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- Evelynn: Comprehensive Guide (Season 8)
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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Threats & Synergies
Changelog
Guide Posted
V. 2 [10/20/2017]
Added more ability information for Hate Spike
Added Early and Mid game information
Added more Champion Matchups
Adjusted ability order
V. 3 [10/22/2017]
Added more ability info for Last Caress
Added more information to the Early and Mid game sections
Added videos to the Early and Mid game sections
Added Late game section
In lore, Evelynn is a pain-based succubus who derives pleasure from her victim's pain; she can't feel anything until they do. Born of the horrors and suffering of the last Rune War, Evelynn waits until her target is at their happiest before ripping through them with her claws.
PROS
- Very Hard to Fight Back Against
- Able to Burst Down Targets Very Quickly
- Very Quick Jungle Clear
- Snowballs Hard
- Executes, Maneuverability, and Stealth
CONS
- Staying Predictable Leads to Your Death
- Can't Fight When the Enemy is Grouped Up
- Hard Countered by Control Wards and True Vision
- Useless if she Falls Too Far Behind
- Can't Effectively Gank Until Level 6
Passive: Demon Shade
Afterglow: After not entering combat for 4 seconds, Evelynn gains Demon Shade as a passive buff, granting her increased healing, scaling with 250% of her current AP.
The Night is My Veil: From Level 6 onwards, Demon Shade also grants Camouflage while out of combat, as well as empowering her E ( Whiplash) and resetting it's cooldown. Taking damage, using abilities, auto-attacking, or casting spells like Recall or Teleport breaks this stealth.
Demon Shade really shines once you hit Level 6, granting you the Camouflage you need to make your ganks deadly and surprising. Before Level 6, it gives you a good amount of health regeneration to survive your initial jungle clear, making it difficult to counter-jungle Evelynn if you give your passive time to do its job.
Post Level 6, Demon Shade's Camouflage passive serves as Evelynn's major power spike. Although this Camouflage is revealed by Control Wards and Turret s, it still makes Evelynn incredibly deadly and no longer able to be toyed with by the enemy jungle.
Q: Hate Spike
Hate and Love: Evelynn launches a tendril at her enemies, marking them with 3 charges of Hate. Evelynn's next basic attacks consume Hate to deal bonus magic damage, scaling wih 25% of her current AP.
Pins and Needles: Evelynn can recast Hate Spike up to three times to send out waves of spikes, striking through her current target, dealing magic damage to all targets caught in the way (scaling with 35% of her current AP). Evelynn can continue to move and use basic attacks while recasting Hate Spike. Evelynn can still launch these waves of spikes even if she didn't land the initial Hate Spike tendril. Both auto-attacks and recasts of Hate Spike proc the Hate debuff.
Monster Lover: If Hate Spike is used against a jungle monster, 60% of its cooldown is refunded.
Hate Spike is Evelynn's primary clearing and damage tool, able to activate Allure's Love Curse from a distance, quickly clear jungle, clear minion waves, and burst down any champion unlucky enough to receive the Hate debuff.
Since you can continue to move and auto-attack while recasting Hate Spike, the amount of damage Evelynn can unload, even in the early game, is very surprising to most non-tank champions and can take them out of lane, if not kill them directly.
W: Allure
Just One Kiss: Evelynn places a Love Curse over a target that matures over 2.5 seconds. If the Curse fully matures, Evelynn's next basic attack or ability Charms the target, forcing them to walk towards her. If the Curse was not fully matured, the target is instead Slowed. If Evelynn's removes the Love Curse before it expires, Allure's mana cost is refunded.
The Feminine Mystique: Once the Love Curse fully matures, a marker points to your current location, giving the enemy a vague idea of where you are, but not breaking your stealth.
Let Me In: If Evelynn succesfully Charms a target, they receive additional debuffs depending on target type:
- Champion: Reduces their Magic Resistance by up to 35%
- Monster: Charm duration increased by 2 seconds, as well as receiving bonus magic damage (scaling with 65% of current AP).
Allure is Evelynn's real powerplay ability. It serves as a two-pronged attack: It tells your enemy that you are approaching and they should begin to find a way out, and it signals to your team that this is the person you've chosen to suffer your wrath. Be sure to position unpredictably so as to catch your opponent off guard (for instance, if the enemy is pushed up into the lane, position behind them so they fall back right into your arms once Allure is cast).
When paired with Hate Spike, all but the tankiest of champions will cease to exist due to the Magic Resistance reduction and the application of both the Hate debuff and the initial damage from the Love Curse proc. Usually, it is more worth your time to wait for the Love Curse to fully mature (a Charm is much better than a Slow), so if your target puts enough distance between you and them, it's best to retreat and try again once Allure comes off cooldown.
E: Whiplash
Whip it Good: Evelynn lashes the target with her tendrils, applying On-Hit Effects and gaining 30% Movement Speed for 2 seconds. This ability also deals 4% Target Maximum Health Damage, scaling with 3% per 100 AP.
It Hurts So Good: Entering Demon Shade resets Whiplash's cooldown and changes it to Empowered Whiplash, granting it bonus effects:
- Evelynn Dashes to the target instead, dealing increased damage to her target as well as damaging all enemies she passes through on the way to her target.
- Ability damages is increased to 4% per 100 AP, as well as 6% Target Maximum Health.
Whiplash's main role is either as a lead-in to proc Allure's Love Curse or as a gap-closer to chase down fleeing enemies (when it has been Empowered by Demon Shade).
Since Whiplash applies On-Hit Effects from any items you build, such as Lich Bane or Wit's End, it only really becomes threatening once the mid- to late-game rolls around and your build is starting to come online. Before then, it serves as a nice combo-stuffer to weave in between Hate Spike and Allure.
R: Last Caress
One Night Stand: Evelynn briefly assumes her Demon Form, becoming untargetable before lashing out in a cone with her tendrils, dealing magic damage scaling with 70% of her curret AP.
Cross My Heart: Targets below 30% of their maximum health receive double the damage. Targets vulnerable to the bonus damage are marked with a Widow's Kiss.
Leave Them Wanting More: After the initial swipe, Evelynn Blinks backwards from her current location 700 units, passing over walls and other obstacles.
The Bigger They Are...: The bonus damage from Widow's Kiss applies to epic jungle monsters, such as Baron Nashor and Elder Dragon .
Last Caress is a multi-use tool that can be used to engage, disengage, escape, and execute. The amount of damage this ability causes, especially to low-health enemies, is absolutely devastating. Execute them before they have a chance to flee, and the built-in Blink delivers you to safety.
By using this ability backwards, you can quickly close distance between you and your prey in order to use Hate Spike to proc Allure, or to simply get up and close and personal to a fleeing low-health enemy. you can also use this ability to simply escape over walls or away from a situation that is not in your favor.
During Last Caress, you become untargetable, meaning that abilities such as Caitlyn's Ace in the Hole, Bard's Tempered Fate, or Garen's Demacian Justice will fail to hurt or effect Evelynn in any way if you time it correctly.
However, since the Blink is automatic and not in control of the player, it is possible to whiff this ability if you misjudge the Widow's Kiss bonus damage or the enemy uses a well-timed Zhonya's Hourglass or similar effect. If this happens, you will be forcibly put too far away from the enemy to catch up. And that's just embarrassing. Also, if you don't have proper vision coverage of the map, you could end up ulting straight back into the enemy team, which is even more embarrassing.
During teamfights, it is important that you don't get too involved during the heat of things, as you will be focused and killed very quickly if the enemy team has vision on you for an extended amount of team. Save Last Caress for cleaning up teamfights or executing high-priority targets, such as the mid-laner or ADC.
Cast Allure if you think you can secure the Charm, land a Hate Spike or an Empowered Whiplash to bring them in close, then proc Hate and weave in the extra charges of Hate Spike, then finish them off with a Last Caress or another Empowered Whiplash if you are allowed to re-enter Demon Shade.
To summarize, Evelynn thrives when her targets split up and play the games she wants them to play. Singling a squishy out, bursting them down, then retreating into the shadows to do it again are what she's all about. Always hold the cards and make your enemy go where you want them to go with Allure, shred them with Hate Spike, then finish them off with Last Caress.
Let's Make This Quick
Evelynn is very reliant on mana and cooldowns, so you'll always want to start at Blue Buff. A few repeated jabs from Hate Spike help you a lot, which is why you take Hate Spike first rather than Allure or Whiplash.
After you hit Level 2 from securing Blue Buff, a quick Allure into Hate Spike combo gets you Gromp.
Move on to the Wolves, making sure to catch all three of them in the spike waves from Hate Spike after you proc Allure. Remember: You can still auto-attack even while re-casting Hate Spike, so focus your damage on the smaller ones before finishing the bigger one.
In between every camp, be sure to rest a bit so that Demon Shade can restore your health. It will be invaluable later when you have to take Raptors and Krugs.
Take Red Buff first, using Allure first to deal that nice Max Health damage with an Empowered Whiplash. Now use Hate Spike to finish up, weaving in Whiplash as it comes off cooldown.
Go for Raptors now after taking a bit to rest and recover some health from Demon Shade. Cast Allure on the biggest one, then use Hate Spike to catch all of them in the spike waves. Just like last time, focus your damage on the small ones before moving on to the big one.
After allowing Demon Shade to do its thing, move on to Krugs, casting Allure on the biggest one and being sure that the spike waves from Hate Spike damage the Kruglets as they split up.
It is imperative that you clear your jungle quickly and stay a safe distance from the enemy jungler right now. Evelynn is very squishy and will be decimated by any jungler that looks her way at this point in the game.
Ganks before 6 (before you have the Camouflage from Demon Shade) will need to be very quick and non-committal. If you can pick up a kill or punish a pushing enemy, great. But if the opportunity doesn't present itself, don't force it.
If you need some early game presence, and a lot of times you will, grab Mobility Boots as your first item to make yourself known. If you get these first, your chances of turning a gank into a kill go up a bit (it becomes much easier to proc Allure's Charm with the bonus movespeed) but you are sacrificing early power and sustain.
In this clip, I see that Soraka and Caitlyn are overextending severely. I enter Demon Shade, but since I don't have Level 6 yet I have no Camouflage, meaning this gank will have to be quick. I place a Control Ward in the bush to check for vision, and seeing they have none I move in for the kill. Casting Allure on Soraka (who is one support you have to focus), I force her Flash but catch her with a Hate Spike, earning the Charm. With some help from Morgana, I secure the kill.
In short, try to get to Level 6 as early as possible since that is Evelynn's real and true power spike.
At this point in the game, vision is incredibly important. Champions with lots of mobility, like Zed or LeBlanc can very easily hop over a wall and take advantage of your vulnerable state. By maintaining proper ward coverage, you can avoid this problem and deny them the satisfaction.
Enough Foreplay
When you've decided it's time to gank, pay attention to who is in your lane. If you're ganking a duo lane, chances are you want to burst down the ADC ( Caitlyn, Twitch, Jhin) quickly before they have time to retaliate.
Cast Allure from outside the lane while you run in. Be sure to position yourself so that you can easily proc the Love Curse with a Hate Spike or Empowered Whiplash. You only have 2.5 seconds to find the sweet spot, since once the Love Curse matures, they will know where you are. Timing is key; As soon as you hear the little 'Ding!' from the Love Curse, you need to make your decision. Missing the proc on Allure is a fatal mistake, since most champions can simply turn around and demolish you. If you miss the Charm, back off. You will most likely not get the kill since you rely on the Charm and Magic Resistance shred from Allure.
If you manage to proc Allure, use your Hate Spike and Whiplash to eviscerate the enemy, before finishing off with a Last Caress if needed. The goal is to kill them before the Charm wears off, since if they have time to retaliate you will probably die. You have approximately 3 seconds to kill an enemy, so you need to either finish the job or retreat to safety.
It's smarter to use Allure as chain-CC since the mark from the Love Curse shows everyone who you're currently trying to target; a savvy team will usually try to snare or root that target so you can easily proc the Charm and kill them.
Last Caress is an incredible ability if used in the right circumstances:
- As an Execute
This is the game's only area-of-effect execute, meaning that you can pick up multi-kills very easily if you position right. At the end of fights, save your ultimate if possible to wipe out multiple low-health enemies or kill some stragglers. You can also use this to finish off a low-health enemy and Blink backwards into yet another low-health enemy to continue the slaughter.
In this clip, I return to bot lane after a successful gank to really show them who's boss. An Allure on Soraka grants me the Charm, allowing an Empowered Whiplash and Hate Spike combo to end in a Last Caress, sending my back to my next target, Caitlyn. A well-placed Dark Binding from Morgana allow me to land a Whiplash and Hate Spike on the sheriff, securing the kill.
- As an Escape
When put under pressure, you can use the untargetability from Last Caress to dodge or cancel certain abilities, like Ashe's Enchanted Crystal Arrow, Bard's Tempered Fate, and Caitlyn's Ace in the Hole. Point and click abilities, like Ace in the Hole or Depth Charge will be cancelled. You can also use the built-in backwards Blink to escape over walls or right past enemies. - As an Engage
If a target is fleeing and you really want the kill or know you can secure it, use Last Caress while facing away from your prey to Blink yourself backwards towards them. This is a risky, high-skill maneuver so only use it when you know you can get the kill.
In this clip, I see Soraka disengage from the fight, but I'm not willing to let her get away that easy. Once she reaches her Fountain Barrier, I ult backwards, using the Blink to get in range for an Allure > Empowered Whiplash combo, deleting her instantly.
Last Caress can also be used to secure important objectives like Baron Nashor and Elder Dragon since the bonus damage from Widow's Kiss applies to them as well.
Just a Lover's Quarrel
When late game teamfights start to happen, make sure you avoid entering the fray until you're sure you can secure a kill or at least make it out alive. High-damage or high-engage targets, like Leona, Jarvan IV, or Riven can be dissuaded from engaging on your time by a well-placed Allure, since engaging on you while they have the Love Curse is a guaranteed Charm and Magic Resistance shred. Be sure to place this on enemies you'd like to keep at bay, and punish them if they do try to all-in you.
Typically, you're waiting for one team to start the team fight so you can catch their backline off guard with Allure, Whiplash, and Hate Spike, saving Last Caress to wipe out targets before they can escape.
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