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Recommended Items
Runes: Primary
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Threats & Synergies
Graves
You will be hopeless against him until you're 6, and you will struggle against him throughout the game, due to his natural tankiness and crazy damage. If you're gonna go for him, be sure to make it quick, and expect to have to ult
Introduction
Pros-
- Insane burst damage
- High mid and late game map pressure
- Strong jungle clear
- Great passive sustain
- Good escape with ult
- Amazing pick potential
- High AP Scalings
- Long-lasting stealth
Cons-
- Extremely weak early game
- Squishy
- Extremely vulnerable after using her combo
- W chargeup gives opponents time to prepare/escape
- Weak ganks until level 6
- Very weak if the enemy team is grouped
- Technically isn't even a female
- Seriously, think about that before you look up any Rule 34 stuff for her
Electrocute -
Plain and simple, Electrocute provides the most damage for Evelynn, and you will most likely have it up every time you engage on a target due to its relatively low cooldown and the fact that Evelynn doesn't really stick around in fights.Sudden Impact -
Evelynn can get the boosts from Sudden Impact simply by reappearing from stealth, meaning that you're guaranteed to get that sweet bonus magic penetration for your full combo.Ghost Poro -
While Eyeball collection gives you a bit more bonus stats, the vision that Ghost Poro provides and how easily you can sneak into the enemy jungle to place your poro makes this rune too good to pass up. You can plant the poro in the river brush to give you more protection from counterjungling and allow yourself a safer scuttle clear.Relentless Hunter -
Since Evelynn doesn't have a good mobility spell to engage with, she relies on movement speed while stealthed to get close to her targets. Having a rune which helps you do that faster is great.Absolute Focus -
Since the new celerity is pretty bad on Evelynn, Absolute focus is the best option for this slot. You will most likely be full health when jumping on a target, and it will give your combo a little more oomphGathering Storm -
Evelynn already has good scaling, but the amount of AP that Gathering Storm provides in the late game means that next to nobody will be able to survive a combo from youDEMON SHADE: While below 250 − 590 (based on level) (+ 250% AP) health, Evelynn restores 15 − 75 (based on level) health every second. From level 6 onward, Demon Shade also grants camouflage.
Evelynn's passive is the core of her entire kit, and knowing how to take advantage of both aspects of it is key to mastering Evelynn. In the early game, you will only have access to the heal, which is incredibly useful for keeping you healthy during your clear. What some Evelynn players make the mistake of doing is activating their potion during a clear whenever they are getting low on health. Doing this is pretty inefficient, since your passive will usually keep you around 300+ health during your first clear, which chould be enough to clear most camps besides krugs. Because of this, they will be at low health at the end of their clear when they could have saved their pots to be able to be healthy enough to pull off an early gank, so keep this in mind during your early clears.
Once you hit level 6, your goal should be to maintain your stealth whenever possible. If you just took scuttle, wait until you're stealthed again to walk near top lane, or else they might see you if they've warded it. If you just placed your ghost poro in the enemy jungle, wait until you're stealthed again to exit the bush. Even if the enemy isn't close enough to kill you, simply giving your position away removes the threat of you being anywhere on the map with them not knowing. As long as you are stealthed, the enemy will have to respect the possibility of your presence.
When ganking with your stealth, it is important to know which paths you can take without getting revealed. Every path which comes out of the jungle near an enemy turret will reveal you even if you hug the walls, so these aren't always the best routes to take. You can take whatever path you want to to get from point a to point b as long as you don't reveal yourself, whether it's coming straight out of the river, heading straight down the lane while hugging the opposite side of the enemy, or just standing just out of sight of the while spamming ctrl+3 (That's the best emote to spam btw). As long as you end up in a position where you can take the enemy by surprise, your methods of getting there are irrelevant. Just be sure to remember the things that can reveal you during stealth
- Enemy champions
- Enemy turrets
- Control wards
- Scrying orbs
- Displacement of any kind
- Taking damage of any kind
*Note- The indicator around Evelynn only refers to the proximity for which she will be revealed by enemy champions. Turrets and Control wards have a larger field of vision, and can spot you even if they aren't within the champion radius
*Another Note- If Evelynn is revealed by a control ward, the ward will be revealed to her as well. This is an extremely underrated interaction which will allow you to find control wards placed in unconventional locations
DART: Evelynn flourishes her lashers, launching a dart in the target direction, dealing 25 / 30 / 35 / 40 / 45 (+ 30% AP) magic damage to the first enemy hit. Hitting a monster refunds 60% of the cooldown. For the next 4 seconds the enemy hit takes 10 / 20 / 30 / 40 / 50 (+ 25% AP) bonus magic damage from her next 3 basic attacks or abilities.
SPIKES: Evelynn projects a line of spikes in the direction of her attack target, dealing 25 / 30 / 35 / 40 / 45 (+ 30% AP) magic damage to all enemies struck. Hate Spike will first prioritize Evelynn's attack target, then the nearest enemy champion.
Hate Spike is Evelynn's primary damage and clearing ability, and should always be maxed first. While the individual components don't deal a lot of damage, landing the entirety of this ability deals an impressive 130 / 180 / 230 / 280 / 330 (+ 195% AP) damage. Missing the dart will not prevent you from casting the spikes, but you will be missing out on about 2/3 of the damage. This ability is on an extremely low cooldown against monsters, but hitting any other target will give you the full 8 seconds cooldown. Due to her squishiness and melee range, it is almost never a good idea to stick around once you have finished using this ability unless the target is extremely low or running away, as you likely won't survive most encounters long enough to use it a second time.
Positioning with this spell is extremely important for clear efficiency. You always want to position yourself to hit every monster for each jungle camp. Keep in mind that the spikes will prioritize the target you're attacking. The spikes will only change target priority if you carry out a full auto attack on a different target, meaning that simply right clicking a monster will not cause it to receive target priority.
*Note- Hate Spike's cooldown will start when the dart is launched, and the spikes can be fired at any time until the ability comes off cooldown. It is important to use all 3 spikes to maximize your damage output, and sometimes using them all immediately isn't the best option. Also, the spikes have a 0.5 second cooldown, and each spike cast can proc Sheen/Lich Bane
Evelynn's next basic attack or ability against the accursed expunges them, slowing them by 65% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
Expunging a target will refund Allure's mana cost. If the target is cursed for at least 2.5 seconds she also charms them, as well as applying additional effects based on the target type.
Against champions, the expunge also reduces their magic resistance by 25 / 27.5 / 30 / 32.5 / 35% for 4 seconds.
Against monsters, the expunge deals 250 / 300 / 350 / 400 / 450 (+ 60% AP) bonus magic damage and the charm lasts for 2 more seconds.
Allure is probably Evelynn's strongest basic ability purely because there are so many ways that you can use it. Clearing becomes much easier with this ability, allowing you to take scuttles extremely fast and avoid even taking damage from most camps once you have a few items under your belt. However, the real power comes from the ganking potential that this ability unlocks.
Ganking with Allure primarily comes down to mind games. Which direction is she coming from? Is she going to go for the slow or wait for the full duration for the charm? Should I flash now expecting her to try and proc it early or wait until she tries to charm me? Why did I decide to play Vayne top hoping that I could just win the matchup because I'm ranged? All of these are appropriate reactions to being targeted by this ability, because there are so many ways that Evelynn can utilize it. Here are some ways to use this ability
- Wait the 2.5 seconds to apply the charm
- Proc it early for the slow
- Run alongside your target as the charm charges up to force them to burn their escape
- Mark a target in a teamfight to force them to disengage, or force the enemy team to collapse on them
Basically, when a target is marked, their team will be distracted by it for the next 2.5 seconds, opening up some great opportunities for you and your team. While you get the most value out of waiting for the charm, it is important to know when to go for it or when to just go for the slow. Also, the disruption that this spell provides is most fully utilized when you change up how you use it. If you do the same thing over and over again, the enemy will always expect it and will deal with it accordingly. This is why it's important to mix it up a little. Try throwing out a couple of Allures and not following up on them, then once they're used to you just blindly throwing it out, pick a time to go in on them and screw them up. Try marking the Ezreal and then Jumping on the Lulu who just wasted her shield on him. The possibilities on this ability are endless, and it is what gives Evelynn diversity in how she kills her target.
Tips:
- Against tanks, you will almost always want to go for the charm, since they are usually immobile, and the amount of magic resistance shred that Allure provides will most likely allow you to kill them
- Whenever possible, try to proc the charm with the dart from her Q so that the magic resistance shred will apply for the majority of your damage
- As you level up the ability, the cast range of it increases as well, making it more convenient for placing a "dud" allure on targets simply to force them to back off.
- Despite dealing high damage to monsters, it is only efficient to use Allure when starting to fight epic monsters, rather than using it whenever it is on cooldown. You will deal more damage with your Q and auto attacks in 2.5 seconds than you would by disengaging and waiting for the bonus damage
- Marking a target with Allure will not grant you an assist unless you proc it
- Chilling smite will not proc Allure
Gaining Demon Shade resets Whiplash's cooldown and empowers the next cast.
While Empowered, Evelynn dashes toward the target enemy, dealing 75 / 100 / 125 / 150 / 175 (+ 4% (+ 2.5% per 100 AP) of target's maximum health) damage as well as damaging all enemies she passes through. On-hit effects are only applied to her target.
Wiplash is a funny ability. On paper, it doesn't look very strong, with a low base damage, and the % health scaling reaching up to about 25% even with a full build. This is why most people are blown away when this ability alone kills them at 80% health come late game. Paired with Lich Bane, Dark Harvest, and the absurd amount of magic penetration Evelynn gets, this ability will chunk tanks and squishies alike.
Enemies caught in her reveal are devastated, taking 125 / 250 / 375 (+ 75% AP) magic damage, increased to 250 / 500 / 750 (+ 150% AP) against enemies below 30% of their maximum health.
Last Caress is one hell on an ult. It provides an AoE execute as well as an amazing escape. Whenever an enemy is below 30% of their health, this is pretty much a guaranteed kill, and you can tell who can be executed by an indicator over them which looks like a large X. Last Caress can be used as an execute, an escape, or a gap closer, or any combination of the 3. To use this ability effectively it is important to know two things: The hitbox and how far you will be sent backwards. The hitbox is a little larger than displayed, and will sometimes clip enemies who appear to be out of range or somehow hit enemies standing right behind you. After your 0.5 second window of invulnerability, you will be teleported 700 units backwards. This is important to visualize, as you want to know where you will end up after you ult. Sometimes you'll ult close to a large wall, and you won't be able to go far enough the cross it meaning you're screwed. Sometimes you'll ult backwards to close the gap on a low health enemy but fall short. It is important to be precise with your ultimate, as it has a pretty long cooldown early on and is your main method of killing targets until you have enough items to kill people with your basic abilities. Also, the sound and animation are extremely satisfying, so try not to get caught up in ulting just to admire how it looks.
Ganking: W > Q > E > R
Use Allure either for the slow or the charm, and be sure to proc the charm with the dart of your Q. If they aren't dead after E and spikes, Ult them and that should be enough
Chasing: W > R > E > Q
Mark your target with Allure, then ult backwards to catch up to them. Use E for the dash+ movespeed and finish them off with Q.
Skirmishing: E > Q > Auto > Q1 > Auto > Q2 > Auto > Q3 > Auto > R
You Shouldn't be skirmishing as Evelynn, but if you ever have to, be sure to space out the casting of your spikes just enough to get as many Lich bane procs off as you can, then Ult them when they're low enough
Finding a Squishy Late Game with Full Build

-Bombabo
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