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Evelynn Build Guide by Bombabo

Embracing The Thot

Embracing The Thot

Updated on July 19, 2019
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League of Legends Build Guide Author Bombabo Build Guide By Bombabo 43 2 53,493 Views 5 Comments
43 2 53,493 Views 5 Comments League of Legends Build Guide Author Bombabo Evelynn Build Guide By Bombabo Updated on July 19, 2019
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Runes: Primary

1 2
Sudden Impact
Ghost Poro
Relentless Hunter

Absolute Focus
Gathering Storm

+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


Greetings! My name is Bombabo, and I'm gonna teach you everything you need to know about Evelynn. Do you like being invisible? Do you like assassins? Do you like being able to kill tanks and squishies alike before they even realize you're there? Do you like women with good personalities? Evelynn can help you with most of these things. If you can take the time to get to know her and look past her thottish ways, you will be rewarded with an assassin with godlike burst damage who excels at picking off targets and applying constant pressure by her ability to avoid enemy vision. I started playing Evelynn after her rework, and she has been my go-to jungler ever since. Her unique and rewarding playstyle is simply too good and too fun to be overlooked, and I hope that I can convince you to play her for more than this one game that you're about to play where you just decided to try Evelynn and are looking up a Mobafire build for her at the last minute since you don't know what you're doing with her yet. Keep in mind that this information is what I have personally acquired by putting time into learning and playing Evelynn, and your experience with her may be different than mine. I encourage you to experiment with different builds and playstyles until you find what suits you best. With that being said, I hope you enjoy this guide!
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Pros and Cons


- 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


- 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
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What Does Evelynn Do?

Evelynn's playstyle matches her personality- a sadistic thot who enjoys murdering the people who least suspect it. Most Assassins have the job of jumping on to the enemy carries, killing them, and getting out. Evelynn is no exception, but she has to potential to one-shot pretty much ANYONE come late game, and she can access isolated targets without having to worry about enemy vision. To play Evelynn effectively, you need to understand that her strength comes almost entirely from her stealth. Without it, you have no means of reaching targets or escaping after they are dead. With this in mind, your goal should be to obtain your stealth as early as possible, and maintain it whenever you're not killing somebody. Most of your early game should be spent farming, and potentially ganking overextended lanes. Once you hit 6, you finally have access to your means of catching up to targets and escaping. Evelynn's job throughout the game is to pick pick people off, and her kit makes her extremely good at it. She excels at taking people by suprise in all stages of the game besides early laning phase. Is their top laner pushing a wave since your top laner just backed? Get behind them and kill them. Is their mid laner roaming bot because your bot is overextended? Catch them in the river and kill them. Even if enemies are staying together, all it takes for an adc to get brutally murdered is for them to step back for one second only to realize that you've been waiting behind them the entire time. During teamfights, your job doesn't change at all. You will contribute next to nothing in a large teamfight if you just jump into the enemy team in hopes of picking one of them off. Being effective as Evelynn means knowing when to go in. Did that Jhin just ult your team as they are trying to retreat? He's dead. Is that Ezreal going back since he had low health? He's dead. As the game progresses, you will find it easier to burst down your targets, and the selections of champions which you can assassinate grows with time to the point where even some tanks will go down to a single combo. As long as the enemy doesn't know where you are, you will pose a major threat to anyone who would dare consider leaving their base alone.
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Evelynn doesn't have much rune diversity, but she works extremely well with what she does have. These are what I believe to be the optimal runes on Evelynn:

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 oomph

Gathering 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 you
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Passive- Demon Shade

Evelynn gains Demon Shade after not taking damage from enemy champions or turrets for 1.5 seconds, or after 4 seconds of basic attacking or casting an ability.

DEMON 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
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Q- Hate Spike

Evelynn's Q is composed of 2 parts- the dart and the spike

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
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W- Allure

ACTIVE: Evelynn curses the target champion or monster for 5 seconds.

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.

- 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
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E- Whiplash

Evelynn whips the target enemy with her lashers, applying on-hit effects and dealing 55 / 70 / 85 / 100 / 115 (+ 3% (+ 1.5% per 100 AP) of target's maximum health) magic damage. The percent health ratio deals a minimum of 25 damage. Evelynn also gains 30% bonus movement speed for 2 seconds.

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.
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R- Last Caress

Evelynn becomes untargetable as she reveals her true form to all enemies in front of her, before blinking back 700 units.

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.
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Evelynn's Combos are pretty simple.

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

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If you're reading this, that means that you've actually taken the time to read this guide out of all the Evelynn guides out there. Thank you for that! I hope that I was able to offer you some valuable insight, and that I've convinced you to play Evelynn. I wrote this guide based off of my experience of playing Evelynn, and this guide is in no way restrictive or concrete. Be sure to try some things on your own, like different builds and rune pages, and let me know how it goes: I really appreciate any feedback you have to offer! I guarantee that you will enjoy playing Evelynn. After all, there is pretty much no greater feeling than obliterating people before they even realize that you're there.

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