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Evelynn Build Guide by colingogo

Jungle [13.9] Colingogo's Challenger Evelynn Guide

Jungle [13.9] Colingogo's Challenger Evelynn Guide

Updated on May 5, 2023
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League of Legends Build Guide Author colingogo Build Guide By colingogo 364 124 588,364 Views 13 Comments
364 124 588,364 Views 13 Comments
League of Legends Build Guide Author colingogo Evelynn Build Guide By colingogo Updated on May 5, 2023
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Runes: Inspiration Secondary 1

1 2 3 4
Sudden Impact
Eyeball Collection
Relentless Hunter

Magical Footwear
Future's Market

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hello everyone, my name is Colin but most people know me by my stream name and IGN of colingogo. I've been playing Evelynn since season six, and my peak rank is challenger rank 157 in July 2020. Click the challenger icon to the left for screenshots.

With her being picked in competitive play I figured now is as good a time as any to make my guide so here we are.


Whoo! Buffs! She's played the same before and after the 12.20 changes and shes significantly stronger now. As of 13.5 shes decently strong, so pick her and play smart for some free LP! Farming got buffed so Eve is a better pick!
The best keystone to run on Evelynn is Electrocute. Electrocute gives the highest instant damage for the early/mid game over any other keystone.
Sudden Impact Gives flat magic pen, Eyeball Collection gives flat AP, and Relentless Hunter gives movement speed to get around and flank.

The secondary runes to choose are as follows:

Sorcery (Option 1) Inspiration (Option 2)
Absolute Focus and Gathering Storm Magical Footwear and Future's Market
The reason why I say Sorcery secondary is for beginner players is these runes are a lot more forgiving. Absolute Focus gives a bit of AP for free which is nice, and Gathering Storm is really good at lower ranks because a lot of games will go to 30 or 40 minutes. Waterwalking is also a good rune as it gives Evelynn that extra movement speed to maneuver in river fights. If you go sorcery it is mainly preference on which of these runes you run.
Inspiration secondary is because it essentially gives you a large amount of free gold. You take Magical Footwear because it gives you 300g boots for free - that's 1 kill worth of gold, plus you get extra move speed. Future's Market gives you the ability to go into 'debt' at the cost of interest, allowing you to get power spikes easier if you struggle to find good back timings. Cosmic Insight is a fine alternative for faster flashes/smites if you don't find yourself using future's market much.

Either of these tertiary pages are viable. Flat ap is stronger early, giving you a faster clear and more damage but haste(cdr) gives u slightly faster spell rotations and more ults later in the game. I find flat ap is better but both options are viable.
Trade armor for magic resistance if enemy mid and jungle are both heavy ap champions.

You always go Smite + Flash

You are playing jungle, you need smite.
I take blue most games. Green is good into engage CC champs such as elise ashe leona, but for the most part blue is better.
The reason you take flash is it's a necessary spell to not only survive the early game (you can flash to safety if you get invaded) but mid and lategame having flash lets you go for much riskier plays and baron/dragon steals.

Your first 4 levels

depend on where you are starting your clear and what you plan on doing after your first clear.

When playing evelynn you always start your Q level 1. This is because it has a low cool-down and is your primary damage tool for clearing and fighting.

If you start your blue buff , you will take E level 2. This is because the increased %hp damage lets you clear gromp and wolves faster than if you level your W Allure second.

After clearing your blue-side 3 camps and hitting level 3, you have to ask yourself if you can be invaded by the enemy jungle. If you can be invaded, take W, Allure as you will need the CC to try and escape. If not, take a second point in Q, Hate Spike. This is a slightly faster clear at the cost of a small amount of health.

After clearing your raptors , red buff , and krugs , you will be level 4 and then place a point into either your Q, Hate Spike or your W, Allure.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

If you are starting red buff (w/ leash) OR raptors (leashless) and clearing all 3 redside camps, you level Q, Hate Spike, E, Whiplash, then your W, Allure. You can level W second if you struggle to clear camps and remain healthy, but it is slower.

If you plan on going raptors -> red buff -> krugs into a gank or reset, you can level E second if you are 100% certain you will be resetting as you will finish krugs with low health and mana (toplane ungankable).
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

After your first 4 levels,

you just max your spells normally by putting points into your ult as applicable, maxing Q and then either maxing E or W based on how tanky the enemy team is. Please keep in mind your W does a lot of damage to monsters, so if you max it second you have serious baron/dragon steal potential. Your spell order should look something like this:

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

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

What do her spells actually do?

Evelynns Passive - Demon Shade

When out of combat, Evelynn enters Demon Shade. Demon Shade heals Evelynn when she is low on health and grants Camouflage after level 6. Pretty self explanatory, you get to be invisible and heal up while invisible.

Evelynns Q - Hate Spike

Evelynn strikes out with her Lasher, dealing damage to the first unit hit. Then, Evelynn can shoot a line of spikes at nearby foes up to 3 times. This is your main damage ability, most fights and skirmishes are done playing around this spell and its cooldown.

Evelynns W - Allure

Evelynn curses her target, causing her next attack or spell after a delay to charm her target and reduce their magic resist. If you proc it early, it slows instead. Use charm if you need it to kill your opponents, otherwise use it as a slow to gapclose.

Evelynns E - Whiplash

Evelynn whips her target with her Lasher, dealing damage. She then gains movement speed for a short duration. This spell goes off cooldown and becomes Empowered Whiplash if Evelynn enters Demon Shade. Empowered Whiplash does extra damage and pulls Evelynn to her target.

Evelynns R - Last Caress

Evelynn briefly goes untargetable and decimates the area in front of her with an AOE execute before warping backwards a long distance. This spell is what makes Evelynn as strong as she is, the ability to do massive amounts of AOE and get out while also being an execute lets you go for some very risky plays.


Start: Gustwalker Hatchling + Health Potion
I always go these items. Gustwalker Hatchling gives you increased movespeed later which feels really nice for getting places and farming. The Health Potion gives you the health you need to survive invades and be healthy enough to gank or contest skuttle after your clear. You will always start these two items. The green jungle item is also a fine alternative if you dont need the movespeed and would like a slightly safer, but less optimal setup.

First recall:
Ideally, your first back involves buying a Dark Seal. Dark seal can give up to 55ap for 350 gold, making it the most cost efficient item in the game. Spend as much gold as you can buying components to your Rocketbelt such as a Blasting Wand or Amplifying Tome. As much damage as possible is optimal to secure kills and snowball the game.
First item: Hextech Rocketbelt.
Rocketbelt gives really good utility to secure charms and make more picks, while also having a really good build path of darkseal -> blasting wand + amp tomes for early game power. The flat pen is nice too, I like rocket belt a lot. Hands down the best item.
Sorcerer's Shoes: Buy Sorc Shoes when you can.
Both the flat penetration and movespeed is huge for Evelynn, especially early when nobody has MR yet. There are no other viable boots, go sorcerers shoes every game.
Rabadon's Deathcap: Buy deathcap after your first or second item.
I go deathcap second almost every game - this item gives a MASSIVE amount of ability power, and since Evelynn's Q - Hate Spike scales with 195% ap ratio, this gives a HUGE increase to your damage. It's 35% increase to AP also applies to other items INCLUDING Mejai's Soulstealer. This means you can get 300-500 AP based on your stacks very early in the game and can snowball out of control and carry.
Void Staff: Start building void staff after Rabadon's Deathcap when the enemy starts building magic resistance. If the enemy isn't building MR, feel free to delay this item but in most games the enemy will start building resistances about at the time you start this item. You can build Blighting Jewel and sit on it if the enemy isn't stacking much MR.

Mythic Choices: From what I have experienced so far; Hextech Rocketbelt is a better item for making picks and forcing charms against mobile champions in side lanes, but Night Harvester can be slightly better for chaotic extended teamfights.

General rule is to just go Hextech Rocketbelt every game no matter what. It is much better in 95% of scenarios as the gapclose potential it gives allows more options with what plays you can go for.
Mejai's Soulstealer: The most loved and hated item by Evelynn players. I consider Mejais to be a core item, but because of the difficulty of maintaining stacks of it, I put it here in situational. Any game where you are confident you wont die pointlessly is a game to look to buy this item. It gives the highest good efficiency in the game, giving up to 145 AP for 1600gold. Look to get your deaths per game down below 5 before you start buying this item consistently. It also counts as a legendary item to give you an additional mythic passive.
Banshee's Veil: Probably the best defensive option available for Evelynn. Blocks traps such as teemo's Noxious Trap and stray skillshots to keep you hidden while flanking in camouflage, and also protects you from hard engage tools such as Malphite's Unstoppable Force and even blocks twisted fates Destiny vision. If enemy has lots of CC and I have Mejai's Soulstealer stacks I won't lose, sometimes I will get this item before Rabadon's Deathcap.
Zhonya's Hourglass: An ok item, only really buy this item against fed lethality assassins such as rengar, zed, talon, or khazix. You can also get it against champions that hard engage and have either no escapes after going in (or reset champs) such as Malphite, Katarina, or Master Yi.

The only problem with hourglass is that it delays your deathcap spike and often times if you can react with hourglass you could have reacted with your ult instead, and using hourglass will often result in using your ult as soon as you come out of it. Try not to buy this item into Caitlynn.
Morellonomicon: If you are decently fed and the enemy team has a Soraka or Yuumi and you struggle to kill through their heals, you can buy this item. Do not buy Morellonomicon if the enemy is healing from sustained healing such as Mundo R Maximum Dosage or Conqueror / Blade of the Ruined King lifesteal. You either will burst them or not, let your teammates apply healing reduction to those type of targets. The best way for Evelynn to deal with drain tanks is to kill them instantly. You can buy Oblivion Orb earlier into those type of targets and upgrade once you get to late game.
Lich Bane: Lich bane is a great item on Evelynn, but the problem is deathcap is a more important buy. After Rabadon's Deathcap Hextech Rocketbelt Mejai's Soulstealer and Sorcerer's Shoes most of the time the enemy will start building MR and you have to go Void Staff instead. Once you have void you CAN opt to buy lich bane, but by this point you will usually overkill your targets anyways so you might as well get a defensive item such as Banshee's Veil. Basically lich is a great item, but you shouldn't find yourself buying it often as there isn't an available item slot for it.
Quicksilver Sash: Buy this against Mordekaiser, Malzahar and Skarner if you struggle to deal with their ultimates.
Cosmic Drive: Essentially a budget Night Harvester. This item is okay against champs you want to kite against and can be kinda fun but for the most part isn't worth buying.
Shadowflame: Shadowflame is a good item, but similarly to Lich Bane you don't want to be picking it up over Rabadon's Deathcap or Void Staff. Occasionally this item can be bought as a 5th or 6th item if you don't need a defensive. Usually you buy lich bane over this.
Horizon Focus: This item is pretty bad because it forces you to use your charm to get the utility from it. Then again, against teamcomps with little to no escapes (such as multiple tanks) where you are guaranteed to be landing every charm you can buy it for fun. Not a recommended item.
Nashor's Tooth: You can buy this item if team-fights are doomed and you need to try and cheese a splitpush or backdoor. I only recommend this item in low ranks after you have 5 items and if the enemy is vulnerable to backdoors.

Sorcerer's Shoes: Gives you more damage which you need to kill people. Not really anything else to say. Go these every game.

Stealth Ward: Place your yellow ward level one then swap this trinket to Oracle Lens. After you hit level six, Swap back to this. Invading and dropping yellow wards deep in the enemy jungle is a very good way to get information mid game.
Oracle Lens: You need this to be able to deny vision either in your jungle or at lanes when you try and gank after your clears pre six. If the enemy invades you lvl 1 to try and cheese you can use this to clear any wards they placed.
Farsight Alteration: Upgrade to this whenever you start to contest neutral objectives. The blue ward doesn't reveal your general location when you use it, so it works well when getting vision to steal dragon/baron. I usually get it between levels 9 and 12.

Evelynn has one of the faster clears in the game. She can reliably full clear with enough time to contest scuttle crab as long as she gets a good leash. Ideally, you full clear off your camp cool-downs and make plays between full clears.

(OUTDATED) How to kite camps and clear without a leash in S11

1:02 blue start, 2:58 red start, 4:55 random thoughts w/ my chat.
Only change in the clear since this came out is smiting Gromp after blue on blue start clear.

What camp do I start?

At the start of the game you need to decide which camp you want to start. For the most part, you want to start on whatever side is weaker and clear towards your stronger side-lane. This allows you to be protected from invades as well as lets you contest the scuttle crab.
For example, if you have a Jinx Sona botlane and a Renekton top, chances are the jinx sona will lose lane early because they are weak in the early game, whereas renekton will most likely be winning lane early. If you start your botside buff with a leash from jinx and sona and clear towards the renekton lane, this somewhat protects you from being invaded as if the enemy shows up in your jungle and both toplaners come renekton is stronger so you can win your 2v2.

Protecting yourself from invades

Unfortunately, as you climb in ranks a lot of players start to identify that Eve wants to full clear. This makes tracking her location (and therefore invading her) quite easy to do. If an enemy has information on what buff you are starting, they can have a general idea where you're going to be for the next minute and a half. For example, if the enemy has knowledge you are starting blue buff and they know your path... These are the types of invades they can do depending on their champion.

Remember, the goal of Evelynn early game is to survive. If you can manage to hit level six without a deficit chances are you are in a good position to carry the game. Champions like Graves, Nidalee, and Kindred can invade you at any of those locations after one camp, where champions like Lee Sin, Kha'Zix, and Elise will look for level 3 before they invade.

You can only damage control an invade that you know is happening, and the sooner you know they are going to invade you, the better you can react to it. If you know where the enemy jungler starts, you know where he can go. Invading with your team level 1 and placing wards on the enemy starting buff, raptors, blue, or wolves are a great way to have an idea of where they start or what their path is going to be and predict invades accordingly. If you can't invade, place a ward opposite side to where you start at your jungle entrance so you can see if they sneak in.


For example: If the enemy jungler is playing a strong early champion ( Lee Sin, Elise, Xin Zhao, Warwick) and starts their red and you have vision of them walking away from their red towards raptors, you know they are most likely crossing over to their blueside of the map. This alerts you to the potential of your redside camps being invaded. If you started blue, you can immediately cross to your red and clear your red > raptors > wolves > gromp to avoid his invade timing, while still clearing 5 of your camps before having the option to gank bot, invade raptors, or simply wait for scuttle.

Despite being invaded and cheesed, you still win this exchange.

In this theoretical scenario, after noticing your red and raptors arent up, xin zhao will most likely look to gank top or midlane. Asking your teammates to ward for you at your redside jungle entrance is a good choice, as you will gain information on whether or not he actually looked for the invade. If you know he's in that section of the map, you also know he is either clearing back towards his botside camps to contest bot crab, or he is looking to gank a lane.

Make sure to ping your teammates accordingly! If he cannot get a successful gank or invade off, he wasted all of that time walking around in circles while you efficiently pathed away from him and maybe even stole a camp or two.

Evelynn is all about outpathing and outmaneuvering the enemy early, before turning into a massive threat into the mid and late game. Remember that it is better to give a camp or two and fall slightly behind, than it is to die trying to fight the enemy jungler without your laners. If your lanes aren't pushed, assume they wont help you.

It takes a lot of effort and practice, but jungle tracking is the biggest aspect of jungling and I highly recommend any aspiring jungle players to put effort into this skill. A master of jungle tracking is a master of the jungle.

Evelynn isn't that mechanically complicated of a champion, but there's a few interesting combos and tips I'm gunna share that can be found in this video. It mainly goes over some interesting interactions with flash and some tips on how to steal/secure Baron or Dragons.

The main takeaways from this video:
- When you flash during your q cast, your q fires from your initial location, not your final location.
- Flashing during your E cast will cast your E to your target from your flash location.
- Flashing during your E movement will cancel your e movement, but do the E damage to everyone you flash on.
- W max is good for stealing objectives.
- You can 1st Q > R > 2nd Q if you use your spells quickly
- Just watch the video, it is pretty simple.
Alright, you managed to make it to level six alive and ready to play the game. Your laners are mad you haven't been matching the Lee Sin ganks. The Lee is 3/0 but you are up 24 CS. It's time to start making plays.

Your invisibility from Demon Shade is the strongest part of your kit, and after unlocking it at level six (assuming there isn't a Control Ward to ruin your day), you gain a lot of extra freedom with how you can play the game.

As soon as you hit level six, you want to look to make a play. Your goal is to make a play in a lane, use that pressure to get an objective, then clear all your jungle camps while you wait for your ultimate Last Caress to come off cool-down. You need to look at each of your lanes, and ask yourself where you want to make your move. Keep in mind the objectives you want to take and what lanes you can work with to get them. The main objectives of early/midgame are Turrets, Dragon, and the Rift Herald.

Those arent the only objectives on the map though. You can consider enemy jungle camps and wards as a type of mini-objective to work towards. If you can take an enemy jungle camp, you get +1 camp and they get -1 camp, putting them at a deficit and making you stronger. You can also think of placing a Stealth Ward or Control Ward as a type of mini-objective; placing a ward deep in the enemy jungle on camps or common pathways is a great way to get more information for your team. This lets you know when you can go for riskier plays (such as dives!) as well as once you start getting a lead you can just walk up and kill the enemy jungler in his jungle if you see him on a ward.

The goal of a gank isn't just to get kills, it's super important to remember to go dragon after killing the enemy jungler, take turret plates after a successful dive, or go Rift Herald if your top and mid are pushing. You gank a lane to take someone off the map for an amount of time and to create a numbers advantage somewhere on the map. Any time you have a numbers advantage, you can look for objectives.

On top of all of that, be sure to clear as much of your jungle as you can between making plays. Your ideal game plan is:

clear -> gank/dive -> counter jungle / get deep vision -> reset -> clear -> etc.

With that being said, here's a list of what you can look for when trying to gank a lane:

Ally has Crowd Control:

If your laner is playing a champion with hard Crowd Control it prevents the enemy from kiting out of range of your W, Allure. Having a guaranteed charm means a guaranteed kill, and if the enemy is stunned, rooted, or hooked; they can't dodge your first Q.

Ally has a long gap-closer:

If your laner has a long range gapcloser such as Yone Ult Fate Sealed or Tristana W Rocket Jump, you can initiate with bluesmite and charm while your laner is far away and have them follow up for the kill.

Enemy has no Mobility or Missing Summoner Spells:

If you have information that an enemy doesn't have Flash or major mobility spell like Fizz e Playful / Trickster, you can prep charm and go on them to almost guarantee a kill. All you have to do is wait for your laner to be in a position to follow up, then start W and walk into them. Blue smite is great for these situations to close the gap, especially if the enemy champion is playing something immobile like Orianna or Lux.

Laners Constantly Fighting:

If say your midlaner is a 1.6 million mastery point Yasuo one trick who is fighting and fighting and fighting against his lane opponent, you can usually look to clean up kills - and tax cs when he dies. If your laner is constantly fighting, chances are both him and the enemy are staying in lane low HP. Look to clean up kills and help him shove his wave afterwards to further your lead.

No Enemy Jungle Proximity:

Having information on where the enemy jungler is is one of the biggest things you need to keep an eye on when looking to make a play. If the enemy jungler is nearby, you're severely limited in what type of plays you can go for. But, if you have a ward say on his raptors and you saw him walk by it away from a lane, then you know the enemy jungler isn't on that side of the map and you can go for much riskier plays such as tower dives. See ~Pathing~ for more detailed information on early jungle tracking.

Enemy is Greedy:

A lot of players at lower ranks will horrendously overstep trying to get one more turret plating or shoving one last wave. It takes time to get a feel for it, but if you see a wave not quite crashing into turret and you know the enemy laner wants to base (if they haven't recalled in a while), you can assume they will overextend trying to shove it. Make sure you keep an eye on your lanes to get a feel for when the enemy will do this.

Enemy is dive-able:

The best way to win a game is to use tower diving to your advantage. The best way to know if an enemy is dive-able is if they are low health, don't have lots of CC, or are isolated. If you know the enemy jungler is bot, and you pathed towards top with your laner slow-pushing a couple waves into the turret as you arrive you can usually look to dive the opponent. You want to use your W Allure and walk melee range to cast E Empowered Whiplash so they can't look to outplay your first Q or avoid your charm. You then use your full combo along with your ally then Last Caress out if necessary to break turret aggro.

De-Synced Recalls in Bottom Lane:

This one is my personal favorite. If you have information that the ADC and Support will not be leaving base and walking to lane at the same time (adc died, support stayed in lane and recalled a few seconds after adc re-spawned), you can often times wrap around through the jungle and sit between their outer and inner turrets and ambush them. When you do this, they will not be paying attention and unsuspectingly walk directly into you - giving you a free kill and tilting them. If you manage to do this to the enemy, you basically guarantee yourself a win as their mental state gets shattered.

Giving up early dragons is fine into scary match-ups, but you want to make sure to always fight and contest the third and fourth ones as that is when the enemy can threaten dragon soul.

Remember, your champion is invisible - but that doesn't mean they don't know where you are. If the enemy has wards on your camps while you clear they will know the location you are pathing to and can look to counter gank it. If you don't know where the enemy jungler is, don't overextend too hard trying to force a play, it is perfectly acceptable to just full-clear then reset and walk to the other side of the map.

Play for vision in the enemy jungle (and steal camps while you're warding) and then use the information gained from the vision to take neutral objectives, or look for plays/counter-ganks across the map.

You can play around a split-pusher to try and catch people who are rotating between middle and side lanes, or look to dive the isolated solo laner if your team threatens a fight somewhere else.

If a wave is slow pushing towards a tower, a lot of the time the enemy ADC or mid will get impatient and walk out from their tower to catch the wave, thinking they're safe. Well they're not. Kill them.

Try to recall for item spikes and use pings and text to communicate to your team, just because you saw something on the mini map doesn't mean they did too.
Team fighting with Evelynn is one of the hardest things for me to explain. I think if you're trying to understand how to position and play in team fights you should watch what I do on my stream and ask my thought process behind the choices I made in each fight.

Obviously your job in fights optimally is to W a random front-liner to make them think you're targeting a tank, then Flash on and one shot the enemy squishy mid or adc, and then do a huge amount of AOE with Last Caress as you ult to the safety of your team and finally clean up the teamfight. Unfortunately, this is one of the harder things to do against coordinated players late-game so you might need to make yourself useful some other way - such as using your combo on any assassins looking to dive your ADC.

You have to play very safe and can rarely go for flanks against a teamcomp with instant cc that you can't easily outplay such as Leona Q, Nautilus Passive, Warwick R, or even something like Malzahar or Ashe ultimates. Buying banshes veil into these types of champions can help allow some flanking but the easiest way to play these fights is to use your charm on their frontline and look to snipe them with Q.

If you can land your W, Allure, on their Nautilus / Leona / Malphite / Maokai etc - their MR is shredded, hes stunned for 1-2 seconds, and you can quickly use the rest of your qs on him. Do not use your E if the enemy can counter-engage onto you (with spells like Enchanted Crystal Arrow), kite back with smite movespeed and back off. If your team commits a couple spells, you can often pick up a free kill. Now the fight is 5v4 and the enemy has 1 less champion to CC you when you try and kill your targets. Often times you can go invisible again after using your Qs on the first target and look to flank around to their carries in the chaos.

A good thing to do if it looks like a team-fight is going to break out is hang out in the jungle near to where the enemy team is stacking and look for any players that might be trying to get a flank angle onto your team. Often times you can pick off and collapse on people that don't know they've been spotted due to your invisibility.

If your team has a split push champion such as Fiora, Camille, or Tryndamere you should look to dive and kill whoever is matching them before rotating to your team to fight together. Sometimes you can even catch other players rotating to help hold side turrets along pathways they think are safe.

And always remember, it's better to ult too early in a fight and do 400-500 dmg to everyone you're close to and escape with your life, then not react in time to dodge a cc spell such as Blitz-Crank's Rocket Grab and die resulting in a lost team-fight, which results in a lost baron, which spirals a previously free to win game into a loss.

That's about it. If you made it all the way to the bottom, congrats.

Special thanks to:

Doaenel Hecarim for pushing me to create this guide, and for all the advice he gave me along its creation.
Junkie for helping me with stylistic choices and some graphics work.
7Wylly7 for helping me with my banners

I might add more detailed match-up information with how to play the early game vs harder match-ups depending on how this is received, so be sure to let me know if you'd like me to go into more details there.

If you have any questions feel free to reach out to me on my stream or in my discord server; im quite active on both. You can also try twitter but I can't promise as timely a response. Thank you for reading my guide!
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