Evelynn Build Guide by Sylvant

League of Legends Build Guide Author Sylvant

How to: Hybrid Evelynn(in depth)

Sylvant Last updated on November 28, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R


Natural Talent
Battering Blows
Piercing Thoughts

Offense: 18


Defense: 12

Runic Armor
Veteran's Scars
Legendary Guardian

Utility: 0

Threats to Evelynn with this build

Show all
Threat Champion Notes
Nidalee Be ware of champions such as Nida and Cait which are able to cover your gank routs with traps
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Preseason Update

Hey folks! The past few months i've been actively playing Evelynn on ranked and improved myself quite a bit. I managed to reach a solid Platinum I, but i didnt manage to push Diamond on time. This was mostly duo to my bad second role pick(Twitch ADC), which had low win rate and was holding me back. Im just not tryhard enough and cant resist maintain the off-meta picks :P. In the upcoming days i will gradually update the guide for the current preseason. I will shift its content from hybrid to meta friendly and competitive. This means it will show you the best way you should play to earn a win. I will appreciate any help on finding outdated info in the comments section(or in pm).

Update Progress
Color legend

Under development

  • Build Presentation
  • Introduction
  • Pros & Cons
  • Builds Explanation
  • Stats Importance
  • Runes
  • Masteries
  • Spells
  • Skills Explanation
  • Items Explanation
  • Playstyle & Jungling

Hello fellow summoners, my nickname is Sylvant and i always enjoyed playing uncommon champions and builds. I fall in love with Evelynn in the very beginning of my LoL adventures since she is the most versatile champion. She has been the subject of major and constant reworks and changes. She was associated with mid lane for a while, but later established in the jungle. One season you see her AP, the next she is AD. Her abilities scale with both stats, as well as many others and various item features.She can be played as a mage, assassin, or go tanky, but her main weapons are always ambush and deception.

After having lots of fun playing her with various odd builds and mainly true hybrid, ive decided its time to move step forward and main her in ranked, discovering the best meta builds and tactics to climb the ladder. Ive acquired a vast experience, combined with my knowledge about the game mechanics which ill put in this guide, to offer you the best ways to play her as well as additional options and less common strategies. Its important to note, this guide aims you, the viewer, to provoke you to think and be able to make choices on your own. You can just scroll down fast and check the basics, item build, masteries etc, but if you wish to know why those items and runes are used, you can find the reasoning. Knowing the logic behind them will allow you to make your own judgement and not just follow the cooky cutter examples and this is the step, to push you past the mediocre good players.

patch notes

The following spoiler contains a wall of text.
Rundown of preseason changes


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Pros & Cons


  • Able to use various gank routs to ambush her opponents
  • Hybrid damage makes her harder to counter
  • Great sustain damage
  • Able to make use of various items, giving her wide option range
  • Has a built in counter to slows and great mobility in fights


  • Squishy early on
  • Easily countered by Stuns and similar effects
  • Close range
  • Lack of CC early game
  • Hard to cooperate with certain team comps and play styles
  • Reliable on items to deal significant damage
  • No health sustain in the jungle

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Builds Explanation

Duo to Evelynn hybrid nature, it can be very deceiving what items and builds work good on her and new players get often lost and end up with a mix of everything. To make an informed choice, we should understand the strengths and weaknesses of the champion. Eve has that great opportunity to approach the enemy unseen, for this reason she is partly crippled in other departments. She is close range champion and lacks high range abilities. She lacks hard CC and mobility tools(like dash, gap closer). Her abilities have low base damage and scaling with stats and items is what make them viable, i.e. she depends on items greatly.

Currently the game is designed in such a way that focusing on either AD, or AP offers great synergy for late game and puts hybrid builds in vain. Building AP can make up for some of those weaknesses. It broadens her range, gives her a bit more kite potential. AP items can provide certain valuable options like preserve by Hourglass, gap closer by Protobelt, persistent slow and ability to stick to her target via Rylai. AP items provide one additional major advantage, they give vast source of magic damage, which can justify the use of magic penetration and let her remain viable even late game.

The great disadvantage of building AD is the range issue. It forces Eve to rely on her basic attacks and stick to her target. Duo to the reasons i introduced above(lack of gap closer, CC etc) this game become very dangerous and she cant play too offensive like AP. It takes defensive items to let her sustain in the midst of a battle. This fact raises another issue- the amount of AD she can get isnt enough for good damage output. It takes items which can provide reliable damage source regardless of AD. This comes in the form of spellblades, Triforce and Gauntlet, on-hit effects like Titanic and Blade of the Ruined King, masteries like Fervor etc.

In conclusion, the current best meta way of playing Evelynn are the more offensive AP approach and a defensive AD build. There are other subpar builds like assassin AD, full on-hit build, or full tank build, but they perform worse and you should avoid them in competitive games.

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Stats importance

Understanding how different stats affect your champion is important so you can make the best choices regarding items, masteries and runes. Here is detailed explanation of how stats affect Evelynn. Keep in mind the stats synergy vary depending on your build and even a single item can make a big impact. For an instance, buying Lich Bane will increase the value of AP and magic penetration, while stacking AD increases the effectiveness of your auto attacks and attack speed respectively.

Attack Damage and Ability Power

Both AD and AP benefit Eve alot and are pretty much on par if compared. AP increases slightly more the damage output of her abilities, while AD strengthens her basic attacks. Investing in AP will increase her range and poke ability, while AD will help trading against other melee champs and while clearing jungle camps.


Evelynn's damage is a mixture of magic and physical and it takes both armor and resistance for the enemy to reduce it, which makes his task harder. Unfortunately this also works in the opposite direction and since there are only items penetrating either armor or resistance, they will increase her damage only partially. There are only few sources of hybrid penetration, but they have often drawbacks compared to other options. Penetration can become an important stats in cases where you amplify a certain damage type, e.g. in AP build using Lichbane, Echo and Protobelt, the magic damage output can become really high. This is less true for AD builds, since there are less options to reach that effect.

Attack Speed

Ravage provides Evelynn with AS steroid, which makes purchasing additional AS less attractive. It also complements stats which scale with AS, such as on-hit effects and AD. Unfortunately most on-hit items come paired with AS, which is a drawback, when there are more needed stats. You should also keep in mind strengthening your basic attacks suggests you have a great ability to stick to your target. There is attack speed cap(~240% bonus as for lvl 18 Eve) and anything over it goes wasted. Ravage on max level gives 120%, which leaves us with a soft cap of about 120% AS. Having Trinity Force and Blade of the Ruined King for example, could place us just on the border, considering other sources of AS that could come from our team, like Warwick's Hunters Call, or Ardent Censer.


One of Evelynn weapons is the ability to roam unseen and mobility can help her to abuse it. As close range champ, move speed is especially important to reach her target. Dark Frenzy scales with flat bonus move speed which is generally coming from boots, but there are other sources like Dead Man's Plate, Phage, Edge of Night and certain masteries.

Armor, Resistance and Health

Durability is especially important for Eve, as a close range champ, since she is forces to enter in the heart of the battle. She also lacks hard CC, or dash tools, which makes for a dangerous play. The large shield provided from Agony's Embrace, makes armor and resistance slightly more valued, while health is generally a cheap stats that comes within many of her most desired items.


Cooldown is pretty much the all around stat which boosts Eve abilities disregarding if she is played as AP or AD, especially if you stack large amount of them, its essential to have. Being able to out-sustain the enemy in longer battles also suggests making better use of CDR, as it can mean casting twice medium CD skills like Ravage and landing few extra Hate Spike, which receives a steady DPS increase from CDR. Dark Frenzy has built in mechanics to refresh its cd, if timed well, you can counter every slow and keep it up through an entire battle, regardless of CDR amount and another passive which makes it scale twice of cdr, since other spells reduce its cd.

Here is a table which portrays how different stats affect your abilities







Basic Attack



















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Greater Seal of Armor

Greater Mark of Attack Damage

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Damage

Runes are generally a good source of stats for early game to allow for healthy jungle start. Taking in mind the information from theStats Importance section, you might be aware how our runes choices would look. Seals are non scaling armor. I prefer resistance glyphs because Eve is targeted by spells often. They are scaling because usually she is going to encounter an enemy not earlier than level 3. You may consider other options such as AP, or CDR. I dont like AP glyphs because if you make comparison between AP glyphs/quints and AD marks/quints, you will notice they have low value and Hate Spike AP ratio is low early game. Marks and Quints are where you find good source of offensive stats, attack damage is what marks can offer, while quints provide high ability power. In case you go AD build, AD quints are a better option. Hybrid runes are a bad choice overall. For the sake of explanation, lets say the magic penetration component give you 5% more magic damage and the physical the same amount respectively, when half of your damage is magic and the other half phys, they separately apply 2.5% each to your total damage, or 5% combined. A non hybrid champ who does only phys damage would also get 5% total damage via the armor penetration. The thing is there are also phys damage penetration runes which would give him a greater effect. How to justify the use of a lesser effect on hybrid champs?

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The first thing you need to decide is whether you want to play offensive AP or tanky AD. From there, Keystones are the main thing to consider when working your way around the mastery tree. Evelynn is an offensive champion in its core which leads us to focus more on Ferocity and Cunning. In Ferocity Natural Talent appears to be "natural" choice for Eve, regardless of build, because she scales of both stats. The choice in second tier is uncertain, because neither of the masteries gives a clear advantage. In Cunning Savagery provides a great help when fighting jungle camps, especially against solo monsters and it synergy with Ravage AS steroid. Assassin works great in 1v1 dueling situations. Merciless is obvious choice. Greenfather's Gift also offers a cheap damage and even works against monsters. The remaining mastery choices will vary on the build.

Offensive AP

Thunderlord's Decree is a perfect match for bursty setup. It scales of the high AP stack and increase magic damage further. In Ferocity we start with Sorcery since abilities are our main source of damage. Double-Edged Sword is the best option for champ which needs early game burst. Both Precision and Intelligence are fine prelude to Thunderlord.

Defensive AD

Fervor of Battle offers a good source of damage when able to engage in longer battles, stack the AD and make the best use of it. Fury complements the AD ways better. Battle Trance is another mastery which supports more tanky approach and dont share the drawbacks of its tier buddies.
Another option is to pick Resolve for a second tree, if the team requires a more solid tank. In such case start with Unyielding , followed by Tough Skin and Veteran's Scars . Either Insight , or Fearless can work as a final pick.

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Smite is mandatory since its required to buy jungle item and get enough exp from monsters. For a second summoner spell consider Flash, or Ignite for more offensive play, especially helpful to deal with annoying heals.

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Skills Explanation

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Sequence explanation

This is Eve's signature, which sets her so unique, even compared to other stealth champs. Makes regular wards a lot less useful, as they cant reveal you and will only hold a threat if placed in a bush you are hiding while an enemy is close. The only available counter are Vision Ward's. In addition, it greatly improves your mana management.

This ability provides a great sustain damage and helps in jungle camps clear and to chase down enemies. The fact its spammable makes it great for stacking certain effects like Thunderlord's Decree , proc Spellblade on cooldown, or apply spell effects like Rylai's Crystal Scepter You can use it to consume spell shields like Spell Shield and Banshee's Veil. It also lets you use Dark Frenzy more often. It has a bad side against certain champs, like Maokai passive Sap Magic, or Kassadin's Force Pulse

You can use this ability to move faster around your jungle, but save its cd, if there is higher chance of an enemy to be ambushing you. It gives high percent move speed increase, which synergy well with other sources of flat bonus MS like boots. Dont hurry using it to engage and make sure the enemy dont have slow effects you need to counter. Its cooldown gets reset if you earn a kill or assist, so turn it on if an enemy is close to die. If you use it wisely, you can counter every slow with it and keep it through out entire battle.

This is your opener and only burst tool. It provides you with a massive attack speed boost and will trigger on hit effects twice, which makes it cool paired with items like Blade of the Ruined King. It will also apply spellblade. You can use Ravage on nearby minions while sieging a turret, to make use of the attack speed buff

Without Magic Penetration and high AP, your ultimate damage is not very impressive, so we rely mostly on its utility part, thats why you dont always blow it early. Its cd is huge, use it smart, for securing an escaping kill, or save your own life when you actually need the shield. Ofc, its best used when initiating a team fight. Always try to land it on more targets, to expand the shield strength. When playing against certain champs like Zed and Fizz that are able to avoid it with Living Shadow, Death Mark and Playful / Trickster respectively, you should use your ultimate after you make sure they have their evade tool on CD.

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Items Explanation

This items table is outdated, please scroll down to the items explanation

Starting Items

Vision & Trinkets

Jungle & Gold Income


Transition Items



On-hit effects





Example Set's

Why not to use?

* Click on the purple title to jump to the respective part

Starting Items

Hunter's Talisman is mandatory, because its passive in conjunction with Hate Spike will let you leech health from monsters and use the Raptors camp as a regeneration drive thru. With proper farm tactic, Refillable Potion is enough for your first clear and is a long-term investment, but if you are uncertain in your farming ability, use Health Potion's. Warding Totem is used as a counter-jungle prevention and to deep ward the enemy territory.
Your first priority is to get Smite upgrade. Depending on your remaining gold, get the base of your jungle item, or boots. Dont forget to pick Control Ward early. Hunter's Potion is optional if you feel the need of more sustain.

First back

Vision & Trinkets

Its mandatory to have Control Ward. I always place one early in the bush behind my red Brambleback, which provides safety against counter-jungle and additional protection for my team not to get ganked from far behind. Its recommended to upgrade trinket to Farsight Alteration, which helps to ensure gank rout is not compromised by control ward or traps like Bushwhack and Yordle Snap Trap and allows to deep ward enemy monster camps. Oracle Alteration is another option which counters specific threats like Jack In The Box and Noxious Trap.

Jungler Item

Smite Upgrade

Stalker's Blade is natural pick for Eve, since she lacks slow apart of her ult, but with some practice Skirmisher's Sabre becomes the better choice, which offers greater damage capability and damage reduction which can be key to win duels. The use against champions effect of the other smite upgrades is too good to trade for Tracker's Knife.
The only choice for AP build is Enchantment: Runic Echoes, which offers early burst and mana sustain. Warrior is the most efficient option for AD build, even when defensive oriented, because gank potential is essential for early game. There is a less common approach, to delay the jungle item upgrade and rush core items. It can cost you a good performance early game, but will let you upgrade to Enchantment: Cinderhulk, which is more late game oriented and allows for a different items choice. Enchantment: Bloodrazor is quite weak and Blade of the Ruined King is much better option. Using both is inefficient.


By default Boots of Mobility are good pick to improve roaming during early game and keep safe distance to not reveal yourself while flanking. They let Eve to approach enemies easier in her abilities range and when entering combat, Dark Frenzy and slows can compensate the loss of MS. Ionian Boots of Lucidity are good way to increase the valuable CDR amount and also allows for more summoner spells casts. In an offensive AP build, where magic damage reaches a high ratio, Sorcerer's Shoes are the best option. For defensive AD build, the best option can be defensive boots like Ninja Tabi against AA reliant champions(e.g. ADC's) and Mercury's Treads to counter hard CC. The only boots i wouldnt recommend for any build are Boots of Swiftness, because Dark Frenzy covers the effect of their passive.

Transition Items

There are certain low grade items which make a great impact on Eve, or are able to deal with certain problem without immediately being upgraded to their final state. Hextech Revolver is great source of early gank burst and despite its cheap price it even beats Enchantment: Runic Echoes in that department. Sheen can provide an early spellblade. Spectre's Cowl and Warden's Mail and items alike can deal with lack of hp or the need of extra defense. Only carry maximum two of those, or it will become harder to finish the final recipes.


Eve can raise her damage in various ways duo to her scaling with different stats like AD, AP, AS and item features like spellblade and on hit effects.

Spellblades remain a defining item feature for Evelynn. With a proper build, each one of them can be a core part. Trinity Force is awesome stand-alone item, which provides high DPS regardless if a build offers low amount of AD and other stats, but its expensive and counter-productive if behind. Iceborn Gauntlet on the other hand is very cheap and a safer bet. It offers consistent slow and high armor which can work amazing in certain situations. In AP build, Lich Bane can offer high burst and raise AP scaling and magic damage.
Hextech Revolver is an awesome early pick, which encourages the purchase of its upgrades. Hextech Gunblade is one of the few items you can call hybrid. It gives life leech disregarding the type of damage, high amount of offensive stats which do good scaling on Eve abilities and an excellent on-use skill. hextech probebelt-01 is unique because it can provide Eve with something she lacks, a dash tool. Its very cheap and emerges as a must pick for AP build. The use ability makes it the better pick for late game compared to Gunblade. Hextech GLP-800 is subpar option to its cousins. Too much gold invested in mana sustain, which isnt needed on Eve, especially played as AP(Echoes wink wink)

On-hit effects

Ravage lets Eve scale with on-hit effects in general and makes them a good source of damage in defensive AD build. Most of those items comes with AS and are tuned for more aa reliant champs so dont purchase many of them. Titanic Hydra is a no AS exception and a perfect pick, but its slightly expensive. Blade of the Ruined King is a good anti tank weapon, especially late game. Guinsoo's Rageblade is the other hybrid item, which makes on-hit's even more useful.
In an offensive AP build magic damage ratio raises alot and penetration can become extremely useful, especially late game. Void Staff can improve damage in such build by far. Liandry's Torment is another option, which is extremely useful against tanks. Rylai's Crystal Scepter is cheap utility item which offers consistent slow.
Ability Power


Evelynn is a close range champion and she takes alot of damage, thats why raising her defense can be of high priority, especially in AD build. Keep armor and resistance high, especially the one which counters your opponents damage the most and also add a chunk of health.
Randuin and Dead Man possess very similar stats, but their passives sets them to be used in different situations. Randuin is obviously more durability focused. It offers a counter against champs relying on basic attacks and critical damage. Dead Man's Plate gives more roaming and ganking cability. zonya's hourglass is the AP option against physical damage, but its preserve use can work against other abilities too, such as Chum the Waters and is good in dangerous team fight engages.



The best defensive options to counter magic damage are Spirit Visage which offers more stats and Banshee's Veil which is cheaper and provides a spell shield. For AP build the prevention against high magic damage is Abyssal Scepter
The remaining item options are generally used in defensive AD build. Maw of Malmortius gives strong offensive stats for Eve paired with magic damage absorption. Sterak's Gage is sharing the lifeline passive and provides a large health bonus and shield. Against ADC's and other aa reliant champs, Thornmail can offer additional counter-play. Zz'Rot Portal hold a mix of defensive stats and extra siege feature. Guardian Angel is good even in offensive AP build, as a last resort when fights are deadly.



Elixirs are the last brick in the wall to complete your build when game takes too long. You can make a good use of any of them, depending what you need. Elixir of Sorcery can boost your damage the most. Elixir of Wrath is a weaker damage boost, it works better if your build is focused more on AD and physical damage. Elixir of Iron can cover gaps in HP and provides tenacity.

Example Set's

This is a list of example sets. In many cases you can use different boots to reflect what opponents you are facing. The perfect item set should usually include a good amount of armor, magic resistance and moderate amount of health. For damage, spellblade and on hit effect are recommended.

This is our ultimate goal. For damage it relies on high AD & AP stats, max CDR and trinity spellblade. Gunblade life drain works in great synergy with Spirit Visage. This build performs well during early and mid game and decays towards late game.
This is an example variation, which draws towards AP. Of coarse if you face champs which rely on auto attacks, pick Randuin instead of Dead Man's Plate. Boots are switched to Ionian Boots of Lucidity to compensate for the CDR loss from Enchantment: Warrior.
This is a full AP build. Provides high damage via Echo and spellblade, slow, high resistances & emergency active ability.

This is an example of how a build relying on hit effects should look. It is mainly aimed to deal with high hp tanks and fighters. Skirmisher's Sabre will help win trades. CDR is of low importance here as abilities deal very low damage, so boots can be easily switched for whatever suits. Such build can work well late game, but has drawbacks early game.

Items to avoid
There is large number of items people wonder if they are good to use, some of them used to be good, but duo to patch changes thats nomore. I've tried to cover those items in the following spoiler, with description for each one of them.
why not to use

Feel free to request an item build adjusted for an item of your choice in the comments section!

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Playstyle & Jungling

This section of the guide contains in depth tips on how to play Eve and manage in the jungle.

Starting the game step by step

Always start from bottom lane, to get a better help and not interfere with your top lane partner. Secure a possible invade route with your trinket. Smite Krugs/Gromp respectively to receive a buff which will help you clear camps faster. After finishing the 1st camp head for the nearest Brambleback/Sentinel. You will usually consume the second health potion by that time. Now you should consider killing the nearest river monster and clear the next small camp, do it in any order, depending how low hp you have. Then you go for the last Brambleback/Sentinel left in your jungle, smite should be rdy to use on it. Warding totem should be also off cd to ward the way enemy jungler can interrupt you. This is pretty much your 1st jungle visit, teleport back to base, upgrade to Stalker's Blade and restock healing potions. Look the lanes and check for enemies on low hp/pushing lanes, or try to determine whether your allies would be victim of a gank and head there. If your Smite is not ready for use, you can clear a camp on the way before visiting the lane.

Monster Buffs

Large monsters will provide a unique buff when smited. Each monster can give the buff only once before it die, so if smited twice, only the 1st Smite will provide a buff. Its really important knowing what the buffs give so you can make use of them at the right moment. The blue golem and the red lizard, still provide their signature buff's on kill, altho they have their names changed.
  • Crimson raptor- the raptors camp is found where the old witch was standing. Smiting its leader gives a buff for minute and a half which triggers stealth detection for a few seconds when you pass by a ward. Unlike other champions that use it to discover gank routes, Eve does not need that, but it can help greatly when going for the Drake or Baron Nashor.
  • Greater Murk Wolf- this buddy is the later reincarnation of the old Wolf and stands on its place. Using smite on him will send an invulnerable spirit at the near crossroad, which will monitor for enemies around the nearby forest and will follow them, if any shows up. This is especially useful to protect this part of the jungle from poachers.
  • Ancient Krug- or the old smaller golem, gives a buff that helps you while farming minions and monsters. It will enhance every your 5th attack with bonus damage and stun. Attacking a turret will consume the buff and deal bonus true damage.
  • Gromp- found on the camp opposite to the blue golem, will give buff that will reflect damage to anyone that strikes you, pretty good if you get focused. Both Krug and Grop are very useful while farming early game.
  • Blue Sentinel- smiting it will regenerate a large portion of your mana. This could help you manage your mana if you pass the buff on kill to an ally.
  • Red Brambleback- regenerates a portion of your HP instead.
  • Rift Herald- this monster dwells Baron Nashors location until his arrival and takes two to kill. When its attacked in front, its rear is vulnerable and takes extra damage. It provides a powerful buff which enhance duel capability and last for a long period of time.


Dragon is replaced by four elemental drakes. Killing any of them gives a permanent bonus to your team which stacks even with multiple kill of the same type. A drake of random type will spawn every six minutes of the game until the 35th minute when an elder Dragon will spawn instead. Only three elemental dragons can spawn per match. The type of dragon is visible on minimap and by the glowing runes inside its pit.
  • Mountain Drake -increases damage to turret and epic monsters.
  • Infernal Drake Increases dueling and team fighting abilities.
  • Cloud Drake Increases out of combat movement speed.
  • Ocean Drake Restores missing health and mana.
  • Elder Dragon Grants a powerful burn-over-time on spells
    and attacks as well as increasing the strength of other elemental drake buffs.

Additional info

Eve can have hard time if fall behind with gold. Jungler role is similar to a global support to your team. Your job is to make sure they are doing fine. Dont farm their lane minions. Try pass them kills, show them you are not the usual selfish jungler, this will ensure your team wealth and wont need your constant care and ganking. Try becoming independent from the need of blue and red buffs, pass them to a teammate, mage/ad champ respectively.
Care for counter-jungler champs such as Lee Sin, Jarvan IV, Shaco, Vi, which posses great mobility tools, or junglers that can clear camps faster like Nunu. In the case you face counter-jungling ask your team for assistance and extra warding. Use your trinket on nearby bushes when going for a jungle camp(especially buff monsters). Learn how to position yourself and pull monster camps, so you hit the most targets with your Hate Spike, all you need is practice.
Eve is exclusively dependent on Stalker's Smite cd for ganks, as she lacks the usual CC abilities other gankers possess. Dont waste your time ganking without a CC tool, unless you see a good opportunity like a low hp enemy, or a team member of yours, which has his ultimate ready and is capable to score a kill without much help. Your best weapons are ambush and deception. You have various ganking routs on your disposal. Dont scare your prey away too early, let them engage a fight and join in while the chance is on your side. Keep track of the enemy jungler movement and try to steal camps on his part of the jungle, or ambush him. You can easily prowl while he is killing a monster and steal the killing blow with smite if he is careless. Counterganking is another strong side of Eve. As a jungle, it is your duty to keep track of drake and baron and have your smite prepared for them. Ask your team assistance if the right moment occurs.

Thanks to MrMad2000 for the picture and here it is as promised!