ganks to snowball even harder. Lose lane, prepare to ward up just safe farm and communicate with the team on what you are planning on doing. 

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Hard
  • Amumu
    Easy
  • Cho'Gath
    Easy
  • Diana
    Medium
  • Dr. Mundo
    Easy
  • Ekko
    Medium
  • Elise
    Medium
  • Fiddlesticks
    Medium
  • Gragas
    Medium
  • Graves
    Hard
  • Hecarim
    Hard
  • Jarvan IV
    Hard
  • Jax
    Hard
  • Lee Sin
    Hard
  • Nidalee
    Hard
  • Nocturne
    Hard
  • Nunu
    Easy
  • Pantheon
    Hard
  • Quinn
    Medium
  • Rammus
    Hard
  • Rek'Sai
    Hard
  • Rengar
    Hard
  • Shaco
    Medium
  • Udyr
    Hard
  • Vi
    Hard
  • Wukong
    Medium
  • Zac
    Medium

VS

Aatrox

Hard

Don't even try to duel this guy. Don't try and invade him, as he will tear you apart in every shape and form. He has lots of early game damage and his base damage is fairly high on aatroxQ.png and aatroxW.png!

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 
Red-side Jungle Start:  Blue Buff --> Gromp with 11.png --> Scuttle --> Red buff --> Raptors/Krugs

Likely Gank Path: Aatrox is a champion that is good at diving, so he loves to come to top matchups with CC, as well as mid with easy escape routes after diving under tower. Some will farm, some will look for easy dives. 

Strong Jungle Clear? Yes, his jungle clear is fast and he sustains very well leading him to exclude recalling and instead continue farming the jungle or obtaining early game vision as well as potential cheese ganks.

Invadeable? No. If you get caught you will most likely die because his kit allows him to shred you to pieces and he'll most likely never really be low due to sustain from aatroxW.png.

VS

Amumu

Easy

You can invade this jungler at level 2 whenever you want, you can win the duel 1v1 and really put him behind if it's successful.  His jungle clear is pretty fast though and he does remain healthy throughout the clear so you have to either gank lanes or invade him early.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall  

Likely Gank Path: Pre-6 Amumu is capable of looking for lane ganks bot lane or top lanes with CC, and more than likely will look for them when they still have red buff. After 6, Amumu will look for dives if necessary bot or top and can provide insane CC chains with any Tier 1 synergy champ.

Strong Clear? Yes, his auraofdespair.png and tantrum.png give Amumu a very strong jungle clear and he can decide if he wants to power farm to 6, or look for early ganks with red.

Invadeable? Yes. He clears fast, but doesn't have good sustain in the jungle and will be low going into the 2nd buff or after it's done, so look to kill him around the 2:45 mark in this jungle.

VS

Cho'Gath

Easy

Not really a issue for evelynn as far as I can tell. He has lots of cc but it's pretty hard to land on eve and even if he does eve can just evelynnW.png and scare him off. His early game is also very week.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Most cho'gaths decide to power farm their jungle given their fast clear speed and sustain, but if they were to gank it would be most likely top lane with CC or mid with CC after completing 2nd buff or getting scuttle.

Strong Clear? Yes. His rupture.png + feralscream.png + vorpalspikes.png give him a very fast clear and also sustains him very well.

Invadeable? Yes. Even though his sustain is good he spend a lot of mana on early-rank abilities and they don't do that much damage compared to eve with thunderlords early-game.

VS

Diana

Medium

With the rise of tanks and AD-focused junglers in patches 5.22 and 5.23, as well as recent nerfs to runeglaive (cost) Diana has slowly fallen out of favor. She doesn't do much damage until she gets dianaR.png so don't be afraid to invade her and challenge her 1v1 in the jungle.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> lvl 3 top/mid gank or Recall

Likely Gank Path: Most Diana's tend to gank mid lvl 3 with red buff and force an early summoner, but i've seen some just power farm till they get level 6 for dianaR.png gap close and burst, as well as purchasing 1402.png for insane damage early.
Strong Clear? Yes. Diana is very similar to Amumu in the case that their kits allow them to clear very fast and can power farm if they want.

Invadeable? Yes. Diana doesn't have much damage early game without her ult and even though she might not be low from clearing her camps, you can still invade her and kill her while she does her 2nd buff.

VS

Dr. Mundo

Easy

Doesn't really do any meaningful damage until he gets at least 1 item, until then it's not a big deal. Riot already nerfed his infectedcleavermissilecast.png damage and masochism.png damage as well.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Almost always mid with red buff if they synergize with a Tier 1 or Tier 2 champion. Warding early will stop this gank from happening.

Strong Clear: Yes. Currently Mundo is very strong, you won't really stop him from clearing his jungle insanely fast unless you have red and get back up.

Invadeable? Maybe. Depending how good of a leash he gets will determine how low he gets in the jungle doing his clear. In most cases I wouldn't invade him because he's a broken champ in general.

VS

Ekko

Medium

If you have red buff, you can 1v1 ekko levels 1-3. After that it's very hard to win the 1v1 duel in his jungle and but it's easy to counter gank him if you can predict his pathing. That being said, try and put yourself in the Ekko's shoes for which lane has cc and the biggest potential to land a kill or summoners!


Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Most Ekko's that I have seen like to gank top and mid because it's the easiest way to land their ekkoW.png for chain CC's. He also tends to gank only with red but he runs out of mana VERY fast in the jungle because of high mana costs.

Strong Clear? Not really. His clear is very lackluster with a poor leash and he can go oom very fast if he doesn't kite properly. That being said, he struggles for most beginner junglers that can't kite the new camps with the patience system.

Invadeable? Yes. His high mana costs and slow clear time make him low enough HP to be vulnerable to ganks, but he has escape tools to avoid them as need be using ekkoW.png and ekkoE.png

VS

Elise

Medium

If the elise is properly paying attention and knows how to rotate her abilities, she can duel you pretty efficiently and come out on top, so stay away from her unless you know and have vision of her being low, then you can invade her. If she starts Blue on purple side, you can duel her at her Red buff and win the duel.


Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Most of the time Elise tends to gank lands that have hard CC, which could be all lanes. Try and counter gank those lanes with hard CC and pay attention to summoners at all times.

Strong Clear? Decent. Her eliseQ.png % damage makes her clear decently fast but also makes her go oom VERY fast if she doesn't kite properly with spiderlings. That being said, she can get very low in the jungle if the Elise player is an amateur with spiderling aggro control.

Invadeable? Yes. She's squishy early game and has high mana costs, as well as may get low from inadequate spiderling control so it's an easy first blood at the 2nd buff.

VS

Fiddlesticks

Medium

Fear makes this match up sorta hard, but at the same time you can burst fiddle down pretty efficiently with the early game damage that eve has to offer, while fiddle needs items to scale.


Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp

Red-side Jungle Start:  Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Most fiddles tend to power farm until 6, but when they do decide to be bold and gank it's almost always mid lane with red buff. Fiddle is a squishy champ so most avoid ganking as a whole until 6.

Strong Clear? Average. Fiddle's abilities (fiddlesticksdarkwind.png + drain.png) allow him to sustain very nicely, but it's low base damage early and the clear may be affected by it. He also doesn't really need a leash so his clear could be slower than normal junglers.

Invadeable? Yes. Fiddle is very squishy and can be 1v1'ed very easily but he can be annoying to kill because of terrify.png. You can first blood him at his 2nd buff almost always or counter gank him pre-6 if they ever attempt it mid/top.

VS

Gragas

Medium

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp


Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: I've seen Gragas attempt most often lvl 3 ganks with red buff top or mid, whichever has more CC and follow up potential. His early game actually does lots of damage with red and % gragasdrunkenrage.png damage so watch out.
Strong Clear: Yes, his clear is pretty fast and he also stays pretty healthy due to gragasdrunkenrage.png and his passive, which heals him a % of his HP. gragasbarrelroll.png + gragasbodyslam.png CC's the monsters pretty well and do decent damage!

Invadeable: Yes, but only before he starts his 2nd buff because he needs level 3 in order to be fully effective. Most Gragas players go gragasbarrelroll.png --> gragasbodyslam.png lvl 1-2 because it's fastest clear and cc's the monsters very well, so he wont have the big burst dmg from gragasdrunkenrage.png and tankiness.

VS

Graves

Hard

Graves has good sustain and kiting ability in the jungle, as well as incredible dueling potential for any of his camps or scuttle. 

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Graves can only gank with red buff or lanes with hard CC, which most often includes mid and bot due to gap closing champions. Warding early will protect you from graves pretty effectively!

Strong Clear? Yes. His clear in the jungle is actually surprisingly fast and he takes very little damage from it because he can kite the camps easily. His gravesmove.png and gravesclustershot.png allow him to take almost no damage while dealing tons in return (phreak pls).

Invadeable? No. He's pretty damn tanky with even 4+ gravesmove.png stacks and his early game damage is no match for a lot of champions, including Evelynn.

VS

Hecarim

Hard

Hecarim's early game is very strong and he can clear his jungle very quickly with a healthy HP pool and gank early. That being said, try and countergank him as best as you can. If you can't, at least try and predict the path to your team by communicating or warding deep early.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Almost always hecarims love side-gank top or bot early through tri/river brush with red buff to maximize efficiency of hecarimramp.png. Warding early will avoid this gank most often.

Strong Clear? Yes. His hecarimw.png and hecarimrapidslash.png give him a pretty fast clear that's for sure! Low mana costs as well enable him to cycle his jungle with ease.

Invadeable? No. His fast clear along with sustain and high base damage early is hard to beat and you will lose if you try and kill him.

VS

Jarvan IV

Hard

One of the strongest early game junglers currently in the meta with an insane AD ratio on his jarvanivdragonstrike.png and strong kit of CC. Don't try and duel this fellow as he will CC and destroy you in his own jungle. Even if you do somehow come out on top, you can't catch him because of his escape.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Jarvan can gank any lane lvl 2/3 even without red as he sees fit. Most often this involves flankable lanes like top or mid, but with a hard CC bot lane it's also easy to lane gank.

Strong Clear? Kinda slow honestly, but he has very high mana costs so it's really that which makes it slow. Nerfs to his jarvanivdemacianstandard.png made it harder than before, that's why Jarvan isn't really played that much in the jungle anymore!

Invadeable? Yes. His slow clear and high mana costs hinder his dueling potential and you can kill him at his 2nd buff or straight up kill him at the transition from the buff to buff in the brushes. He probably won't have enough mana to jarvanivdemacianstandard.png + jarvanivdragonstrike.png, and may have to flash.



VS

Jax

Hard

Literally broken champ in both top lane and jungle with ridiculous base stats, scaling, and synergy with 3124.png currently. Riot is tuning him though and 3124.png is also 300g more expensive now!

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Any lane with hard CC, most often mid or top. He does insane damage early game due to base ability damage so it's hard to live his ganks. He's played top more than jungle though so no worries about banning him!

Strong Clear? Yes. His high base damage on his jaxleapstrike.png and jaxcounterstrike.png allow him to kite and slay the camps with ease and remain pretty healthy.

Invadeable? No. He will crush you to bits with his gap closing ability jaxleapstrike.png and stun you after leading to your death. Avoid him at all times.

VS

Lee Sin

Hard

A direct counter to eve in every way. Strongest dueler in the game, built for mobility, and quick burst damage if need be. Be sure to ward up early to spot this fellow trying to take advantage of your low base hp early on in the game.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Top or mid with red is his easiest choice in the early game. Easy gap closing with hard CC champions create insane pressure early and summoners/first blood is bound to happen.

Strong Clear? Yes. Due to blindmonkqone.png and blindmonkeone.png, as well as his AS passive Lee can easily clear the jungle fast and gank shortly after to create pressure.

Invadeable? He might be low, but he still does insane damage for eve to compete with him 1v1. He can get away easily with a ward + blindmonkwone.png and make outplays with vision control, as well as bait with his solo lanes coming to help him.

VS

Nidalee

Hard

This champion, since recent changes and buffs to her makes her super viable and strong in the jungle. Her early game damage and clear time is insane and it will be hard to win a 2v2 counter gank and 1v1 in her jungle.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Anywhere. Depending on how fast she clears the first jungle is when she can decide if a gank is to be ganked or not. More often than not the side of the map where she is counter jungling is the lane she ganks next.

Strong Clear? Yes. She probably has the fastest clear in the game and stays very healthy throughout the jungle due to javelintoss.png stuns on monsters and her primalsurge.png.
Invadeable? Yes, but with caution. She can be cocky and do an extra camp which might make her low if she doesn't kite properly and she's pretty squishy early too, so killing her at a 2nd buff is possible, but it depends on how the evelynn goes about in predicting the path she took.

VS

Nocturne

Hard

Overall a horrendous matchup in every way. Out duels you, out ganks you with a half-global ult, and has a way faster clear.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank path: Most Nocturne's gank top or mid lvl 3 with red because they have hard CC and gap closers most of the time. 

Strong Clear? Yes. His passive and his nocturneshroudofdarkness.png allows him to clear the camps very fast while also keeping him healthy.

Invadeable? No. He just owns you XD

VS

Nunu

Easy

Although he can steal your jungle camps and get away with forcing early dragons and other objectives, nunu is overall weak early game and you can snowball your team by just ganking and warding his jungle to see where he is, and if he's trying to cheese dragons.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Most nunu's go for vision and objective control and don't gank, but if they were to do so it would be any lane with hard CC from a Tier 1 or 2 champion.

Strong Clear: Not really, but his consume.png allows him to melt big monsters fast and make the enemy jungler tilt by continuous invades.

Invadeable: Yes and no. If he invades you first you will have a hard time killing him even though he doesn't do much damage, but also you can't kill him because he has scuttle control and easy escape sustain and speed with bloodboil.png + iceblast.png.

VS

Pantheon

Hard

Hard to 1v1 in his jungle, and hard to win 2v2 counter ganks with him having lvl 6 ult for long range engages.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall
Likely Gank Path: Most often pantheon's gank level 3 with pantheon_leapbash.png and red buff and top/mid are easily chosen as primary gank options. 4.png + pantheon_leapbash.png'ing is an easy hard CC tool that will cause an easy enemy 4.png or death.
Strong Clear: Not really. His high mana costs make it hard for him to clear his jungle fast even though the AD scaling on his abilities is very high early game and the base damage compliments it as well.

Invadeable: If he's oom, yes. Otherwise if he's not oom you cannot out-duel his combo of pantheon_throw.png + pantheon_leapbash.png + pantheon_heartseeker.png and red buff ticking on you. It's certain death.

VS

Quinn

Medium

You can only 1v1 quinn in her jungle if you have red buff levels 1-4, but other than that she can win the duel. Her passive and quinnQ.png do insane damage and you can't even hit her with autos, so be careful. She's pretty easy to counter gank though!

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Most Quinn's tend to gank top and mid with red buff because her passive does insane damage in this patch and quinnQ.png acts as a CC tool with crazy base damage.

Strong Clear? Yes. Her high base damage on quinnQ.png, passive, and quinnE.png allow her to clear fast and also remain pretty healthy on mana and HP throughout the clear.

Invadeable? Maybe. If she has red she will destroy eve in a 1v1 duel because it works well with the passive and the quinnQ.png, not allowing eve to even touch her as you die slowly.

VS

Rammus

Hard

Insane cc, overtuned champion that needs desperate balancing by Riot because he's probably (along with rek'sai) the strongest jungler in the game right now. Impossible to kill in his jungle due to defensiveballcurl.png and the constant threat of puncturingtaunt.png with his own lanes coming to aid him. He should be perma banned in my opinion!

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Most often top/mid are easily gankable with or without red buff due to rammus's puncturingtaunt.png
Strong Clear? His clear is slow, however he remains pretty healthy throughout the clear itself. defensiveballcurl.png makes him tanky and powerball.png acts as CC tool for him in the jungle so he can kite with red buff and autos.

Invadeable? With his high base damage and CC kit it's very hard to touch Rammus in the jungle. Do not try and invade him at all.

VS

Rek'Sai

Hard

Strong 1v1, strong early ganking, and tons of early game damage from her abilities alone. Her reksaiQ.pngdoes insane damage when she's at full fury, which means you just get obliterated if you're near her.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Rek'sai is very similar to Lee sin in that they both have insane base damage and AD scaling on their abilities, meaning they can successfully gank top/mid/bot at any time lvl 3 with red.

Strong Clear? Yes. Rek'Sai has high base damage which means fast clears and she can kite the camps pretty effectively. reksaiW.png also acts as a CC tool in the jungle to mitigate damage taken.

Invadeable? No. A Rek'Sai with full fury and red will obliterate evelynn in every occasion, and she's still strong even without any fury due to her slipperiness and CC. 


VS

Rengar

Hard

Not bad early game, but can outclass you when he hits 6 and gets rengarR.png or has offensive vision in your jungle. Try to avoid fighting him near bushes and gank early.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall
Likely Gank Path: Most often likes to power farm until 6 to get rengarR.png for easy lane ganks, but with red Rengar likes to gank mid/top level 3.

Strong Clear? Average. Depending how good the Rengar player is at kiting and cycling his abilities, they can clear the jungle very easily near bushes.

Invadeable? No. Fighting him in his jungle near bushes will lead to disaster and attempting to fight him in your own jungle near bushes is also certain death, unless you ward properly and ask your solo lanes to push their own lanes.

VS

Shaco

Medium

This guy is hit or miss. You can get easily destroyed early game if you start the wrong buff. I advise you ALWAYS start your red or blue buff first, then skip a smaller camp and finish your other buff ASAP before shaco can catch up to your route. Once this is done his early game is somewhat limited and you can predict his ganks.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp 

Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Shaco can be very unpredictable honestly, but most of them love to cheese gank bot or mid level 3 with red buff. They also love to invade the enemy jungle and try and slay the jungler and put them on tilt with box placements, as well as counter jungling.

Strong Clear? Yes. His jackinthebox.png and twoshivpoison.png allow him to clear his initial 1-3 jungle pretty fast and he doesn't need a leash most often. This allows him to decide whether he wants to cheese invade or gank early.

Invadeable? Maybe. If he decides to not cheese and just do all of his jungle camps, you can maybe gib him at red buff, but it's hard considering he has jackinthebox.png all around and deceive.png to escape easily.

VS

Udyr

Hard

I think overall this matchup is pretty hard because Udyr has tons of sustained damage, mobility, and hard CC which all counter Evelynn. That being said, invading him is super hard, and if you get counter ganked you pretty much lose the 2v2 or 3v3 unless you're already super fed!

VS

Vi

Hard

Lots of cc and early game AD scaling abilities like viW.png and viQ.png which destroy eve. Don't try and 1v1 her in the jungle and you can potentially lose a 3v3 counter gank if the Vi is a good player and can land her viQ.png + viR.png combo!

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Same concept as Rek'Sai or Lee Sin. Ganking top or mid level 3 with red will be devastating for the enemy laner as summoners being blown or death will happen.

Strong Clear? Average. Her viW.png and passive allows her to remain somewhat healthy in the jungle and % damage helps her destroy big monsters easily. She has high AD scaling and base damage on her abilities to clearing is pretty nice.

Invadeable? No. Due to her high AD scaling and base damage, as well as CC, she will destroy you in her jungle. You might be able to get away with a random red buff first blood if she doesn't check the brush or wards it in time.

VS

Wukong

Medium

I've seen this guy being played a lot more recently in patch 5.23, but I cannot assess his strength currently. The current AD items make him really strong once he gets them, but until them or until he gets monkeykingspintowin.png I don't believe he's that hard to deal with. Buy wards early vs him.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Same boat as Lee, Rek'Sai, and Vi. Ganking level 3 top/mid with red will be effective in most cases.

Strong Clear? Yes. His monkeykingnimbus.png and monkeykingdoubleattack.png shredding allows Wukong to tear up the jungle fast, but he struggles with mana issues. Adequate kiting in between abilities and monkeykingdecoy.pngis essential with him.

Invadeable? Yes/no. He doesn't do that much damage early game because he depends on his 1st clear, as well as high mana costs which means you can kill him at wolves or at the red buff.

VS

Zac

Medium

This guy could easily countergank you and since you can't see him, and the amount of CC he has, he can destroy both you and your lane in the countergank. Pretty hard to 1v1 as well.

Blue-side Jungle Start: Red Buff --> Wolves --> Blue Buff with 11.png --> Scuttle/Gromp
Red-side Jungle Start: Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall

Likely Gank Path: Much like other junglers, Zac excels at level 3 ganking top or mid with red buff, but his zacE.png allows him to do it from different angles behind walls and corners. If the bot lane pushes, he can zacE.png in from the wall and wreck them that way. Same story top lane.

Strong Clear? Yes! Zac's zacW.png and the passive on it lowers the CD on the W, which allows him to clear his camps SUPER fast and also allows him to sustain very easily.

Invadeable? Due to his high base damage ability kit and CC, he can destroy you if he catches you trying to invade him. He won't really be low on HP either due to his passive on zacW.png and fast clearing of the jungle.

Introduction/About Me! Back to Top

Hello everyone my name is Heinrike (primary), Eve Only 4Head, and Diglett Used Dig! I am an avid Evelynn enthusiast that has played the champion since the VERY beginning in 2009, netting over 2500+ games with her in ranked alone, and over 3800+ total. I've loved this champion since the very start and have continued to cherish her abilities and strengths till today!

Some of my notable achievements include:

  • Rank #1 Evelynn World Season 4, Rank #3 Season 5, Rank #5 Season 6 
  • Consistently held above 55% win rate every season (average for Evelynn is 49.8%)
  • Recognized by many high rated regular and professional players in NA at Diamond 1+ elo!
  • Master 267LP Peak on NA, Rank #153 Challenger on LAN
Why play Evelynn in the current meta?

Personally I sincerely think that Evelynn doesn't really fit in the current meta. Currently, the meta favors tanky/skirmisher junglers, which includes: Gragas, Graves, Rengar, Kindred, Jax, etc. These 5 champions in my opinions are tier 1 junglers currently and have the best equipped item to ability synergies to give your team a better chance at winning the game. To compare, Evelynn in my opinion is in the same tier as Kha'zix in tier 2 because of the lack of tankiness and the very one-dimensional gameplay of having to snowball early in order to be productive to your team. It's vital for Evelynn or any assassin jungler to excel within the first 3-7min. of the game because that's the strongest point of the champions, and if they are able to snowball themselves or the lanes they are prioritizing, then the champion just pops OFF!

Lets analyze some pros and cons of Evelynn.

Pros:
  • Invisible. Being invisible gives her the ability to have virtually global map pressure because nobody really knows where she is on the map! Also, being able to avoid green wards totally and forcing the enemy team buy consistent pink wards gives Evelynn a strong edge in the early game and into the mid-late game by flanks!
  • Reliable early game ganks as long as red buff/evelynnw.png is up, otherwise laners must have some sort of CC to setup easy ganks.
  • Aggressive/deep warding is easy to accomplish due to her being stealth and avoiding any chance of enemies collapsing on her.
  • evelynnr.png is incredibly strong and has a really high base damage ratio meaning you can destroy people as soon as you get 6, even if they're fed with no MR. 
  • evelynnpassive.pnggives Evelynn a mini-warmogs allowing her to clear camps and regen HP for ganks/fights/objective control. Also, it adds damage to evelynne.png giving her a faster clear time and also more burst on champions.
Cons:
  • Prone to counter ganks and struggles to effectively duel other junglers early game. Most, if not all the tier 1 and 2 junglers destroy Evelynn's early game by effective counter ganking, counter jungling, and 1v1 dueling.
  • Her evelynnw.png is easily predictable and avoidable at early ranks which means you're dependent on red buff or ganking a lane that has CC. 
  • Relies HEAVILY on snowballing out of the early game. If you cannot snowball yourself or your lanes in the early game, then Evelynn ends up being a worthless champion. Pretty much an AP version of 64.png
OP.GG link: http://na.op.gg/summoner/userName=heinrike

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Please don't hesitate to comment/discuss Evelynn in the comments below and I will respond to them as best as I can and as fast as possible! It's probably best to just add me in-game if you have any questions or watch my stream so I can answer it in detail! :)

Blue/Red Side SAFE Jungle Route Back to Top

Blue Side:

 - Red Buff --> Wolves --> Blue Buff 11.png --> Scuttle --> Recall and purchase 3706.png/3715.png and 1x 2055.png if you have money. 
 - You have 2 choices: Clear entire blue side jungle or attempt gank mid/top with defensive 2055.png placement near the rift herald and scuttle crab.

Red Side: 

 - Blue Buff --> Gromp with 11.png --> Scuttle --> Red Buff --> Raptors/Krugs --> Recall and purchase 3706.png/3715.png and 1x 2055.png if you have money. 
 - You have 2 choices: Clear entire red side jungle or attempt gank mid/top with defensive 2055.png placement near the rift herald and scuttle crab.


Blue/Red Level 2 Cheese Route Back to Top

Blue Side to Enemy Blue Buff Cheese:

- Hard Leash @ Red Buff --> Enemy Blue Buff/Wolves to kill jungler --> Gank Bot/Mid --> Recall and purchase 3706.png/3715.png/1082.png if you get first blood!

Red Side to Enemy Red Buff Cheese:


- Hard leash @ Blue Buff --> Enemy Red Buff/Raptors to kill jungler --> Gank Bot/Mid --> Recall and purchase 3706.png/3715.png/1082.png if you get first blood!


My Current Play Style Back to Top

Taking into consideration all the components and information provided in this guide, I will now compile all of it into a detailed memorandum of how I play 95% of my games as jungle Evelynn at any elo! Lets get started.


Build Path:

Starting items: 1039.png + 2031.png + 3340.png

First recall: 3706.png or 3108.png/1082.png/2055.png

Core items @ 10min: 1402.png + 1001.png/1082.png + 2055.png

Core items @ 10-20min: 1402.png +1082.png3111.png/3020.png/3047.png (Most often these 3) + 3907.png/3100.png + 2057.png + 2055.png

Full build > 20min: 1402.png + 3111.png/3047.png/3020.png + 3907.png + 3100.png + 3089.png + 3157.png/3135.png

Jungle Routes:

Blue side: Red buff --> Wolves --> Blue Buff with 11.png --> Scuttle --> Gank top/mid/invade lvl 3 

Purple side: Blue buff --> Gromp with 11.png --> Scuttle --> Gank mid/bot lvl 3 --> Red buff/Raptors


Best Synergy Champs with Evelynn Team Fighting + Ganking

Tier 1: 117.png/26.png/201.png/92.png/58.png/103.png/412.png/53.png/15.png/4.png/7.png/89.png/12.png/98.png/105.png/39.png

Tier 2: 1.png/13.png/24.png/34.png/63.png/80.png/111.png/127.png/85.png/61.png/432.png

Tier 3: 8.png/25.png/54.png/41.png/57.png/120.png/114.png/122.png/127.png

Tier 4: 10.png/17.png/19.png/31.png/38.png/40.png/55.png/84.png/68.png/74.png/83.png/102.png/266.png/238.png

Prioritizing Ganks:

  • Gank any lane that is/has a Tier 1 or Tier 2 champion almost always. They have huge snowball potential and are effective team fighters in the mid game.
  • Gank lanes while having red buff or 3706.png/evelynnw.png available, as well as evelynnr.png.
  • Do NOT gank losing lanes, even if they ask for help. Your job as a jungler, and even specifically Evelynn is to snowball the game early, not assist other lanes that are getting dumpstered as a result of their own mistakes or being tilted. 
  • Lanes that have huge waves pushing towards the ENEMY under tower are viable 2v1 dive targets (top/mid) or 3v2 (bot). Make sure you have adequate vision in enemy jungle to ensure a counter gank doesn't happen. Don't do this also unless your lanes have 4.png or some sort of gap closer!!!

How to Team Fight:

My personal play style when it comes to team fighting in this meta (depending on my comp and the enemy comp) is to primarily eliminate any squishy targets, which may or may not include the support or the ADC in the back line. Be careful when doing this, ensure that the flanks are not warded and your team can follow up your evelynnw.png or other forms of engage with red buff and 3706.png. You can also take the role of kiting in a team fight, whereby you engage but disengage quickly to your own back line to kill the enemy divers. This can cause problems because if your team doesn't have adequate peel or a solid front line the casters get dumpstered, and the fight overall might be a loss if the divers don't die fast enough. The goal here is to hit whatever is closest to your most fed player. Don't try and be a hero and attempt to 1v3/4/5, you WILL fail.

How to Deal with Flaming Teammates:

As a jungler, it's VERY common to be flamed at because your team assumes you're not doing the correct thing that would benefit themselves most over the rest of the team. In this case, one must realize that the jungler's role arguably has the most impact on the game, especially early game, and thus should prioritize gankable lanes that have snowball potential. Your team should realize the jungler can only be at one place at a time, and obviously will never be able to assist you ALL the time as you see fit. If it gets to the point of constant toxicity and negativity, just /mute all and move on. Continue timing buffs, summoners, and wards in chat as well as utilizing pings to your benefit. Don't attempt to fuel the fire, play the game how it's supposed to be played and achieve victory as a TEAM!

Stream Link! Back to Top

Please feel free to check out my stream and ask away any questions that your heart desires and if you want to see the champion played at a high level! Giving me a follow would be greatly appreciated and I'll stream as much as I can which usually means 5-6x a week minimum! :)


www.twitch.tv/heinrike 

The link to this guide will be in the description, as well as my PC setup and some more information about me. Good luck in season 8 and happy ganking!!

eve.jpg

Coaching! Back to Top

Hello guys! I'd thought it would be nice to offer more than the guide itself for those who are truly dedicated to playing Evelynn at a high level! If you're a true Evelynn enthusiast and genuinely love her kit and true potential in the present meta and future, please feel free to contact me for coaching. The pre-requisites to this coaching is as follows:


- Must be a follower of my stream (I stream 5-6x a week)
- Must directly whisper me your request via the stream when i'm streaming so I can manually add you on league (NA or LAN) to start a session
- Must be willing/able to record or allow me to spectate your games directly 
- Must be willing to take constructive criticism and have a strong aptitude of learning
- After the session, you must summarize what you have learned from the process and what you plan on doing going forward!!

Please refer to my stream link section for my stream link and other information. Thanks a lot and i'm looking forward to giving back a lot more to the community than just a written guide (even though it's pretty detailed already!)

Rates:

$25/30min.
$45/1hr.

Heinrike

Patch Comments Back to Top

Patch 8.14

  • New changes to 1041.png makes it so minions grant you 10 less gold, meaning less gold from taxing after a successful gank, but you still get the same amount of XP. 
  • No other meaningful changes for Evelynn has occurred in this patch.

Patch 7.15

  • Nothing really worth mentioning for Eve specifically. Tanks generally got nerfed with cinderhulk cost going up a measly 75g and some base stat nerfs to certain champs.

Patch 7.4

  • Mostly lethality nerfs and AD item tuning (Black Cleaver, LW, etc)

Patch 6.24

  • 3116.png is now 2600g (down from 3200g) making it EXTREMELY cost effective
  • 3136.png cost lowered to 1500g (down from 1600g) --> still a bad item overall
  • Large Krug XP is halved, which means you cannot get level 3 from Red Buff --> Krugs jungle route

Patch 6.22

  • Massive pre-season patch that features camouflage which directly buffs Evelynn, because she doesn't break camouflage after being hit by an ability, as well as Abyssal becoming a must-rush item, and protobelt being nerfed, but still an item that needs to be purchased.
  • The jungle re-work isn't too bad for Evelynn, but overall getting used to kiting raptor camp and new krugs will take some time to get used to.

Patch 6.20

  • N/A

Patch 6.19

  • N/A

Patch 6.18

  • Nothing :P

Patch 6.17

  • evelynnR.png Cooldown lowered to 120/100/80 from 150/120/90. FINALLY some buffs after 2 years of virtually nothing ever since the terrible nerf to her evelynnQ.png missile speed, evelynnW.png mana cost being 40 instead of free, and the evelynnR.png losing its execute potential. I think this buff is GOOD, but unfortunately she is still a sub-par champion that needs tons of backup to do well throughout the game, as it's generally very hard to solo-carry at higher elos.

Patch 6.16

  • Nothing!

Patch 6.15

  • Nothing!

Patch 6.14

  • Cloud drake gives 25 movement speed out of combat now per buff, which is actually VERY nice for Evelynn and makes it worth trying to get ASAP.
  • Everything else doesn't matter!

Patch 6.13

  • The only relevant nerf I saw in these patch notes is 3152.png's dash getting a nerf whereby you CANNOT use abilities during the dash animation, which is extremely annoying from an assassin's perspective! It's healthier for the game, but makes the item really clunky-feeling as a result because you feel like you're soraka silenced every time you use it briefly!

Patch 6.11

  • Nothing major happened this patch, but 3101.png has 15% less AS, but also the cost is reduced by 100g so the overall cost of 3115.png remains the same!
  • 3009.png got its move speed reduced by 5, but honestly that's nothing and it's still a good buy. I'm considering swapping to 3158.png as primary to guarantee I have 30%/40% cdr early due to this nerf though!

Patch 6.9

  • 3145.png into the new Hextech GLP-800 will be a MUST purchase on new jungle Evelynn, replacing 3025.png
  • 3108.png more expensive, making building 3115.png more expensive, but it's still very good to build with the new hextech!

Patch 6.8

  • Other than the insane graves nerfs (losing 7-10% damage overall), this patch is actually quiet boring! 3025.png got a relatively decent nerf (losing 25% base damage on next auto after using an ability) so it makes the option of going it versus 3100.pngthat much less potent. That being said, I still believe it's a better item to buy over 3110.png in most cases as it still does decent damage, but 3100.png just might be the default option as of this patch, and other tank items like 3742.png replacing the lost armor from 3025.png early on.

Patch 6.7

  • Nothing in this patch was really significant to Evelynn specifically, but look forward to 6.8 for item changes involving 3025.png!

Patch 6.6

  • 1402.png now does less base damage on proc from 80 down to 60. To be fair this isn't really that big of a nerf for Evelynn because the proc itself doesn't do that much damage in the first place. This will still be the most preferred item choice for eve going forward!

Patch 6.5

  • 3026.png is now cheaper by 200g which makes it a very good 6th item if you have most of the gold on your team!

Patch 6.4

  • 3009.png got nerfed to 60 MS, while 3111.png FINALLY got its tenacity buffed to 30%, which is 5% less of the original merc treads! This is a must buy in most situations.
  • 1402.png got nerfed from 10% MS to 7%, which honestly isn't even a bad nerf. It's still the #1 jungle item of choice.
  • 3025.png got a little icy slow change but it's nothing worth mentioning at all.
  • 3053.png lost 100HP but honestly it's still a really strong item for its cost. I buy this if I go bruiser tank almost always regardless.

Patch 6.1 

It looks like initially 1402.png is being removed from the game and it's being replaced with Runic Echos, which is a new AP item in patch 6.1 that is basically 3285.png built into the item with mana sustain. It also has 10% move speed which is far better than 10% CDR in my opinion! The cost is reduced by 50g for tier 2 jungle item, and the mana regeneration is increased by 30% from 150%-180%. Also, with this new item it allows evelynn to transition into more offensive damage items like 3100.png or 3025.png since sheen is no longer in the jungle item itself!

Patch 5.24

Jungle Tuning: Regards to these changes to Greater Krug and Dire Murkwolf, they won't be noticeable at all. They lowered base armor for Krug and added 10 HP, meanwhile Murkwolf lost 20 HP and gained 1 base armor.

Item Changes: 3742.png has lost 100 HP but still remains the same cost, as it was found to be far too useful and worth on most junglers and top laners as well in this meta. That being said, I am reviewing how this will impact the debate between it and 3143.png, but it still remains debatable.

Ward Changes: 3363.png has increased cool down now and also has its radius reduced by 400, which is actually quite a bit, but I still think this is a must buy option at level 9 to still get safe vision on the map.

Mastery Changes: Thunderlord's Decree got a 0.10 AD buff, and the new Assassin mastery introduced is very good on eve due to her assassination ability! Its range is 800 units, or pretty much the range of Anivia's ult. Precision also got a very nice buff which makes it a priority choice over Intelligence in this patch. No more 45% CDR eve, but way more damage now!

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Overall, I believe this patch actually is a pretty decent buff to all assassins in general, but more specifically Evelynn in this context. The Precision buffs, paired up with the new Thunderlord's AD buff and new Assassin mastery makes eve do that much more burst damage in the early game, and after playing my first game with them I can confirm it's pretty broken. Invading is more favorable now if you have Assassin as you do that much more damage with it, and if you have red + Oppressor, you do 4% more damage to people, which is INSANE! Personally I love this patch, and I know you will too!




Change/Update Log Back to Top

1/12/2015: Name changed to my original name: Heinrike

2/12/2015: Updated new runes + masteries for AD CDR Tank Eve

5/12/2015: Reverted new runes + masteries back to Standard AP Eve

7/12/2015: Currently testing nashors as a potential replacement for rylais!

8/12/2015: Updated items/masteries section and added "Playstyle" section!

9/12/2015: Updated masteries + items for patch 5.24

27/12/2015: Updated runic affinity vs assassin mastery + patch 5.25 item comments!

15/01/2016: Updated items for patch 6.1 for both AP and AD routes!

28/01/2016: Updated runes + masteries for patch 6.2! Major change here is taking Wanderer over Savagery!

23/02/2016: Just recently hit Masters, so changed title! :^)

25/02/2016: Updated patch comments + masteries + item builds/path!

12/03/2016: Updated item path + my own route!

19/03/2016: Updates items + patch notes + play style sections!

22/03/2016: Updated patch notes for patch 6.6!

13/04/2016: Updated patch notes for patch 6.7!

06/05/2016: Updated items + build path for patch 6.9!

04/07/2016: Updated ENTIRE guide and re-vamped introduction section!

14/07/2016: Updated items + patch comments :)

22/08/2016: Updated items/patch comments/build paths (still missing hextech protobelt and sorcerer's shoes as additions)

28/09/2016: Item tooltips updated + item path

09/11/2016: Updated items/build paths for patch 6.22! Awaiting Mastery tooltip updates to fix them :)

28/11/2016: Updated my own jungle route + items

05/12/2016: Updated patch notes/items/my own jungle route for patch 6.24!

14/04/2017: Updated AD build path + core

14/08/2017: Updated full guide!

17/09/2017: Updated items

06/08/2018: Fully updated guide for patch 8.14 after a brief hiatus!

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