Wild Rift: EVELYNN Build Guide (7.1B)

EVELYNN Wild Rift
BUFFED
352
109 017
9 Apr 2026
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift EVELYNN, role - Assassin. Use the guidelines to take your EVELYNN Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position EVELYNN is in the rating table, go to the - Tier List page.

attackdamage 64 (3.65)
heal 600 (128)
healthregeneration 11 (0.71)
attackspeed 0.8 (0.015)
mana 345 (49)
mpreg 15 (0.71)
movementspeed 345 (0)
armor 45 (5)
magicresistance 38 (2)
criticalstrike 175 (0)


DEMON SHADE
P

(PASSIVE) DEMON SHADE

Enter Demon Shade after not attacking or casting for 4 seconds. Taking damage from enemy champions or turrets puts Demon Shade on a 1.5 seconds cooldown.

In Demon Shade, Evelynn regenerates 17 Health (17 (+2 perlevel) + 7.5% abilitypower) every second when she is below 320 Health (+70 perlevel). After level 5, Demon Shade grants her Camouflage.

HATE SPIKE
Q

(Q) HATE SPIKE

4s 30/35/40/45

Unleashes two lines of spikes, dealing 40 magic damage (40/47.5/55/62.5 + 50% abilitypower) each to all enemies struck. Can re-cast within 4 seconds.

Deals 40/50/60/70% damage to minions.

ALLURE
W

(W) ALLURE

14/13/12 /11s 70/80/90/100

Curses target for 5 seconds. Evelynn's next attack or ability will expunge the Curse and slow them by 65% for 1/1.25/1.5/1.75s.

If the Curse lasts at least 2.5 seconds, expunging it charms the target for 1/1.25/1.5/1.75s. If the target is a champion, shreds their Magic Resist by 20/24/28/32% for 4s. If the target is a monster, deals additional 300 magic damage (300/350/400/450 + 60% abilitypower).

Casting Allure does not remove Evelynn from Demon Shade.

WHIPLASH
E

(E) WHIPLASH

8s 45/50/55/60

WHIPLASHWhips a target with Lashers, applying on-hit effects and dealing magic damage equal to 55/75/95/115 plus 2% (2% + 1% abilitypower) of their max Health.

WHIPLASHThen, gain 30% Movement Speed for 2 seconds.

Entering Demon Shade enhances the next cast to pull Evelynn to there target, dealing increased magic damage equal to 80/110/140/170 plus 4% (4% + 1.5% abilitypower) of their max Health to all enemies in the way.

LAST CARESS
R

(R) LAST CARESS

90/75/60s 100

Evelynn briefly goes untargetable and decimates the area in front of her before warping backwards a long distance.

LAST CARESSDeals 150 magic damage (150/260/370 + 75% abilitypower), increased to 230% to enemies below 35% Health.

EVELYNN Meta Overview — Ranks & Performance Analytics

This meta overview presents EVELYNN’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where EVELYNN performs best and how her impact changes in the evolving Wild Rift meta.

Updated: 19 APR 2026 UTC 00:00
Last 7 days analytics
Build Counters Counter Items Tips Con Game Plan Power Spikes Jungle Path

Jungle EVELYNN Build items and runes

The information below will help you get familiar with the game on the Jungle Line EVELYNN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Amplifying Tome Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Amplifying Tome
Amplifying Tome

Amplifying Tome

+25 Ability Power

500

Core
Wild Rift Items: Lich Bane
Lich Bane

Lich Bane
Attacks deal bonus damage aster ability casts

+80 Ability Power
+7% Magic Penetration
+10 Ability Haste

Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.

2800

Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+15 Ability Power
+100% Mana Regeneration
+45 Move Speed.

Magic Break:  +8% Magic Penetration.
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

900

Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.

Wild Rift Items: Infinity Orb
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+80 Ability Power
+7% Magic Penetration

Destiny: +5% Move Speed.
Balanced:  +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 () plus 10% to nearby enemies.

2900

Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.

Boots/Enchant
Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+15 Ability Power
+100% Mana Regeneration
+45 Move Speed.

Magic Break:  +8% Magic Penetration.
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

900

Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.

Wild Rift Items: Protobelt Enchant
Protobelt Enchant

Protobelt Enchant
Small dash

Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. and reducing the target's Magic Resistance by 12% for 3s. After cast, gain 20% Movement Speed thatdecays over 3s. (50s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.

500

Protobelt Enchant TIPS: This enchant grants a forward dash followed by a burst of missiles that deal magic damage and briefly weaken the target’s magic resistance. After casting, you gain a temporary movement speed boost for continued pursuit or escape.

Е
Wild Rift Items: Stasis Enchant
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

Е
TIPS: Finally, for your items, you should build Lich Bane Lich Bane (Attacks deal bonus damage aster ability casts) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Infinity Orb Infinity Orb (Abilities deal bonus damage).

Maybe now it's time to think about upgrading your boot, invest in Protobelt Enchant Protobelt Enchant (Small dash). You may want to replace it with Stasis Enchant Stasis Enchant (Turn invulnerable), it all depends on your playstyle and the situation on the battlefield.

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Lich Bane
Lich Bane

Lich Bane
Attacks deal bonus damage aster ability casts

+80 Ability Power
+7% Magic Penetration
+10 Ability Haste

Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.

2800

Lich Bane TIPS: This item is perfect for mages and champions who deal both magic and physical damage. It provides bonuses to ability power, magic penetration, and ability haste, helping to increase damage and the frequency of ability usage. The "Spellblade" effect allows you to deal bonus magic damage with your next attack after using an ability, adding burst damage and helping to quickly take down squishy enemies. This item is especially effective against champions with low magic resistance, such as AD carries, mages, and assassins, who are vulnerable to high magic damage.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+15 Ability Power
+100% Mana Regeneration
+45 Move Speed.

Magic Break:  +8% Magic Penetration.
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

900

Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.

Wild Rift Items: Infinity Orb
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+80 Ability Power
+7% Magic Penetration

Destiny: +5% Move Speed.
Balanced:  +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 () plus 10% to nearby enemies.

2900

Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.

Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+100 Ability Power
+7% Magic Penetration

Overkill: Increases Ability Power by 20-45%.

3400

Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.

Wild Rift Items: Soulstealer
Soulstealer

Soulstealer
Takedown increase Movement speed an reduce cooldowns

+150 Max Health
+65 Ability Power
+7% Magic Penetration
+20 Ability Haste

Soul Hunt:  +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.

3000

Soulstealer TIPS: This item is perfect for champions who frequently secure kills or assists and want to increase their mobility and ability uptime. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Wandering Soul" effect reduces your ability cooldowns by 25% after taking down an enemy champion, and you steal 10% of their base movement speed and 50% of their ability haste until they respawn. The stolen ability haste stacks, making it especially useful for champions who are often involved in kills and want to improve their stats by taking down enemies.

Wild Rift Items: Crown of the Shattered Queen
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Oceanid's Trident
Wild Rift Items: Morellonomicon
Anti-Shielding
Wild Rift Items: Soulstealer
Soulstealer

Soulstealer
Takedown increase Movement speed an reduce cooldowns

+150 Max Health
+65 Ability Power
+7% Magic Penetration
+20 Ability Haste

Soul Hunt:  +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.

3000

Soulstealer TIPS: This item is perfect for champions who frequently secure kills or assists and want to increase their mobility and ability uptime. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Wandering Soul" effect reduces your ability cooldowns by 25% after taking down an enemy champion, and you steal 10% of their base movement speed and 50% of their ability haste until they respawn. The stolen ability haste stacks, making it especially useful for champions who are often involved in kills and want to improve their stats by taking down enemies.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+75 Ability Power
+7% Magic Penetration

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.

Oceanid's Trident Oceanid's Trident — This item is perfect for mage-assassins who face enemies with a lot of shields. It provides bonuses to maximum health, ability power, magic penetration, helping you deal damage and more effectively break through enemy shields. The "Lethal Weapon" effect reduces the effectiveness of shields that enemies gain based on the type of ability you use. Area of effect abilities apply up to 45% shield reduction, while single target abilities apply up to 60%, allowing you to significantly reduce enemy defenses. This item is especially useful when the enemy team relies on shields for protection.
Magic damage reduces enemy healing
Wild Rift Items: Soulstealer
Soulstealer

Soulstealer
Takedown increase Movement speed an reduce cooldowns

+150 Max Health
+65 Ability Power
+7% Magic Penetration
+20 Ability Haste

Soul Hunt:  +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.

3000

Soulstealer TIPS: This item is perfect for champions who frequently secure kills or assists and want to increase their mobility and ability uptime. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Wandering Soul" effect reduces your ability cooldowns by 25% after taking down an enemy champion, and you steal 10% of their base movement speed and 50% of their ability haste until they respawn. The stolen ability haste stacks, making it especially useful for champions who are often involved in kills and want to improve their stats by taking down enemies.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2500

Morellonomicon TIPS: This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.

Morellonomicon Morellonomicon — This item is perfect for mages who need to reduce the effectiveness of healing and regeneration on enemies. It provides bonuses to maximum health, ability power, magic penetration, and ability haste. The "Affliction" effect applies Grievous Wounds on enemy champions when you deal magic damage, reducing their healing and regeneration effectiveness by 50% for 3 seconds. This item is especially useful against champions who rely on healing, such as Soraka, Dr. Mundo, and Vladimir.

Summoner Spells

If you want to use this EVELYNN Jungle build, you should take Flash Flash (Teleport a short distance) and Smite Smite as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Smite Wild Rift
Smite

Smite

Deal 600 true damage to monsters, epic monsters or enemy minions. Smiting a monster restore 127 Health (70 + 10%). Smite upgrades to Chilling Smite after 3 uses.


Jungle Expertise:

Earn 20% bonus gold and 20% bonus XP from monsters kills, but temporarily earn 60% less gold and XP from minions kills.

Deal 15% more attack damage and 30% more ability damage against monsters.

Restore 40 Health over 5 seconds after dealing damage to monsters.

Restore 4 Mana every second while in the jungle or river.

From 11:00 onward, monster kills will no longer grant bonus gold.
At 2:00, the attack damage bonus against monsters will start to decay.
At 5:00, it will be removed.

Gains one charge every 45 seconds, up to a max of 2.

Cooldown: 10s

Сhilling Smite Wild Rift
Сhilling Smite

Сhilling Smite

Deal 1000 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).

Against champions: Deal 70 true damage (38 to 184) to enemy Champions and steals 25% of their Movement Speed for 2 seconds.

Cooldown: 10s

Runes BUILD

For runes, you should pick First Strike First Strike (Gain gold and bonus damage by dealing damage in battle first.) as your keystone, followed by Sudden Impact Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.), Chain Assault Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and Eyeball Collection Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as Transcendence Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: First Strike

First Strike
Initiate, Damage Amplification, Bonus Gold

Initiating combat with an enemy champion or dealing damage to them within 0.25s of engaging them in combat grants 10 gold and First Strike for 3s, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration.
If you do not deal damage to the enemy champion within 0.25s of engaging them in combat, First Strike will go into a 10-second cooldown.

Bonus gold:
Melee: 100% of bonus damage.
Ranged: 85% of bonus damage.

Cooldown: 20-30s

First Strike
Initiate, Damage Amplification, Bonus Gold
Gain gold and bonus damage by dealing damage in battle first.
Wild Rift Domination Runes: Sudden Impact

Sudden Impact
Triggers when in stealth or dashing

Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.

The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Cooldown: 10s

Sudden Impact
Triggers when in stealth or dashing
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.
Wild Rift Domination Runes: Chain Assault

Chain Assault
Triggers on attack after hitting a target with an ability

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (20-35 () + 5% bonus + 2.5%).

Cooldown: 15s

Chain Assault
Triggers on attack after hitting a target with an ability
Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.
Wild Rift Domination Runes: Eyeball Collection

Eyeball Collection
Kills increase Attack Damage/Ability Power

Gains 2 or 4 after scoring a champion or epic monster takedown, stacking up to 8 times.

Eyeball Collection
Kills increase Attack Damage/Ability Power
Gain Adaptive Force after scoring champion or epic monster takedowns.
Wild Rift Inspiration Runes: Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 5, gain bonus 6 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 10% the ability's cooldown time.

Cooldown: 8s

Transcendence
Reduces ability cooldowns
Grants more Ability Haste the higher your level is and also returns ability cooldown duration.

Situational Runes

Сhange
Electrocute
Cut Down
Burst Damage
First Strike
First Strike

First Strike
Initiate, Damage Amplification, Bonus Gold

Initiating combat with an enemy champion or dealing damage to them within 0.25s of engaging them in combat grants 10 gold and First Strike for 3s, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration.
If you do not deal damage to the enemy champion within 0.25s of engaging them in combat, First Strike will go into a 10-second cooldown.

Bonus gold:
Melee: 100% of bonus damage.
Ranged: 85% of bonus damage.

Cooldown: 20-30s

Electrocute
Electrocute

Electrocute
Burst Damage

Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.

Damage value: 40-194 () + 35% extra + 20%

Cooldown: 20-13s ()

Electrocute Electrocute — The rune is perfect for champions who actively use basic attacks and abilities to control enemies. It is especially effective on high-mobility champions like Zed or Tristana, as it allows dealing additional damage with frequent attacks. The rune is actively used in the early game for quickly eliminating enemy champions who can't adapt to the aggression. Keep in mind that it is important to hit the target within a short interval for maximum effect.
Deal more damage to high Health enemies
Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 5, gain bonus 6 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 10% the ability's cooldown time.

Cooldown: 8s

Cut Down
Cut Down

Cut Down
Deal more damage to high Health enemies

Your attacks deal 8% bonus adaptive damage to enemy champions with more than 60% Health.

Cut Down Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
HATE SPIKE

(Q) HATE SPIKE

4s 30/35/40/45

Unleashes two lines of spikes, dealing 40 magic damage (40/47.5/55/62.5 + 50% abilitypower) each to all enemies struck. Can re-cast within 4 seconds.

Deals 40/50/60/70% damage to minions.

(Q) HATE SPIKE
















ALLURE

(W) ALLURE

14/13/12 /11s 70/80/90/100

Curses target for 5 seconds. Evelynn's next attack or ability will expunge the Curse and slow them by 65% for 1/1.25/1.5/1.75s.

If the Curse lasts at least 2.5 seconds, expunging it charms the target for 1/1.25/1.5/1.75s. If the target is a champion, shreds their Magic Resist by 20/24/28/32% for 4s. If the target is a monster, deals additional 300 magic damage (300/350/400/450 + 60% abilitypower).

Casting Allure does not remove Evelynn from Demon Shade.

(W) ALLURE
















WHIPLASH

(E) WHIPLASH

8s 45/50/55/60

WHIPLASHWhips a target with Lashers, applying on-hit effects and dealing magic damage equal to 55/75/95/115 plus 2% (2% + 1% abilitypower) of their max Health.

WHIPLASHThen, gain 30% Movement Speed for 2 seconds.

Entering Demon Shade enhances the next cast to pull Evelynn to there target, dealing increased magic damage equal to 80/110/140/170 plus 4% (4% + 1.5% abilitypower) of their max Health to all enemies in the way.

(E) WHIPLASH
















LAST CARESS

(R) LAST CARESS

90/75/60s 100

Evelynn briefly goes untargetable and decimates the area in front of her before warping backwards a long distance.

LAST CARESSDeals 150 magic damage (150/260/370 + 75% abilitypower), increased to 230% to enemies below 35% Health.

(R) LAST CARESS
















Jungle EVELYNN Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Jungle EVELYNN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

EVELYNN Wild Rift

Threats

Extreme
[7]
Major
[10]
Even
[9]
Minor
[7]

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Synergies

Ideal
[6]
Strong
[16]
Ok
[7]
Low
[3]

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Jungle EVELYNN Counter Items

We have prepared a list of items and spells that will help counter Jungle EVELYNN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against EVELYNN combo.
Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+50% Health Regen
+20 Magic Resistance
+45 Move Speed.

900

Mercury's Treads TIPS: These boots are a core defensive choice when the enemy deals strong magic damage. They increase your magic resistance, boost health regeneration and movement speed, and help you stay in lane or fights longer against poke and burst mages. Pick them when you need greater survivability versus AP-heavy matchups or repeated spell damage.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance

Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (90s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Wit's End
Wit's End

Wit's End
Basic Attack deals Bonus Damage

+45% Attack Speed
+45 Magic Resistance

At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%Health, dealing damage to an enemy champion heals you for (Melee 100% / Range 66%) of this effect's post-mitigation damage.

2800

Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Stasis Enchant
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

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Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Crown of the Shattered Queen
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.

Gain a Shield

Gives you a shield that increases your chances of survival against EVELYNN.
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (90s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Stoneplate Enchant
Stoneplate Enchant

Stoneplate Enchant
Shield

Stoneplate (Active): Gain a base shield that absorbs damage equal to 15% of max Health. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.

500

Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.

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Jungle EVELYNN Tips

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Jungle EVELYNN Strengths and Weaknesses

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Jungle EVELYNN Strategy and Tactics

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Jungle EVELYNN Power Spikes

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EVELYNN Jungle Pathing

Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.

full clear with a Red Buff start

Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).

REWARDS
Earn XP and gold upon defeating them.

6

Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.

REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.

Get 15 Ability Haste.

When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.

5

Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.

REWARDS
Earn XP and gold upon defeating them.

4

Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.

REWARDS
Earn XP and gold upon defeating them.

3

Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.

REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.

For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.

1

Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.

REWARDS
Earn XP and gold upon defeating them.

2

Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).

REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:

Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.

Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).

7
GANK
GANK

This Evelynn Jungle Path focuses on a full clear with a Red Brambleback start. As the first skill you will be taking (Q) HATE SPIKE. When the Red Brambleback dies, at level two you'll unlock (E) WHIPLASH and head over to clear the Krugs. After the Krugs are dead, Raptors are next and finishing them grants you level three, allowing you to unlock (W) ALLURE. You are going to path towards the Blue Buff side next and clear the Wolves, Blue Buff & Gromp. These grant you level four, upgrade (Q) HATE SPIKE and head to the Rift Scuttler as it is last on the kill list.

Afterwards it's possible to invade the enemy jungler's Raptors or gank a lane if there is a "free kill" available. This Evelynn Jungle Clear is very popular on the Dragon Side Team's side because it both allows you to path into bottom lane, usually paths out of the enemy jungler's way and you get to have early dragons! It's also possible to start this pathing leashless by doing Raptors into Krugs and then Red Brambleback & continue with the same Dragon Side pathing.

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Wild Rift EVELYNN Ability and Tips

DEMON SHADEDEMON SHADE
P
HATE SPIKEHATE SPIKE
Q
ALLUREALLURE
W
WHIPLASHWHIPLASH
E
LAST CARESSLAST CARESS
R

(PASSIVE) DEMON SHADE

DEMON SHADE

Enter Demon Shade after not attacking or casting for 4 seconds. Taking damage from enemy champions or turrets puts Demon Shade on a 1.5 seconds cooldown.

In Demon Shade, Evelynn regenerates 17 Health (17 (+2 perlevel) + 7.5% abilitypower) every second when she is below 320 Health (+70 perlevel). After level 5, Demon Shade grants her Camouflage.

Ability Tips

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Video

(Q) HATE SPIKE

HATE SPIKE

4s 30/35/40/45

Unleashes two lines of spikes, dealing 40 magic damage (40/47.5/55/62.5 + 50% abilitypower) each to all enemies struck. Can re-cast within 4 seconds.

Deals 40/50/60/70% damage to minions.

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Video

(W) ALLURE

ALLURE

14/13/12 /11s 70/80/90/100

Curses target for 5 seconds. Evelynn's next attack or ability will expunge the Curse and slow them by 65% for 1/1.25/1.5/1.75s.

If the Curse lasts at least 2.5 seconds, expunging it charms the target for 1/1.25/1.5/1.75s. If the target is a champion, shreds their Magic Resist by 20/24/28/32% for 4s. If the target is a monster, deals additional 300 magic damage (300/350/400/450 + 60% abilitypower).

Casting Allure does not remove Evelynn from Demon Shade.

Ability Tips

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Video

(E) WHIPLASH

WHIPLASH

8s 45/50/55/60

WHIPLASHWhips a target with Lashers, applying on-hit effects and dealing magic damage equal to 55/75/95/115 plus 2% (2% + 1% abilitypower) of their max Health.

WHIPLASHThen, gain 30% Movement Speed for 2 seconds.

Entering Demon Shade enhances the next cast to pull Evelynn to there target, dealing increased magic damage equal to 80/110/140/170 plus 4% (4% + 1.5% abilitypower) of their max Health to all enemies in the way.

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Video

(R) LAST CARESS

LAST CARESS

90/75/60s 100

Evelynn briefly goes untargetable and decimates the area in front of her before warping backwards a long distance.

LAST CARESSDeals 150 magic damage (150/260/370 + 75% abilitypower), increased to 230% to enemies below 35% Health.

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Video

Wild Rift EVELYNN Skills Combo

🥇HARD 🥈MEDIUM 🥉EASY

Evelynn Quick Assassination

Execution

W
Q
F
eE
AA
R

Use this combo to quickly All-In a target from a long distance.

(W) ALLURE an enemy, wait for the curse to fully complete. Use (Q) HATE SPIKE, then FLASH forward immediately to charm the target. AA once, then (R) LAST CARESS to execute your target.

Combo Video

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

Wild Rift EVELYNN Video

Watch here!

Within the dark seams of Runeterra, the demon Evelynn searches for her next victim. She lures in prey with the voluptuous façade of a human female, but once a person succumbs to her charms, Evelynn's true form is unleashed. She then subjects her victim to unspeakable torment, gratifying herself with their pain. To the demon, these liaisons are innocent flings. To the rest of Runeterra, they are ghoulish tales of lust gone awry and horrific reminders of the cost of wanton desire.

EVELYNN Change history

BUFFED 04 DEC 2025 (PATCH 6.3E)

(Q) HATE SPIKE
Base Damage: 40/45/50/55 → 40/47.5/55/62.5.
Damage to Minions: 35/40/45/50% → 40/50/60/70%.
BUFFED 22 MAY 2025 (PATCH 6.1B)

(Q) HATE SPIKE
Ability Power ratio: 40% → 50%.

(R) LAST CARESS
Cooldown: 95/80/65s → 90/75/60s.
BUFFED 23 JAN 2025 (PATCH 6.0B)

(R) LAST CARESS
Base damage: 120/240/360 → 150/260/370.
 ADJUSTED 09 JAN 2025 (PATCH 6.0)

BASE STATS
Base Health: 570 → 600.
Health per level: 115 → 128.
Armor per level: 4.3 → 5.
Magic Resist per level: 1.6 → 2.
BUFFED 26 DEC 2024 (PATCH 5.3D)

(R) LAST CARESS
Cooldown: 105/85/65s → 95/80/65s.
NERFED 01 AUG 2024 (PATCH 5.2A)

(E) WHIPLASH
Damage: 55/75/95/115 + (3 + 1.5% Ability Power)% target's Maximum Health → 55/75/95/115 + (2 + 1% Ability Power)% target's Maximum Health.
Empowered damage: 75/110/145/180 + (5 + 2% Ability Power)% target's Maximum Health → 80/110/140/170 + (4 + 1.5% Ability Power)% target's Maximum Health.
 ADJUSTED 25 MAY 2023 (PATCH 4.2)

BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
NERFED 28 SEP 2022 (PATCH 3.4A)

(Q) HATE SPIKE
Ability Power ratio: 45% → 40%.
NERFED 08 JUN 2022 (PATCH 3.2B)

BASE STATS
Base movement speed: 345 → 335.
Base health: 650 → 570.
Health per level: 105 → 115.
Health at level 15: 2120 → 2180.

(W) ALLURE
Slow/Charm duration: 1.25/1.5/1.75/2s → 1/1.25/1.5/1.75s.
NERFED 14 JUL 2021 (PATCH 2.3С)

(PASSIVE) DEMON SHADE
Heal: 10% AP per second → 7.5% AP per second.

(R) LAST CARESS
Damage AP ratio against low health champions: 250% → 230%.
NERFED 16 JUN 2021 (PATCH 2.3A)

(R) LAST CARESS
[NEW] 250% execute damage now only applies to champions.
NERFED 12 MAY 2021 (PATCH 2.2C)

(Q) HATE SPIKE
Damage: 45/50/55/60 → 40/45/50/55.
NERFED 28 APR 2021 (PATCH 2.2B)

(R) LAST CARESS
Cooldown: 100/80/60s → 120/95/70s.
NERFED 19 JAN 2021 (PATCH 2.0A)

(Q) HATE SPIKE
AP ratio: 0,5 → 0,45.
Mana: 25/30/35/40 → 30/35/40/45.
Damage to minions: 100% at all ranks → 35/40/45/50%.
BUFFED 08 DEC 2020 (PATCH 1.1)

(Q) HATE SPIKE
Range: 5 → 6,5.
AP ratio: 40% → 50%.
NERFED 06 DEC 2020 (PATCH 1.1)

BASE STATS
Mana regen: 18 → 15.
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Comments (1)

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1+1+8=
  1. Randy
    -3
    Randy Poro 19 Jul 2024
    Muy buenas build y viva evelynn y morgana aquelarre