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All Guides Evelynn Guides AP Jungle InstaGib Eve Season 4
2
4
Updated
1 year ago
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Evelynn Statistics for DeepSquad

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

Value
Average
Games Played
5
Win %
39
Kills
6.5
Assists
8.8
Deaths
7.0
KA:D Ratio
2.2
Gold Earned
11.5K
Creep Score
54.0
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Smite is 100% Necessary for Jungling Obviously

Flash, in my opinion, is the best Summoner spell because it helps chase, escape and just make big plays overall.

Runes Back to Top

  • 9x
    +0.95 attack damage Greater Mark of Attack Damage
  • 9x
    +1.19 ability power Greater Glyph of Ability Power
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +4.95 ability power Greater Quintessence of Ability Power

Runes are a very important part of this Jungle Evelynn build. 


Marks:
There is debate between running Magic Pen, Hybrid Pen in this slot but here is my argument to why AD is the best in slot: Jungle creeps have a small amount of armor and no magic resist. Magic Pen would mean that you essentially have ZERO marks to start the jungle and Hybrid Pen would be similar. The only choice at this point is to put attack damage. Another reason why AD is good here is because it scales with Q by 50% and E by 100% and the secret scaling of auto attacking. I will briefly discuss it here but will be more in-depth later: Your E gives a huge attack speed steroid and getting attack damage increases your damage output by a huge amount compared to getting AP.

Seals:
Standard and completely necessary armor seals to not get too low in the jungle.

Glyphs:
AP Glyphs also help increase the clear speed of your jungle. People suggest MR here but I really like clearing the jungle quicker.

Quints:
I like AP Quints here for the reason above. AD Quints are also viable here but i choose the quints for larger burst and overall clear of the jungle. Think about it this way, in order to achieve the 15 effective AP from the quints to make it equivalent to the 6.8 attack damage, you will have to auto attacking at least 1 time between skills. When we chase, sometimes this is just not possible and the AP Quints are just a safer pick for overall clear and ganking.

Masteries Back to Top

1/1
0/4
4/4
0/1
0/1
3/3
3/3
0/1
0/1
1/1
1/1
3/3
0/1
0/3
3/3
0/1
0/1
0/3
1/1
1/1

Offense: 21

2/2
0/2
0/2
2/2
1/1
3/3
0/1
0/1
1/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 9

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

Season 4 Update:

I have tested many types of masteries and have concluded that they should be around this.

Offensive Tree:
We definitely want to have the flat AD and AP for jungling (similar to Season 3 Masteries) for the early clear.
Executioner helps in the instagib factor so we will be taking this also.
Archmage is a no brainer since we will be building a lot of AP.
Arcane Blade also provides a good amount of damage given that we will be building a ton of AP.
Havoc for more damage.
Debatable are Spell/Blade Weaving: I have tested these and they are good if you are in a longer duel with someone. However, the plan with Evelynn is usually to DFG + R +  E + Q with maybe 1 Lichbane auto in between somewhere. This doesn't really give us much room to utilitze these 2 mastery points.

Defensive:
Block+Unyielding for early game duels
Tough skin to not die to the early minion damage
Veteran Scars+Juggernaut are also for early game duels

Abilities Back to Top

Passive
q
1
4
5
7
9
w
3
14
15
17
18
e
2
8
10
12
13
r
6
11
16

We max Q because it is spammable and increases your damage output substantially. There has been that mana increase in Q but we will address that later. Get E after for more damage. Get R whenever you can because its Evelynn's best skill. Get W for late game chase.

Items Back to Top

Starting Items

Core Items

Situational Items

Season 4 Update:

The changes to summoners rift has changed the landscape of Evelynn substantially. Now that pink wards are no longer invisible, Evelynn has a big power spike in that she can't be detected reliably anymore. We now also have trinkets to utilize. I believe that the Warding one provides the most utility since you don't really care about sweeping greens for ganks early game.

Another big change is that Spirit of the Elder Lizard no longer procs on Q anymore. This nerf hurts Evelynn a lot so now we have to find an alternative. Coincidentally, Spirit of the Spectral Wraith now provides 8% health and mana regen in the jungle. I believe that this buff gives Evelynn the power to farm the jungle all day without having to base so this is a great item.

The rest of the build is focused on providing as much AP as possible.
DFG has always been a standard on Evelynn and in a way, is like a Deathcap because of that extra amp damage after activation.
Lich Bane is a personal choice I make that other people question but I will explain here. In order to kill an opponent quickly, you need as much burst as possible. This is achieved by having as much magic penetration, cooldown reduction, and ability power as possible. The Sorc Shoes and Void Staff provides the magic penetration, Spectral Wraith and DFG for the cooldown (35% with blue buff), and we essentially have all AP items. We have already optimized these so what can we do to increase our damage output in a short amount of time? The only other way would be to add something like Blade of the Ruined King, Trinity Force, Hextech Gunblade, Iceborn Gauntlet, or Lich Bane. Lich Bane's AP scaling makes it an obvious winner here. Other benefits of Lich Bane include more mana for longer sustain in the jungle (in conjunction with Spirit of the Spectral Wraith), more movement speed to clear the jungle quicker and kill more people, and more AP to kills things quicker.
Deathcap for more AP.
Voidstaff for more damage due to Magic Penetration.

My general order for the core would be to pick up Spirit of the Spectral Wraith as soon as possible for the Conservation passive, then Homeguard Sorcerer Boots for increased map presense, then DFG, Lich Bane, Deathcap, and Void Staff to increase the instagib factor.

In an optimal game, you will have your core in about 35-40 minutes and sometimes even sooner, the games could go longer than this and in this situation, you will probably need to sell some of your items to get better late game ones.

The item you usually sell is the Spirit of the Spectral Wraith since you won't need to be jungling due to having max gold at this point.

What items to buy in what scenarios:
Abyssal Scepter: Your team doesn't have one but contains at least 1 other AP carry and you have bruisers/tanks on your team that will soak up all the damage so you can do damage yourself.
Guardian Angel: The enemy team focuses your hard and it's unavoidable.
Spirit Visage: Against 2 or more AP champions and your team is lacking in bruisers/tanks.
Zhonyas: Against 2 or more AD champions and your team is lacking in bruisers/tanks.

Always tick Red/Blue pots when your build is finished.
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Machete, 5 super standard.

On your first back, your goal is to get Boots 1 and a Spirit Stone. These 2 items help you get through each camp very effectively while keeping you at decent mana and health.

Your next big SUPER CORE IMPORTANT purchase is Spirit of the Elder Lizard. 
THIS ITEM COMPLETELY CHANGES THE POWER LEVEL OF EVELYNN.
If there is anything you get from this guide is that Spirit of the Elder Lizard is the absolute item on Evelynn.


Let's compare Spirit of the Elder Lizard to its Spectral Wraith counterpart:
The difference in them is the 45 AD + burn vs. 50 AP + Spell Vamp + Smite cdr.

Let's just ignore the burn and spell vamp + smite cdr for now. The most basic and obvious difference in these 2 items are 45 AD vs. 50 AP. All AD scaling applies to AP scaling on Evelynn except for her ultimate. However, the scaling is 1% for every 100 so you add .5% damage to her ultimate. As you can tell, that is not very impressive at all. However, 45 AD adds a ton of damage output to your auto attack. Let's say that we are clearing the jungle. By the time we get Elder Lizard, we will have about maybe 2 or 3 levels into E and that equates to about a 60 to 100 percent increase in auto attacks. The AP you get from Spectral Wraith will give you no extra damage from the increased auto attacks from E but the Elder Lizard will. This addition damage over 3 seconds could be extra hundreds of damage and that means saved time killing each camp and also mana.

The ultimate of Evelynn is very potent but buying AP is just way too expensive. The alternative is to buy magic pen items. They are much more cost efficient and also give some good side effects. Abyssal Scepter gives MR, and Liandry's gives health. This makes Evelynn less susceptible to burst from AP champions and also a huge increase in damage of her ultimate. Liandry's also combos particularly well with Evelynn since her ult slows and that's a guaranteed 6% of their current health in addition to her ult.

My general build path is Spirit of the Elder Lizard, Homeguard Sorcerers, Haunting Guise, Abyssal Scepter, Liandry's, Rylais.

Another special section about Homeguard:
The homeguard upgrade is by far the most cost efficient upgrade and best purchase on any jungler period.
The reason is that it gives you the ability to get anywhere you need to and also clear the jungle camps extremely quickly.
The other reason why you buy it is because it instantly heals you. Evelynn runs out of mana extremely quickly and the best way to get all the mana back and by homeguarding. Evelynn has a great synergy with homeguard because you can stagger her W with the homeguard to get to any lane or jungle camp instantly. You don't want to use W right out of base because homeguard maxes out your movement speed and the W is almost negligible but if you use it after homeguard wears off, you get the maximum benefit from both skills.

Situationals:
Sometimes Abyssal may not be the way to go if they REALLY don't have an AP bursting champion.
In this case, I like to pick up Sunfire Cape if I feel like I get in there and need to do more damage or a Randuins if my team needs it to shut down auto-attacking based champions. The GA is always good if you feel like you get insta-gibbed and there is no way around it.

All the AP items are also situational since I feel that playing her the old way is a lot more risky since the change in her ultimate makes the full to 0 combo less consistent but if you really get extremely ahead as Evelynn, I suppose you can get these items ONLY AFTER getting Spirit of the Elder Lizard, Homeguard Sorcs, and Haunting Guise minimum.

Matchups Back to Top

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

  • Lee Sin
    Hard

VS

Lee Sin

Hard

Might be the only champion that can counter jungle you hard

Introduction: Evelynn and I Back to Top

Season 4 Update:
I no longer build her as a bruiser but instead, an instagibber that snowballs the game in your favor. We decreased the magic penetration a bit but included more AP and Lich Bane.
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My name is DeepSquad on the NA servers. My peak elos for seasons are 1: 1100, 2: 1400, 3: Diamond 1. Evelynn excels in soloqueue because she has a passive that makes her undetectable by green wards and the stealth mechanic makes her one of the most unique champions in League. Before her ult nerf and Q mana increase, I would go 21-9-0 with all AP and all AP runes and just rush DFG + Deathcap since mana wasn't really an issue and the DFG + Ult combo was the best insta-gibber in the game. However, because of her ult change, this is no longer the case and we need to adapt. Now, we play her somewhat like a bruiser in order to maximize her damage but also her survivability. As you noticed from the item build, there really is a good balance between building defenses and offenses. This new play style makes it so you can kill people but it just takes a little bit more time. However, the maximum magic penetration you get from this build almost gives the feel of having a ton more AP. 

Early Game: The Potential Cheese Back to Top

Season 4 Update:
Now that we can't get to level 3 from Red+Blue, we need to adapt our style. Something I really like about not being able to get to 3 though is that your opponent will also not get to level 3. They will generally do the wolf camp before getting their second buff. If you know where the enemy jungler starts, you can do the same buff and then instead of going to wolves, you can go straight to their second buff and steal it the way you did pre 3.14. This is however tricky in that you won't be able to get to level 3 from this so you wouldn't have W to run away in case something happens so you will have to be very map aware.

If you don't like the invading route, you can always tell your top/bot to watch your red (depending on which side you're on) and just start blue then do wolves and red like usual. The path is still the same as before Golems -> Wraiths -> Wolves for optimal clear but you just have to add Wight at the end of that path.
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As Evelynn I always start wolves and blue, no exceptions. If you get invaded and you don't have access to blue, I have a very special exception in the item build: I will rush a Tear of the Goddess to offset not having blue and then continue on my build.

After Blue, the 2 options are to go to your red and clear it or go to their red.

Your own red: if you decide to do your own red, just finish it and then go Golems -> Wraiths -> Wolves -> Gank/Buy and then do this process over and over again. This path allows for maximum efficiency in clears and you will start to notice that your CS will be much higher than your opponent Junglers.

Their red: When playing Evelynn, I realized her level 2 is insanely strong because of all the free damage you get from your runes and masteries. This translates to fast clears and that in turn translates to easy invasions. What I like to do is after finishing blue, I access how fast I cleared it and how fast the enemy jungler can get to their red. If i clear my blue by around the 2:06-2:08 mark and see that the other jungler has low mobility, I will just run to their red and pull it out using Q until I am in the 2nd bush. By the time the enemy jungler gets there, generally, I will have completed their red already, turned level 3, and W away safely into my red. This tactic is somewhat medium risk but extremely high reward. Most enemy junglers will be confused when they don't see their red because you pulled it out and will just assume that you started there and continue on with their camps. Some junglers I ran into knew that I went to their red and pulled it and went straight to my red to try to kill it but since you have the level advantage, you should be able to duel or at least call for help. I then follow my Golems -> Wraiths -> Wolves -> Gank/Buy rotation

Mid Game: The Ganks Back to Top

Once you turn 6, you should find a lane where there aren't any pinks (or if there are any, avoid them by either going through the river/lane that doesn't have it) and go for the ganks!


You can generally just sneak up behind your target and just unleash your Ult + Q + E + auto attacks whenever you can. Make sure to "Orb-walk" to get maximum damage (Meaning that after every auto attack animation, you want to walk in the direction they are walking in and get auto attacks as soon as you are in range). Because you bought long swords for your Spirit of the Elder Lizard, your autos will hurt and the targets will go down quickly.

My favorite lane to gank is bot because you can get double kills and take dragon away after that (most rewarding).

The hardest lane to gank is mid since it is a short lane and you really need to pull out all the damage in quick succession in order for that to be successful.

Top is also easy to gank and could potentially snowball that lane.

Late Game: Finishing the Game Back to Top

Before, Evelynn was a insta-gib pick type champion where you want to just find someone out of position and delete them from the game. However, the ult nerf made that a little less viable now and just the overall tankiness and release of items like Runic Bulwark has made season 3 Evelynn a different beast. Now that we have all those magic pen items, what we really want to do is get a good ult that hits as many targets as possible. The beauty of it is that Evelynn can initiate with this ability and still be able to withstand a lot of punishment because of the massive shield she gets, her items and also the 70% slow it yields. You can also be the after initiator/clean up crew in that after the fight has broken out, you can wait for the enemy team to get clumped and hit as many people as you can with your ult and finish off whoever you can. Evelynn's W gets reset and at this point of the game, it's maxed and your movement speed is insane at this point. She somewhat plays like a Kha'zix/Katarina/Tristana or any reset champion for that matter in the sense that once she gets a kill, she is very mobile and will get the opportunity to get more kills. The only thing you really have to worry about is the survival of the initial burst because Evelynn is one of those champions that have the philosophy that the longer you last, the more damage you can output in a team fight.

Conclusion Back to Top

Thank you for reading my guide and I do plan on regularly updating this as I learn more about the champion and more things come to mind. Evelynn is a really fun champion to play and has a relatively low mechanical skill cap but still a very strong kit to make a big impact on a game. Have fun carrying with Jungle Evelynn to Diamond everyone! Also, please feel free to leave any feedback or criticisms that you have about this guide. It will not only help me but all the others that read it! 

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