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Evelynn Build Guide by Fentoniia

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League of Legends Build Guide Author Fentoniia

[8.15] Evelynn Guide - overall Jungle Guide - Stream

Fentoniia Last updated on August 13, 2018
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Electrocute Evelynn


Dark Harvest Evelynn

Cheat Sheet
Previous Champion Build Next Champion Build


Evelynn Build

LoL Path: Domination
LoL Rune: Electrocute
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Eyeball Collection
Eyeball Collection
LoL Rune: Ultimate Hunter
Ultimate Hunter

LoL Path: Sorcery
LoL Rune: Celerity
LoL Rune: Waterwalking

+12 Attack Damage or +20 Ability Power, Adaptive

LeagueSpy Logo
Jungle Role
Ranked #12 in
Jungle Role
Win 53%
Get More Stats

Ability Sequence

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

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Hi everyone, I'm Zyrkin, a coach and a veteran League of Legends player. I've been playing since the Beta and in season 4 I was Challenger at the end of the Season on my account on the EUW server, and I was Diamond 1 in Season 5, and this is my Evelynn Guide. I worked hard to make this guide the best I could, and I would appreciate any and all feedback that you guys may provide. Evelynn is a thicc champion, and she is by far the most sexy champion - she doenst get picked that much nowadays - so i wanna show u my guide.

The demon Evelynn lures in prey with a beautiful lie: the voluptuous façade of a human woman. Once her victim succumbs to her charms, she subjects them to unspeakable torment, gratifying herself with their pain. And yet, humans expire so quickly during agony's embrace. Any one dance grants Evelynn only a tiny morsel of pleasure—just enough to tide her over until the next feeding.

"Once again... a woman's left unsatisfied."

Without further ado, I present to you, my dear readers, my Evelynn guide. I put a fair amount of effort into this guide, so I do implore you to reconsider any downvotes pending the actual trial and testing of my guide that I imagine you are planning to do. And above all, thank you for taking the time to read this Evelynn Guide.

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Pros and Cons


+ Has a very fast jungle clear.
+ Has a very nice ultimate with high damage and utility.
+ Can abuse her Camouflage passive at level 6 to flank behind people for the rest of the game.
+ Has pretty consistent damage throughout the game.
+ Has a reliable gap close with her empowered Whiplash [E].
color=green]+[/color] Has very good side lane ganks with Camouflage.
color=green]+[/color] Punishes players with bad positioning.
color=green]+[/color] Great pick potential.
color=green]+[/color] Snowballs very well in soloq.


- Hate Spike [Q] is super important to land now, and will generally be what you use to proc your Allure [W].
- Her pre level 6 ganks are very poor without having Camouflage.
- Has only 1 form of crowd control with her Allure [W].
- Activating the charm on her Allure [W] will usually take too long to charge up in most situations, forcing you to expunge the curse early to activate the slow. Otherwise your targets might get away.
- Landing a good Allure [W] in the mid or late game on priority targets is very difficult to do
- Landing Allure [W] vs good players in general is very difficult to do.
- Her late game is reliant on looking for good flank picks or entering the team fights late to clean up.
- Her 5th and 6th item buys feel underwhelming.
- Has a very unique playstyle.

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Gives you high burst damage.
Evelynn is able to easily proc Electrocute when coming out of stealth with a [W]->[Q]->[Q] combo for an extra burst of damage to finish her target.


Sudden Impact
Gives you high burst damagegives you bonus Lethality and Magic Penetration whenever you exit stealth.
Exiting Stealth grants the Sudden Impact bonus Magic Penetration that Evelynn can use to assassinate the enemy champion.


Eyeball Collection
Gives you a minor increase in AP.
Clearing wards is a key part of a jungler's position. Pair that with assassination potential and you'll be racking of plenty of bonus Ability Power to snowball the game.


Ultimate Hunter
Gives you gives you flat and scaling ultimate CDR.
Ultimate Hunter is fantastic for snowballing execution kills you pick up in the mid-game form successful ganks after level 6.


Gives you bonus Movement Speed as well as scaling AP based off of your bonus Movement Speed.
The bonus Movement Speed from Celerity allows you to more quickly and effectively clear the jungle so you can properly position for ganks.


Gives you higher mobility and damage in the river.
Waterwalking on Evelynn is fantastic for empowering your ability to scrap for mid-game objectives and scuttle crabs.

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Summoner Spells

FLASH: Standard on most junglers. It helps you escape, gap close, jump walls, re-position - it's simply too good to pass up. There's simply no other spell that's as versatile as Flash. The fact that you can use it to escape, dodge spells, or go aggressive is what makes it such a strong spell.
SMITE: Standard for all Junglers due to its objective control, jungle sustain, and power when used with Chilling or Challenging Smite.
IGNITE: is another viable option for jungle Evelynn, but I honestly never use it and think it's even worse with her new rework. Ignite can be fun to play with I guess since you can cheese people with it, reduce healing effects, and grant some extra vision, but it really promotes bad gameplay. By taking Ignite over Flash you are literally choosing to have a terrible cheesing mentality, terrible team fighting, zero mobility, and zero outplay potential against anyone that has a skillshot or is running Flash. Not to mention it will be harder to land any crucial Allure (W) plays that you try to make while not having a gap closer. There is far too much crowd control in the game right now to ever take this, and with Evelynn's new rework it's just a terrible idea, so don't do it.

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Demon Shade (Passive): When out of combat, Evelynn enters Demon Shade. Demon Shade heals Evelynn when she is low on health and grants Camouflage after level 6.

Hate Spike (Q): 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.

Evelynn's Lasher strikes in the target direction, dealing 25/30/35/40/45 (+30% Ability Power) magic damage to the first unit hit and causing Evelynn's next 3 spells or attacks on that unit deal 10/20/30/40/50 (+25% Ability Power) bonus magic damage. Then, Evelynn can recast this ability up to 3 times.
Recast: Fires spikes through the nearest enemy, dealing 25/30/35/40/45 (+30% Ability Power) magic damage to all units hit.Refunds 60% of Hate Spike's cooldown if the Lasher hits a monster. Hate Spike prioritizes the target Evelynn is attacking.

Allure (W): Evelynn curses her target, causing her next attack or spell after a delay to charm her target and reduce their magic resist.

Curses target champion or monster for 5 seconds. If Evelynn hits the target with a basic attack or ability, she will expunge the Curse, refund its mana cost, and briefly slow the target by 65%.If the Curse lasts at least 2.
5 seconds, expunging it Charms the target for 1/1.25/1.5/1.75/2 second(s) and: Against champions: shreds Magic Resist by 25/27.5/30/32.5/35% for [object Object] seconds.
Against monsters: deals 250/300/350/400/450 (+60% Ability Power) magic damage. Charm duration increased by 2 seconds.Casting Allure does not remove Evelynn from Demon Shade.

Whiplash (E): Evelynn whips her target with her Lasher, dealing damage. She then gains movement speed for a short duration.

Whip target with Lashers, applying on hit effects and dealing magic damage equal to 40% bonus Attack Damage plus 3% (+[2% Ability Power]%) of their max health. Then, gain 30% movement speed for 2 seconds.Entering Demon Shade resets Whiplash's cooldown and empowers it. When empowered, Whiplash pulls Evelynn to her target, dealing magic damage to them and enemies in the way equal to 0 plus 4% (+[3% Ability Power]%) of their max health.

Shadow Dance (R): Evelynn briefly goes untargetable and decimates the area in front of her before warping backwards a long distance.

Evelynn unleashes her demonic energy, becoming untargetable and decimating enemies in front of her. She then warps backwards. Deals 300/550/800 (+75% Ability Power) magic damage, increased to 0 (+0) to enemies below 30% health.

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Abilities Explanation

► Skill / Maxing Order

Always start with Hate Spike [Q] first in the jungle, it allows you to kite camps easier and will give you the maximum damage output and jungle clear at level 1. Take Allure [W] at level 2 for the bonus magic damage and increased charm duration. And take Whiplash [E] at level 3 for the increased damage, bonus Movement Speed , and empowered engages whenever you gank or fight in the jungle.

Max Hate Spike [Q] first for the maximum damage output in the jungle and vs enemy champions. Max Allure [W] second for the increased charm duration, MR reduction, and bonus magic damage. And max Whiplash [E] third for the increased empowered magic damage whenever you engage onto someone.

► Alternative

Something I've been noticing with some Evelynn players is that some of them are only putting 2-4 points into their Hate Spike [Q] and are maxing out their Allure [W] first for a lower cooldown and higher burst damage. And to be honest the math on it kind of makes sense in terms of damage ratios, but it requires you to frequently land the Allure [W] after 2.5 seconds to get the charm effects off, which isn't as reliable against champions. I would recommend getting used to the standard page before trying out this one, but I've been seeing a lot of success with this page lately.

  • Demon Shade(Passiv): will empower your Whiplash [E], heal you throughout the game whenever you're low on Health, and grants you Camouflage once you reach level 6. Empowered Whiplash [E] gives you a reliable gap closer, the Health regen allows you to stay in fights longer, and Camouflage allows you to gank or flank people much easier. Demon Shade [Passive] is a great passive for Evelynn and will heavily influence your gameplay and outplay potential.
  • Hate Spike (Q): is your most used ability, it will grant you spammable medium ranged damage as well as bonus magic damage to whoever you hit for 4 seconds. Make sure you try to hit priority targets with this for the most part, because the second cast will prioritize whoever you hit as well as apply the bonus magic damage to just that target. For example, if you hit you were to hit a creep with as you were chasing somebody, you would lose out on the bonus magic damage as well as potentially alter the direction of your second cast to an unfavorable position, allowing your target to live. Also, when using Hate Spike [Q] in the jungle make sure you prioritize hitting the large monsters on each camp, this will allow you to have a faster clear by using your damage more efficiently.
  • Allure (W): is your only form of crowd control on Evelynn. It will either slow down or charm the target depending on its duration, reduce their MR by a percent value, and apply bonus magic damage to help you burst. This will be your main form of engaging in most fights, but a lot of the time if you aren't able to land the charm on somebody you can't really follow up or initiate properly. Also, when using Allure [W] in the jungle make sure you always prioritize hitting the large monsters on each camp, the bonus magic damage as well as the increased charm duration will allow you clear faster and mitigate more damage.
  • Whiplash (E): gives you magic damage, bonus Movement Speed , and is your most consistent way to gap close without using your ultimate. When Whiplash [E] gets empowered by Demon Shade [Passive] it grants you the ability to dash toward your target when activated, dealing increased damage as well as damaging all enemies that you pass through. This becomes incredibly useful during ganks or team fights and will always reset its cooldown whenever you enter into Demon Shade [Passive].

  • Last Caress (R): is a great ultimate for damage, disengage, and gap closing. The damage this has is actually quite high, especially when used as AoE during a team fight or when bursting people below 30% Health. Usually you'll want to be using Last Caress[R] as an execute, but you can use it situationally for AoE damage or whenever you need to get away from champions and their abilities.

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Starting Items

Standard starting items. This will give you the most efficient early game sustain at level 1.

Get The Dark Seal on your first back in every single game. This acts as a strong catalyst for snowballing.

You can use either upgrade, but I usually prefer taking Stalker's Blade in a majority of my games.

Core Items

Runic Echoes is the best enchant for Evelynn. The Movement Speed, AP, and burst will give you the damage that you need to carry with.

Most common boots bought on Evelynn. Extra magic penetration and movement speed are valuable stats.

If Enemy have no MR this item is the best choice.

If Behind

If behind this is ur item to go. 20% cdr on ur Ult alone means u can ult the enemys everytime they trying to push a tower.

If Enemy has MR

Build Void Staff whenever you need Magic Pen.

If Ahead 3-4 Kills at 17min

build Deathcap whenever you get insanely fed.

If has no MR

Lich Bane has always been a core item for AP Evelynn. It provides you with Movement Speed, AP, CDR, and scaling burst damage on your autos.

If they have CC+ You are teamfighting

Best item for Evelynn if they have CC - u can do ur Combo before they stun u.

If Enemy ahead like Rengar Zed Kayn Talon

U can use this to counter all these Burst Assasin

If Enemy ahead like Le Blanc Katarina Vladimir

Good Item against bursty style AP Assasin

Full Item Builds (Examples)

Standard Full item Build if u are Ahead
Standard Full item Build if u are against Heave MR
Standard Full item Build if u are behind
Standard Full item Build if u are against bursty ad style assasin
Standard Full item Build if u are against bursty ap style assasin

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Item Notes

◄ Starting Items ►

Hunter's Talisman / Refillable Potion:

Hunter's Talisman] / Refillable Potion are the best starting items for level 1. Since Evelynn is always able to spam Hate Spike [Q] in the jungle to AoE the camps, you get the maximum benefit from having the Mana Regen and unique passive for higher jungle sustain.

The Dark Seal:

Get The Dark Seal on your first back in every single game. This acts as a strong catalyst for snowballing and has a 70% sell back price, just in case you don't get fed. The scaling AP will always feel relevant and you'll notice it as soon as you start getting stacks. DO NOT upgrade this to Mejai's Soulstealer until you get your 4 core items completed, upgrading too early is way too risky and inefficient if you end up losing your stacks.

Stalker's Blade / Skirmisher's Sabre:

You can use either upgrade, but I usually prefer taking Stalker's Blade in a majority of my games. The general idea is that Stalker's Blade is better for ganking due to the Chilling Smite, and Skirmisher's Sabre is better for dueling due to the mark it provides. But since Evelynn has very low early game mobility, especially when trying to land Allure [W], the Stalker's Blade will perform more consistently than Skirmisher's Sabre.

Warding Totem (Trinket):

Warding Totem is the best trinket you can start with early game. You can use it to ward against or set up invades, protect your laners, or get more knowledge on the enemy Jungler when you drop it in his jungle.

◄ Core Items ►

Enchantment: Runic Echoes:

Enchantment: Runic Echoes is the best enchant for Evelynn. The bonus Movement Speed , AP, and burst will give you the damage that you need to carry with. Not to mention it will almost completely alleviate any Mana issues that you might have.

Sorcerer's Shoes:

Sorcerer's Shoes provide you with additional Magic Pen and will help you burst people while snowballing. I basically buy these in every single one of my games unless I'm really far behind or need the mitigation from other boots.

Ninja Tabi:

Ninja Tabi are pretty standard boots and are the best option for mitigating general damage. These boots will lower the damage you take from jungle monsters, lane minions, enemy champions, and turret shots. Making them ideal for turret diving and extremely effective vs heavy AD teams.

Mercury's Treads:

Mercury's Treads are also a standard boot option, you buy these whenever you play vs champions that have heavy crowd control or AP damage. Champions like Alistar, Leona, Morgana, Sejuani, Veigar, Ryze, Kennen, Maokai etc.

Boots of Mobility:

Boots of Mobility are very cheap and will allow you to cheese people I guess, but I've always been against buying Boots of Mobility because to me they're very unreliable and will just get you killed if you fail to connect with your target. But the good thing is that Evelynn one of the only Junglers who can actually build these and snowball very well from them. So if this is your playstyle, go for it.

Ionian Boots of Lucidity:

Ionian Boots of Lucidity are extremely cost efficient for what they provide. They have the same amount of Movement Speed as the 1100g boots, 10% flat CDR, and 10% Summoner Spell CDR. These felt better on Evelynn before her rework, but if you still build them just make sure not to overcap your CDR.

Hextech Protobelt-01:

Hextech Protobelt-01 is your most core item and will be used in every single one of your builds. It has a low cost, high burst, and great utility with Evelynn's kit. You will always finish this as a 2nd or 3rd completed item immediately after Enchantment: Runic Echoes or boots.

Lich Bane:

Lich Bane has always been a core item for AP Evelynn. It provides you with Movement Speed , AP, CDR, and scaling burst damage on your auto attacks. You will always buy this as a 4th or 5th item, usually right after Hextech Protobelt-01.

Banshee's Veil:

Banshee's Veil is the best AP + MR item that you can buy. The only other item that has AP + MR on it, that you will never buy, is Athene's Unholy Grail. The passive spell shield on Banshee's Veil is extremely effective against AP champions with crowd control or abilities that can 1 shot you. So build it as a 4th, 5th, or 6th item against champions like Syndra, LeBlanc, Annie, Veigar, etc.

Rylai's Crystal Scepter:

Rylai's Crystal Scepter is a decent AP + Health item for kiting or sticking onto targets, but I only build it sometimes into melee heavy teams if my carries are really fed and need additional kiting. The only problem with Rylai's Crystal Scepter is that it used to be a great item before they continuously nerfed it, now it's just a very cheap nerfed version of what it used to be. You're honestly better off just going for a Randuin's Omen if you aren't fed to have a better active slow.

Zhonya's Hourglass:

Zhonya's Hourglass is your most core defensive item, providing you with AP, Armor, CDR, and an invulnerability active. This item becomes extremely useful for mitigating damage, avoiding crowd control, stalling out team fights, and even winning duels. You'll be building this in a majority of your games as a 4th or 5th item, primarily against teams with high amounts of AD.


Morellonomicon is a great defensive Magic Pen item. It gives you a decent amount of AP, Health, Magic Pen, and has Grievous Wounds. Build this as a 5th or 6th item whenever you need to get Grievous Wounds.

Rabadon's Deathcap:

Rabadon's Deathcap is a luxury item for games that you get insanely fed. It will spike your AP tremendously and scales very well throughout the game, especially with a 25 stack Mejai's Soulstealer. It's also the most expensive item currently in the game, so you won't be building it very often, but when you do it will usually be as a 5th or 6th item.

Void Staff:

Void Staff is the best Magic Pen item that you can buy, if the enemy team is stacking MR items then you always need to buy this to make sure your damage doesn't fall off. You'll be building this in a majority of your games as a 5th or 6th item.

Liandry's Torment:

Liandry's Torment has multiple forms of damage scaling with burn damage. It will also make you much tankier during ganks or team fights. This gives you a decent amount of AP, Health, damage scaling, and burn damage. You'll be building this as a 5th or 6th item whenever you need to get it.

◄ Situational Items ►


Spellbinder can be a very good item for bursting or rushing people down with your abilities. Consider building this whenever you get ahead. This will allow you to catch people with your ultimate much easier, while also providing you with great damage.

Mejai's Soulstealer:

Mejai's Soulstealer is a luxury item if you're snowballing really hard. The scaling AP and bonus Movement Speed feels amazing at high stacks and allows you to burst someone very effectively. And like The Dark Seal, it has a 70% sell back price just in case you end up losing all of your stacks. DO NOT upgrade to Mejai's Soulstealer until you get your 4 core items completed, upgrading too early is way too risky and inefficient if you end up losing your stacks.

Abyssal Mask:

Abyssal Mask is a Magic Resist item that you can buy in rare situations, but usually I'll just go for Adaptive Helm instead. The only time I would ever choose Abyssal Mask > Adaptive Helm would be when my team is mostly AP damage and needs the 10% bonus magic damage Aura from the passive. Usually build this as a 5th or 6th item.

Adaptive Helm:

Adaptive Helm is a Magic Resist item that you buy when there are champions with AP damage casting the same spell over and over again on the enemy team. The item itself has pretty good stats, but you'll only build it when facing against champions like Azir, Cassiopeia, Corki, Kog'Maw, etc. Usually build this as a 5th or 6th item.

Hextech Gunblade:

Hextech Gunblade can be bought in place of Hextech Protobelt-01 if you're very fed. But it's usually too expensive of an alternative to be worth buying atm. Although, the active is good for chasing people and the overall sustain the item provides is very noticeable. Honestly I really enjoy building this item whenever I get the chance, but it just doesn't perform as well with Evelynn's rework.

Iceborn Gauntlet:

Iceborn Gauntlet can still be bought in place Lich Bane whenever you're against AD teams. But it will heavily reduce your overall damage so I almost never buy it. The Armor, CDR, Mana, and passive on this item makes team fighting and kiting much easier though.

Elixir of Iron:

Elixir of Iron is a temporary power spike that will give you +300 Health to help scale with all of your tank items, provide you with 25% increased Tenacity, and give your teammates a minor Movement Speed increase.

Elixir of Sorcery:

Elixir of Sorcery is a temporary power spike that will help increase your AP damage while also giving you minor True Damage whenever you damage enemy champions or turrets.

Farsight Alteration / Oracle Alteration:

Farsight Alteration and Oracle Lens are both trinket upgrades that become available at level 9. Usually I'll take Farsight 99% of the time for the scouting control, but Oracle can be good for the extra vision control if you need it.

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What to do in Early Game?
A: Evelynn's early game is pretty safe for the most part, she has very good jungle clear and can choose to gank at level 3 or continue farming the jungle. Her ganks aren't that amazing until she gets Camouflage at level 6, but they can still work during the early game if you can get a good flank off. Usually you'll complete two camps, go for scuttle, farm to level 3, and look for ganking opportunities around the map. And if you can't find any ganks, or end up falling behind for some reason, just go back and continue farming your jungle or potentially invade the enemies jungle depending on the situation. Just be careful when invading because if you ever get spotted by a ward and the enemy team decides to collapse on you when your abilities or Flash are on cooldown, you'll most likely die every single time. You should be able to get one or two ganks off while you have double buffs or Flash up, but after that you need to continue farming the jungle. Your main focus is to safely transition out of the early game and get to level 6 as soon as you can.

What to do in Middle Game
A: Mid game opens up big time once Evelynn hits level 6 and gets Camouflage. Camouflage basically allows you to gank and roam freely around the map without being seen, unless you're spotted by a pink ward of course. This makes her flanking exceptionally strong and extremely potent on the side lanes, so try to gank for top or bottom first until you're able secure the first blood turret and open up the map. Once the map is opened up a little bit more it becomes a lot easier to look for picks and flank assassinations mid game. You'll also start to complete your core items during this time like Enchantment: Runic Echoes, Boots of Speed, Hextech Protobelt-01, and Lich Bane.

What do do in Late Game?
A: Evelynn's late game is mainly focused around map movement, looking for flanking opportunities, and smart team fighting. Maneuvering around the map while abusing your Camouflage is very important, it can help you establish vision control or even make a pick. Looking for flanking opportunities is going to be your main concern in most situations, because landing a good flank can help you win a team fight or assassinate somebody at a crucial moment, potentially winning you a major objective or even the game. Smart team fighting is basically just knowing how to engage or flank properly and is explained in the "Team Fighting" section below.

Tips playing as Evelynn?

Demon Shade [Passive]:

You can really abuse the benefits of your Demon Shade [Passive] while ganking, dueling, or team fighting. Since Demon Shade [Passive] will always reset and empower your next Whiplash [E], you can take advantage of having the extra mobility and bonus magic damage multiple times during some fights. You can also abuse the bonus healing whenever you get very low in fights, allowing you to heal up quickly and and re engage if you need to. Lastly, you can also maneuver around and avoid enemy detection with your Camouflage, so never forget about this whenever you're running away from enemies.

Hate Spike [Q]:

Aside from always trying to land your Hate Spike [Q] on priority targets for the bonus magic damage, you can also use it to do quick damage and kite jungle camps. Remember that after you hit someone with your Hate Spike [Q] you don't always have to use up all of your secondary charges immediately, sometimes you can hold onto them for a few seconds to help combo with your other abilities or even use them to attack someone else who runs into you. You can also use Hate Spike [Q] to kite jungle camps as well, but if you ever miss this in the jungle it will dramatically reduce your jungle clear speed.

Also, something you should do every single game is try to use your Hate Spike [Q] on raptors to heal up to full on your first clear. All you have to do is aggro them with your Hate Spike [Q], let them group together, then use your secondary charges on them as you run to the next camp. This will apply your Hunter's Talisman passive on each of them and provide you with a huge amount of free sustain, allowing you to save your Refillable Potion charges for ganks or skirmishes.

Allure [W]:

Aside from always trying to land your Allure [W] on priority targets for the charm and bonus magic damage, you can also use it situationally for the slow effect if you need to. Sometimes all you have to do is apply the 65% slow effect to secure the kill, especially if you're playing with heavy damage or crowd control champions. Waiting the 2.5 seconds gives a lot of reaction time and positioning to the enemy that you're targeting, so try to figure out which option is best according to the situation.

Whiplash [E]:

Whiplash [E] is one of your best abilities to outplay people with and it's very important to try and time it correctly. Using it at the correct time will allow you to follow people whenever they use something to kite or get away from you, things like Flash, wall jumps, or dashes. So try not to use it too early in the fight if you don't have to. And like I mentioned above with Demon Shade [Passive], just be aware that Demon Shade [Passive] will always reset and empower your next Whiplash [E], providing you with higher mobility and bonus magic damage. You can also use the bonus Movement Speed proactively as well when trying to maneuver around abilities or close the distance between you and your target.

Last Caress [R]:

You can do some fancy things with Last Caress [R] that will make you stand out from other Evelynn players. You can use it to do massive AoE damage during team fights, get away from enemy champions and their abilities, or even as a gap closer by ulting backwards to help you last hit someone or expunge an important Allure [W] charm. You can also use it as a way to get over the Dragon and Baron pit walls to Smite steal if your Flash is down.

What Champs synergies with Evelynn?
A: Evelynn has great synergy with champions that have crowd control or movement slowing effects, shields and mitigation, or stealth mechanics. These are just a handful of the champions that will synergize great with Evelynn. Annie, Bard, Morgana, Leona, Malphite, Ornn, Ashe, and Varus are all examples of champions with crowd control or movement slowing effects, which allows you to have an easier time getting onto your targets. Orianna and Shen are both examples of champions with shields and mitigation that will help you survive longer during ganks or team fights. And lastly, Rengar and Twitch are both examples of champions with stealth mechanics that can help you roam around the map and assassinate people who have bad positioning. My two favorite champions to play with as Evelynn are Orianna and Shen for the big ultimate plays.

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Team Fighting

Team fighting can be pretty tricky to play with Evelynn, and honestly it can be kind of annoying. Usually you always want to be looking for flanking opportunities or entering the team fights late to clean up. The main problem with Evelynn's rework is that her only engage is landing a good Allure [W] charm, which is very difficult to do, especially against good players. You have two options, you can try to use Allure [W] on the enemy frontline with direct engages while staying around your team, or you can try to use Allure [W] on the enemy backline with flank engages while staying away from your team. Flanking can also put you in a better position to potentially clean up a team fight.

These methods will work well and you'll most likely be using both of them in every single game, but I usually prefer taking the flanking method. And if you do choose to flank you need to be very careful about getting caught out, because if you're ever caught out there is a very high chance that you'll either die or need to use your Last Caress [R] to escape, which could cause your team to lose the team fight, so always check for pink wards whenever you're flanking. And lastly, try to use your Last Caress [R] to execute enemy carries or AoE as many people as possible, it will still do a lot of damage even without the execute bonus, so don't be afraid to use it if the enemy team is grouped together.

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How to Ward the Enemy Jungle

Warding the enemy jungle is an incredibly important thing to do in every game. Not only does it tell you where the enemy is, but it also gives your team a huge amount of valuable information.

  • It is best to ward the enemy jungle if he has shown on the map. You should not go in blind without knowing where they are unless you can fight them 1v1.
  • You can go and ward the enemy jungle with your support. Both of you roaming into the enemy jungler allows you to make any fight 2v1.
  • You should place useful wards in high traffic areas to show where the enemy jungler is. Do not waste your wards.
  • You can ward jungle camps to show when the enemy is doing them. This information will allow you to go for a steal or fight over them.
  • Warding jungle camps will allow you to also take and steal the ones that are up.
  • Warding the enemy jungler can also give you buff timers and also allow you to counter gank.

Here are some examples of warding for both sides

KEY | Green = Green Wards . PINK = Control Wards
Depending on what side you’re on, you almost always want to place an offensive pink ward or in an equal position in either one of the river bushes.

It is important to have consistent useful warding as the information it gives is so valuable. I usually ward most of these places every game depending on what side i am playing on.

Buy a ward, Safe a life.

Please Note: This information was taken from my personal blog.

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How to Track the enemy Jungler [Early Game]

Tracking the enemy jungler is a very important and sometimes is a hard thing to do. There are a few different ways to track the jungler and it all starts from minute 1.

In the opening stage of the game it is important to know who their jungler is and know if they are a early game champion or a mid/late game champion. This is true for every role, but especially the jungle role as it allows you to control the map and have a higher impact on the game. Knowing the general jungle routes will help you steal camps, know when you can fight them or when you can invade and go looking for them.

Where they start

You can usually tell where the jungler has started by watching the enemy laners to see if they are coming to lane late or early, or if they have used mana. Usually, if the bot lane is already in lane then the enemy has started topside, or if the Top has arrived early then the bot was probably leashing . You can track the enemy from there and assume where they will be. If the jungler has started witches also known as raptors, then the mid will be slightly late to lane or have used mana.

However in some games there will be a fake leash. When they do this you must guess where they have started, but using your knowledge of match ups you should have a good idea on where they’ve started.

Using the Fruit, Scryer’s bloom and blast cones

Taking away and using the 3 plants is a very good way of tracking the enemy jungler by knowing where they are and when. If one of these plants is down, then it will show that the enemy jungler was around this area previously. The plants also leave debris too which can also help you know when they were there as they have a slight timer on.

In short, if the enemy has recently taken a plant, then it will leave debris on the ground. If you see that it has been used you should assume that the jungler will be headed to the closest lane near it which allows you to either counter gank, force objectives on the other side of the map, or steal their camps. However, this is very situational.

Warding and Rift Scuttler

The obvious way of tracking the enemy jungler is to ward their jungle. You should invade the enemy jungle and place informative wards around their camps and high traffic areas. Information like this allows your team to know where the jungler is and play around it, for example seeing that the enemy jungler is topside allows you to gank bot lane and vice versa.

You can check this warding guide on where to place wards to spot the enemy jungler.

Another way is to take the two rift scuttlers, taking these will show vision and if the enemy jungler is taking the river as a path to a gank. This will either prevent junglers ganking and wasting time going the long way around or will give your laners enough time to react or back off.

Their Creep Score

Knowing and seeing their Creep score will allow you to guess where they have been and where they will be going. Knowing what camps give what Creep score will allow you to go fight them over future camps or go and ward the other side of the map and scout them for when they come back around.

Looking for the enemy jungler and knowing where they are at all times is very important and should be used to it’s full potential each game. It is not just the jungler’s job to scout and track the enemy jungler. Laners must know where they are as well so they can play around it and know when they can play aggressive.

Please Note: This information was taken from PicklePants personal blog.

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How to Prevent Counter Jungling

If you are a jungle player you’ve probably had your fair share of counter jungling in the past. In some games it is almost impossible to farm because you have been so heavily out jungled. Games like this are rather frustrating to play and are almost always hard to come back from. There are some ways to prevent counter jungling in League of Legends and here are some ideas that you can take forward into your future games to help prevent counter jungling.

Ganking Lanes

Showing yourself on the map when ganking lanes is one way of being counter jungle. When ganking Lanes, you need to be quick and efficient with your pathing and performance. Time is a valuable resource in League of Legends, and wasting it is something you should not do. While you are on the map you will be spotted. The enemy jungler will have enough time to know where you are and you can take objectives away from you. For example, if you are helping your top planer out the enemy jungler can invade your bottom side to either provide vision or take jungle camps away from you.

You can improve on this by not showing yourself for too long while ganking, and making sure that you have taken all your jungle whenever possible.

Provide Vision

Providing vision as the jungler is a very important. Everybody must do it to successfully show and spot the enemy. Pink ward’s in river bushes are one way to show where the enemy jungle is. This will prevent counter jungling because you can see them entering your jungle which will allow your team to collapse on them. If you know that the jungle is entering an empty side of the map, you should invade the opposite side of their jungle to try and steal their camps.

Vision is incredibly important for all Lanes. Spotting the enemy jungler when he is invading or passing through the river is a one way preventing invades or ganks.

Taking Camps

The most obvious way of preventing counter jungling is taking your buffs and camps whenever they are up. This will mean that the enemy will be wasting their time trying to take or steal buffs if they are not there. This will also put them behind as they have taken the time to come into our jungle. This also means that you could collapse on them while they are looking for your camps.

Once you improve in ranking and learn more about the game you will notice small signs to prevent counter jungling. It takes a lot of practice to become good at jungling so do not be discouraged when learning.

Please Note: This information was taken from PicklePants personal blog.

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How to Counter Jungle Successfully

Counter jungling is one of the fundamentals of learning to become a good jungler. Counter jungling can be hard to do but once you master the art you will know the signals of when you can counter jungle.It will become much easier and you can abuse your knowledge to win games by putting the enemy jungler behind and becoming strong yourself.

Yesterday we discussed to prevent counter jungling and today we will tell you how to do it. If you did not read yesterday’s guide I suggest reading that before this one however some of the information will be covered in both.


If you have vision of where the enemy jungler is and you can invade on the opposite side of his jungle. You can take away his camps knowing that he is on the opposite side of the map. They will not be able to get to you in time. Vision will help aid in this by knowing where he is and when. You can tell in the early stages of the game what camps he has done by looking at his CS amount . You should then estimate where he has been and where he is going next. After you have deciphered if it is worth going in to counter jungle him you should then act on it immediately. Hesitating will lessen your chances of a successful counter jungle attempt. Even if your counter jungle is unsuccessful leaving vision will help your lanes play around for the next few minutes.

Minimap awareness

Following on from vision knowing where the enemy jungler is by his ganking patterns will help you counter jungle him. If you see that the enemy jungler is topside ganking your top lane, you should play around it and either pressure bottom lane, midlane or counter jungle his bottom side camps. The way of doing this is very much the same as vision above.

Taking away buffs

In previous seasons, jungling was much harder and knowing jungle timers were way different to it is now. If you hold down the tab button you can see timers of Dragon, Baron or The Buffs. Knowing when the enemy jungle camps are up will allow you to contest them and being prepared is one way of doing that.

Knowing that the enemy jungle camp is coming up will allow you to take it away or at least fight over it, if you see that the enemy jungler is on the opposite side of the map and their buff is coming up in 10 seconds you could try to sneak it away from them. Taking away buffs from your enemies is one way of not only putting your enemy jungler behind but also putting the mid laner behind or even their ADC.

Once you have mastered the art of counter jungling and jungling in general. You will be able to find new ways to counter jungle and ways of abusing your strengths and putting the enemy jungle behind.

Please Note: This information was taken from PicklePants personal blog.