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Evelynn

The invisible one shotting jungler





Best Overall Runes


Spells

Skill Priority

Best Overall Build


Intro

I present the only Evelynn guide you will need to achieve your ranked goals. I normally go by Lovi and I've been playing league since season 4. I've reached master on every role on the EUW server and got some okay win rates to it on Evelynn (90~) which is also my main champion.

Now you might ask yourself, why should I play this champ and why do you do it? Obviously the main strength she has is her invisibility, which is also her main gimmick. As that is a lot of her power budget she will be weaker until she gets that. With that we can say that Evelynn is a champion that waits until level 6 and then starts ramping up. Ideally you want to play for midgame, though your scaling is very good stats wise, it can become awkward to put your stats into work in the later stages. Conversely why wouldn't you want to play this champion? The two main drawbacks she brings are her weakness before level 6, which leaves you vulnerable to invades or early game issues, and her dislike for dying. Unsurprisingly, it can be pretty frustrating to play a champion that relies heavily on Mejai, which leads to deaths being very undesirable. Though the ability for you to carry is proportionate to that frustration, which we could argue makes it all worth it.

Runes (Loadout)

Viable rune setups are electrocute with domination, electrocute with inspiration and first strike with domination/sorcery. I know that others highly prefer one or the other, but I do not really think it matters too much which one you go as long as you play to that setups strengths. With electrocute + sorcery that would be your ability to rush sorcerers boots and try to one shot the enemy jungler between levels 6 and 11. With electrocute + inspiration that would be your ability to rush rocketbelt and accelerate into midgame. With the first strike pages, I prefer sorcery second as you do miss some damage by going that rune, though I only really like it into "inter" champions. Here I would consider it versus Sion, Singed, ... Champions that die a lot with high health pools, that are likely to survive my combos as well. In these cases I can often collect a decent amount of gold anyway. If you want to mix up runes ultimate hunter can be viable, though I do not recommend it, as it is worse than relentless. Things like waterwalking, nimbus, nullifying, ... can be taken if you really want to, though I don't really see a reason why you would do so. Inspiration is the tree with the most desirable alternative, that being futures market. A useful rune that helps you get mejai, needlessly, needlessly on your bases.

  • Electro Sorcery
  • Electro inspiration
  • First strike domination
  • FIrst strike sorcery


Summoner Spells (Loadout)

Just stick to flash smite, no real reason to go ignite, exhaust, ... outside of fun. If you do choose to play lane Evelynn (which is somewhat viable to a certain point) then do stick to ignite flash.

  • Jungle

Skill Path

Here we have a few ways to level our skills. Standard one maxes Q into E, this provides you with most flat damage without using W in any way. The 3 points W setup is one I do enjoy, as it gives some extra charm duration and range which can be helpful in diving second towers during midgame. The last idea is to max your W after your Q, this is useful when you're against champions where the mr shred or cc duration matters. Here I would consider it versus tanky comps or champions like Ekko (who will just ult before he dies often times (much harder with maxed charm)). As for the spell at level 3 it's pretty self explanatory, if you foresee an invade from the enemy or a gank for yourself you can consider W 3rd. Most often I do this when I'm quite sure I will drop a camp to an invade at level 3, which will allow me to still be useful if I attempt a gank/scuttle/...

  • Standard
  • 3 point w
  • W max

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Item Builds

You don't really have many options on this champion as you are gated by item slots. Your first buys can be any combination of dark seal with amplifying tomes, blasting wand, and sorcerers boots. Here if you have the gold you will ALWAYS prioritize another amplifying tome over alternator. Never go alternator early. Why not Lich or Zhonya or shadowflame or... The reasoning goes two ways. Firstly, if I go any of these items my build is locked into 6 items as I need mejai, rocketbelt, rabadons, void staff, and sorcerers boots. Secondly, none of these items give me the insane spike that would make them must have. Lich bane just seems horrible before 5th or 6th item, especially after changes. Even then it's only useful when you lack damage or enemies have champions with multi life themes (ga,zilean,kindred,trynd,..) Zhonya is just noob bait most games, Banshee is just better. Only reasoning I can accept for Zhonya is not wanting to trade ults with rengar, talon, kayn, ... Shadowflame just doesn't really do too much. You might also ask why I listed cosmic as an option, I only buy this when I want to swap boots and I need a lower cooldown on my ult, though I probably wont do it again as lich bane was given cooldown reduction. Perhaps the movement speed could be useful but it seems to be luxury. That item is a maybe (only boots swap). Remember to buy pinks before dragons / barons, to get blue trinket, and to buy elixir for power spikes. You use pinks to scout when teams group or to get a vision advantage. You buy elixir when there's an important fight coming and you can't buy anything else.

  • Build

Matchups and Synergies

Most matchups are unfavorable but playable. By unfavorable I mean that if both you and the enemy do dumb things it'll usually benefit them more as you lose mejai, waste the resources you took, ... Remember that you are a scaling carry, you can't int just because you're strong now, as your team got less help while you were farming.

  • Matchups

How to deal with invades?

A common pattern for invades is that you want to weigh risk versus reward. If the enemy did 3 camps into your buff, them getting that buff wont really put them ahead, more often than not giving up a single camp is fine. Here a lot will be experience, but generally my biggest tip for lower elo players is to learn how to give up a camp.

Mentality for ganking versus farming and things to know.

If you ask yourself if you should be ganking or farming, usually the answer will be farming, there isn't really much of a reason to ruin your farming for ganks which are forced as there will be many ganks anyway. Though that does not mean you afk farm until level 6. Generally a clear would go something like this: 6 camp into scuttle and gank attempt if possible into recall and clear 2-4 camps with either gank after 2 or gank after 4. Though there are games where you just do 6 camp -> scuttle -> recall -> full clear ... Important thing to keep in mind are jungle timers and tracking enemy jungle though. That means you want to realize second rotation camps usually spawn on these timers: Their first non buff camp spawns around 4:15, then 4:30, 5:00, 5:30 are kind of general timers I tend to go off. These change with champions, pathing, and skill. Karthus for example can have timers be 4:15 -> 4:30 -> 4:45 -> 5:15 I believe. As long as you have a rough idea it's fine though. Pressing tab to keep track of enemy cs is a crucial thing to do as well.

Other questions...

If you want to know more you can refer to a spreadsheet I made in the middle of last season. Things like matchups are outdated with jungle meta, however, even those are mostly fine. General concepts still apply. If anything is unclear even with the spreadsheet and guide ask me when I stream or otherwise contact me. https://drive.google.com/file/d/1orIOKaMqpcZpxlBzKcgu0PVBb04bcRey/view



JungleLeague-Of-LegendsEvelynn


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