Evelynn
Jungle SleeperOn-hit AD Evelynn
How to play this build
Use stealth to appear behind the carry and explode with Trinity + Blade on-hit; instead of pure burst, you want sustained DPS. Gank lanes with no vision and use the ult to escape if a pick goes wrong.
Strengths
- Comes out of stealth (Shadow Walk) with brutal on-hit DPS thanks to Trinity + Blade: nobody sees it coming.
- Instead of one burst and dying, she deals sustained damage that melts even tanks.
- Stealth gives her hard-to-predict picks and ganks.
- Ravage (E) grants mobility and an empowered hit to stick to the target.
Weaknesses
- Fragile: if they lock and kite you, your on-hit DPS is useless.
- Stealth is revealed by control wards: they shut off your picks.
- Weak early jungle until items.
- Needs time hitting: hard CC ruins her.
Key combos
- Approach in stealth → empowered Ravage (E) to stick → Hate Spike (Q) → on-hit autos with Trinity + Blade for sustained DPS.
Matchups
You beat
- Isolated squishies without vision: easy stealth prey.
- Comps without crowd control to stop your DPS.
Trouble vs
- Teams that buy control wards: they reveal your stealth.
- Hard CC that locks you while they hit you.
Game plan
Farm and cheese ganks with stealth to snowball. Instead of one burst and out, stick to the target with Ravage and deal sustained on-hit DPS until they melt. Pick fights where they lack CC and control vision; if they buy control wards, play more for objectives.
Quick tips
- Always enter from an angle without vision to leverage stealth.
- Against hard CC, wait for them to spend it before committing.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Ravage (E) for the on-hit steroid that boosts your autos; unlike AP Eve who maxes Q. Q second for waveclear.
Items and what they do
-
Blade of the Ruined King % max-health on-hit and lifesteal; active steals move speed. Melts tanks. -
Trinity Force All-in-one: AD, attack speed, crit, health, mana, move speed and the Sheen proc. -
Wit's End Attack speed and MR; magic on-hit that also steals the target's MR. -
Mercury's Treads Boots with MR and tenacity (reduced CC duration). -
Frozen Mallet Lots of health and some AD; your auto-attacks slow the target (permaslow).
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
AD marks, armor, attack speed quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/9/0 — Offense
- Why this page
- 21/9/0 gives damage and durability to duel up close, not just assassinate and flee.
Summoner spells
- Lane
- Jungle
- Original role
- Jungle AP Assassin