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Evelynn: The Taste Of Their Pain (In-Depth)
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
This matchup depends on who gets the drop on the other. If you can get your charm off, you have an edge, and should win. However, if he manages to stun you, you will be a pickle.
A squishy jungler is a dream for Evelynn, late game you will not even need your charm to kill him.
His fear and silence impact your ability to get your charm off, but if you don't give him time to react, you should be alright. He also won't damage you all that much and is very vulnerable to you invading him.
Not too much of a problem, his ult is the only real threat.
His nearsighted can screw you over, but he only has 2 bullets. Try to engage him without ammo, or use your charm. If charmed, he will melt like a regular squishy.
You won't catch this guy if he doesn't want you to, so there is no point in chasing him hoping for a kill. Additionally, his CC is dangerous for you, but he can only use it if you are spotted.
Slightly tanky, lower damage. Only threat is his Bandage Toss/Ult combo.
Her Cocoon can stun you if she hits it while you are stealthed, and her Rappel can be used to easily dodge your charm. Early game she can out-duel you, but she fall off mid to late and becomes an easier kill.
Will not be able to kill you without help, but will counter-jungle you and just be really irritating all game.
You can easily out-duel base Kayn, but his Darkin knockup is annoying, and he can dodge your charm with his ult.
CC is painful, ult is bad news.
Can counter jungle and out duel you early. If the bug is aggressive, you may need help.
Squishy, and an easy kill. Her ult provides turn opportunity for teammates if you stay for the kill.
Pain in the ass early, likely to invade you. Falls off late and will become your bitch.
He is so tanky, you may not be able to kill him solo, but his damage output isnt impressive.
Late game damage is high, but you and the rest of your team can CC him out of it and blow him up.
Avoid her spears. If she gets caught out by you and charmed, she's dead. Her leap is a little irritating, but can be played around by positioning.
His ult tells him exactly where you are, and lets him ambush you.
Super tanky, does good damage, taunt cc, super mobile.
The knock up can be a cause for concern, but she needs to have the drop on you to land it.
His burst matches yours in power, so it depends on who gets the first move.
Only concerning when her team is backing her, or invading early game.
Kind of a pain, but has only burst. Survive it, or get the jump on him.
Ult is only threat.
Stun is a pain, and Udyr is extremely strong right now as a champion.
If she gets the jump on you and gets an ult off, can be a problem. Get the jump on her and she should die. Be careful though, she isn't known as the anti-assassin for nothing.
Easy to duel if he doesn't have ult, or is charmed/cc'ed.
His ult is a problem for you, as is his knockup. He isn't impossible to kill, you just need your charm and a bit of luck.
Introduction to Evelynn
+ CC from Stealth
+ High Damage
+ One of the most fun champs to play with
+ Slippery,hard to kill when played well
+ Fast wins if ahead.
+ Able to delete tanks and squishies alike
+ Able to dance around vision blind spots with out being spotted for an easy backdoor
- Hard to master, can cause a team to lose if not played well
- Must understand jungle mechanics and vision
- Guardian Angel can cause problems if the target if fed and/or a counter
- Relies on good positioning
- Relies on enemy mispositioning, overagression, or ally cc to gank pre 6
- Duels pre-6 rely on you getting a charm off
- Vulnerable to counter jungling
Electrocute is the best of the Keystone options. Evelynn's damage is extremely burst oriented, so this makes the most sense. It does have a decent cooldown, 50-25s @ level 18. However, this shouldn't be a problem for Evelynn, since she will not be engaging twice in the space of the cooldown. The keystone is simple to use; hit an enemy champion with abilities or basic attacks 3 times in 3 seconds. Your Q lasher and subsequent spikes proc it instantly.
Dark Harvest is the later game keystone of the two. Early game, it is vastly outshined by Electrocute, but after you have hit around 200 souls you break even, and anything above that outscales the former keystone. Dark Harvest works on a stacking system. Anytime a large jungle minion, cannon minion,or champion dies near you, they drop souls. The jungle drops 2, cannons drop 4, and champions drop 6. A key point to note is that ALL monsters, minions, and champions drop souls, including the enemies'. Also, Dragon and Baron only drop 2 souls each. Using Dark Harvest is a little more complicated. When you collect a soul, your next AA against champions or structures will do bonus damage, scaling with AP (and bonus AD, but you won't be building any) and your total number of souls. The math is as follows: 40-80(+0.25 bonus AD)(+0.2 AP)+ souls collected. What that boring math means is collect a soul, your next AA within 20s gains 20% AP and 1 damage for every soul collected. A drawback early game is counter-jungling is even more of a weakness for you, and you must kill a camp before you gank a lane(Or get lucky and pick up a cannon soul from the wave if it dropped for you). However at 150 souls, the duration of Soul Charged goes up to 150s, and therefore the buff is basically permanent until you expend it, where you have to get another soul. The benefit to this keystone though is your presence in teamfights and hyper scaling into late game. Dark Harvest allows Evelynn to chain kills in a team fight ridiculously easy, theoretically managing to kill/assist 5 champions with a vastly improved auto, and placing a 6th buffed AA on a turret. Additionally, scaling into late game goes on steroids, since, if played right, this keystone will vastly outdamage Electrocute, provided that the game lasts that long.
This rune was made for Evelynn. Not only does Demon Shade proc it after 6, but your empowered Whiplash procs it as well, AND this skill has no cooldown. It also procs off your ult Last Caress, though that is used as an execute/escape. Finally, magic penetration is such an amazing stat for Evelynn. And judging by her character, she loves any kind of penetration. Please upvote, I'm funny.
Extra damage is always welcome on Evelynn, as her goal is to oneshot. Ghost Poro can/will give away your position, since if the enemy is paying attention, they will see a poro appear out of nowhere.
This is not as useful for Evelynn, but if your team is very vision reliant, e.g. Fiddlesticks, you could consider taking this. However, I have found that your trinket and pink wards are enough for warding. If you feel you need more vision, make sure your support is warding, and ask the rest of your team to buy pinks and upgrade the mid laners trinket to a blue.
Movement Speed on Evelynn is crucial to positioning and chasing, so always take this. The ability to get past your victim and cut off their escape route before starting a gank is invaluable, and in a chase, assuming both parties have Tier 2 boots, and extra MS will give you an edge.
Since the removal of Ultimate Hat, and the MS nerf to our jungle item, this helps us position and travel the map faster, which is invaluable.
Provides some extra damage early game, which helps secure those kills that just get away. It's basically a small version of ignite, minus the Grievous Wounds, built into your runes and applied on ability cast. The cooldown is 20s, so it should be up every time you gank.
Provides AP every 10 minutes, culminating in an extra 48 AP at 30 minutes, and 168 AP at 60 minutes. This scales Evelynn into the late game even harder. However you do a lot of damage as is, so reserve this for games you know will be long, or a game with an MR heavy, or tanky enemy team.
Celerity is probably the best secondary rune for Evelynn. Movement speed is essential for her being able to position around her target, and successfully assassinate them. There are no real alternatives here, this is too good. The MS AP scaling is a nice bonus, and synergizes well with your empowered Whiplash.
Smite is essential for jungling, since you need it for jungle items, and securing objectives like Dragon and Baron. Building your Stalker's Blade allows you to cast Chilling Smite on enemy champions, slowing them. Chilling Smite is extremely helpful when opening a gank, slowing them to make landing a charm easier.
Flash is a standard spell for nearly every champion in the game, and for good reason. It provides a gap closer when being aggressive,(which can lead to an empowered Whiplash proccing your charm), and escape if you get caught out, and a way to go over small walls for a Dragon or Baron steal.
Passive: Demon Shade
Evelynn gains Demon Shade after being out of combat for 4 seconds. Demon Shade: While below 250 - 590 (based on level) (+250% of ability power) health, Evelynn restores 15 - 50 (based on level) health every second. From level 6 onward, Demon Shade also grants camouflage.
The heal portion of your passive is what makes you clears so healthy, keeping you at half health or above all game. The cap of where you can heal to is dictated by your AP, so it will increase as the game goes on. Try to save your Refillable Potion until your passive healing reaches its cap so nothing gets wasted.
At level 6, Demon Shade grants you your Camouflage, and it is such a huge powerspike. Your stealth allows you to walk past wards, allowing you to gank in ways no other jg can. However, be mindful since you can still be seen in a few circumstances.
-Tower detection radius
-Scryers's Bloom jungle plants
-Enemy champions inside your detection circle
If you are seen by a control ward, a red exclamation mark and a crackling animation will appear above your head, referencing the MGS games.
Your stealth cannot be seen by yellow or blue trinket, or abilities like Ashe's Hawkshot.
Your stealth ends on:
-Take damage other than from minions
Evelynn's stealth detection radius is that grey circle around her.
Note that for Evelynn's stealth to be broken, it requires a direct line of sight from a control ward or enemy player. Structures, whether destroyed or intact, bushes whether warded or unwarded, walls, and any other terrain will not reveal her if she is positioned at the right angle.
See how even though an enemy is in range, she is not spotted at that angle, but if she moves out of the vision denial of the tower she will be.
Here are the other examples of vision denial on Evelynn.
Be careful as Evelynn can still be detected through the gates, even though they function as terrain.
Finally, the arrows on the ground represent the radius of where turrets can spot Evelynn. Stay behind them if you don't want to be spotted.
Q: Hate Spike
First Cast: Evelynn flourishes her lashers, launching a dart in the target direction, dealing 25 / 30 / 35 / 40 / 45 (+30% of ability power) 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% of ability power) bonus magic damage from her next 3 basic attacks or abilities. On the second cast Evelynn projects a line of spikes in the direction of her attack target, dealing 25 / 30 / 35 / 40 / 45 (+30% of ability power) magic damage to all enemies struck. Hate Spike will prioritize the nearest enemy if she does not have an attack target.
Range: 800 units
Cost:40 / 45 / 50 / 55 / 60
If you hit a monster with the initial lasher, it will refund 60% of the cooldown. Any target hit with the lasher also receives a debuff, making the next 3 attacks from Evelynn do extra damage. This will usually be used by the follow up Q spikes.
If you do miss the initial cast, you can still cast the 3 follow up spikes. However, you will lose damage. This spell is a decent amount of damage, and it great for your jungle clear.
This is also your only way to proc your charm from range.
Evelynn curses the target champion or monster for 5 seconds. Evelynn's next basic attack or ability against the accursed slows them by 65% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds, as well as refunding Allure's mana cost if she triggers this before 2.5 seconds If the target is cursed for at least 2.5 seconds, she charms the target for 1 / 1.25 / 1.5 / 1.75 / 2 seconds instead, as well as applying additional effects based on the target type. Against champions reduces their magic resistance by 25% for 4 seconds. Against monsters, the charm's duration is increased by 2 seconds and they take 250 / 300 / 350 / 400 / 450 (+60% of ability power) bonus magic damage.
Range: 1200 / 1300 / 1400 / 1500 / 1600 units
Cooldown: 14 / 13 / 12 / 11 / 10s
Cost: 60 / 70 / 80 / 90 / 100
This spell is what will separate the good Evelynn players from the bad. When clearing the jungle the first few times, always wait the full 2.5 second duration to proc the charm, since it drastically reduces the damage you take. A good rule of thumb is once you can kill a camp with 2 complete casts of [hate spike] and its subsequent spikes, it is no longer worth it to use your charm. However, using Allure against champions is trickier.
The key to your success in using this spell is knowing your damage output and matchups. Early game, you will want to proc the charm on targets above 50% health or so that are in relatively good position. However if they are over extended, you are already in combat, or you are chasing someone who is low health, it may be worth it to proc the slow instead. You will get a feel for this through practice. The drawback to using this spell is it does give your victim warning to a gank if you wait the full duration. Mid to lategame, you should be able to 0-100 almost any enemy. This happens around [rabadon's deathcap]. If a champion has build MR, or is incredibly hard to kill, it will usually be worth proccing the charm for the CC and MR shred. Again, you will learn what is the best choice for which scenario through practice.
Now, on to ganking with this spell effectively. There will be more explanation in a later chapter, but it is about positioning. You want to position yourself to block their escape route. The reason for this is any good player will see that they have been marked and start to move away. It it much easier and more effective to have your victim walk into YOU that trying to chase them down and catch up with them, especially if there are minions in the lane, or other enemy champions.
Evelynn whips the target enemy with her lashers, dealing 30 / 45 / 60 / 75 / 90 (+ 4% (+ 3% per 100 AP) of target's maximum health) magic damage, applying on-hit effects, and gaining 30% bonus movement speed for 2 seconds. The percent health ratio deals a minimum of 25 damage. Gaining Demon Shade resets Whiplash's cooldown and empowers the next cast. Empowered active: Evelynn dashes toward the target enemy, dealing 60 / 80 / 100 / 120 / 140 (+ 6% (+ 4% per 100 AP) of target's maximum health) magic damage as well as damaging all enemies she passes through. On-hit effects are only applied to her target.
Range: 225 units
Cost: 40 / 45 / 50 / 55 / 60
This spell, once your damage is online, is an absolutely ridiculous amount of damage. My build ends up having ~31% HP damage on an empowered Whiplash, in addition to the base and scaling. I would even go as far to say that it is your main damage, with Hate Spike being the follow up. Most of the time you will be using the empowered form of this ability, thanks to the quick cooldown on your passive.
Your Empowered Whiplash is also a tether, meaning that you will follow the target through dashes, flashes, etc. An important thing to note though, is that of Patch 7.23, if an enemy breaks vision, say by walking into a bush, your dash will be stopped. After it hits, you gain movement speed for 2 seconds, giving you a bit extra damage from Celerity as well as sticking ability to your target, though they will usually be dead in one combo. Finally, the empowered Whiplash does AOE damage to all enemies Evelynn passes through.
R: Last Caress
Evelynn becomes untargetable as she reveals her true form to all enemies in front of her, before blinking back 400 units. Enemies caught in her reveal are devastated, taking 150 / 275 / 400 (+75% of ability power) magic damage, which is doubled versus enemies below 30% of their maximum health.
Range: 450 units in a semicircle ahead of Evelynn
Cooldown: 140 / 110 / 80s
You can use your ult for a few things, but the most common ones are:
- Executing a target(s)
- Avoiding dangerous abilities/skillshots
- Dealing AOE damage in a teamfight
An indicator will appear when enemy champions are below 30% health, which lets you know that your ult will proc the extra dame from the execute. However the indicator does not mean that your ult will kill your victim, tanky enemies will probably survive, though squishies probably will not. Likewise, not having an indicator does not mean you won't kill you victim.Always be aware of your damage output, so your ult will actually kill, since the indicator can sometimes mislead you. Also keep an eye out for shields and heals, as they can ruin kills that you might assume you could secure with Last Caress.Be careful when ulting that the enemy has not used summoner spells like Barrier, or Heal since that can negate your execute early game, allowing them to survive. Also keep an eye out for spells like Kayle's Intervention, Sivir's Spell Shield, or Malzahar's Void Shift.
Avoiding Dangerous Abilities/Skillshots:
Your ult makes you untargetable, so you can dodge spells like Karthus's Requiem, Syndra's Unleashed Power, Ashe's Enchanted Crystal Arrow, Jinx's Super Mega Death Rocket!, etc.
If you ever get in a bad fight, baited, ambushed, or caught out, your ult allows you to put distance between poeple, and lets you restealth quickly and run away while regenerating health. You can also go over walls with it for extra time to get away.
If you are unable to get a flank in a teamfight and pick off alone targets or squishies, you can Whiplash in and ult out, dealing massive damage, if not killing some squishies. Assuming your team is competent, they can clean up after you disengage. you can also re-engage after to help the clean up.
Finally, you can combo Last Caress with Smite to steal a Dragon or Baron if your Flash is down, or you don't want to blow it.
Max Q first for the damage increase, since its a good ability for clearing the jungle and champion damage. Next, max your charm for increased duration, increased MR shred, and increased range. Finally, max your E last, since putting points into it, doesn't scale it all that well. It scales significantly better with items than skill points. Put points whenever possible into your ult.
Talisman is great for your clear, which keeps your clear at full health if used correctly. Since Hate Spike's cooldown is refunded if it his monsters, you constantly get life steal off of it.
While Evelynn's clear is easily accomplished without potions once you have enough practice with it, I like having it to top up my health if I get invaded, or before going in for a gank. You should not be using it during your actual clear because your Demon Shade passive keeps you so healthy, and your Hunter's Talisman gives you even more healing. When using your potion, make sure it is after your passive has already reached its cap, you don't want to waste it.
Warding Totem/Yellow Trinket
Evelynn is so good at getting deep vision post-6, and wards are invaluable early game. You can use them for an early invade, protect the entrances to your jungle, get vision on objectives like Herald, Dragon, or Baron, or just drop vision to protect your laners. There are always a few who don't ward. I usually keep this trinket all game, since she can capitalize on it so well.
Farsight Alteration/Blue Trinket
I buy this occasionally, and its usually when the game is very volatile and I need deep vision, or vision on Baron/Dragon, but I can't get it without being at significant risk. The downside to this trinket if you can only have one ward on the map, so you have to rely on your team to get some vision, and it can give away your position.
Oracle Alteration/Red Trinket
I don't buy this because your support should usually have one, it gives away your position when you use them, and you can't be seen by regular wards, so it makes no sense to reveal yourself to clear them.
I will always take these. Since your victims no longer have any base MR, these are just so good. With these and a Haunting Guise, or Void Staff, and your Sudden Impact proc, you will be dealing true damage to those who haven't built MR. The MR shred of Allure makes that extra sweet.
Think of Mobility Boots as training wheels for Evelynn players. they make getting into position easier, and reach gank opportunities or fights you would have been unable to otherwise. With the extra movespeed, you can quickly correct mistakes and get into the correct position for a flank/gank/fight. However, your damage is significantly lowered, and if you fail to snowball in the early game, where these are most useful, your usefulness will be lowered. I recommend trying to play with Sorcerer's Shoes first, and Mobility Boots if you can't quite get the hang of it. However, this should not be a permanent boots option, and even in games where you do build these to get an early lead, they should be exchanged later, which wastes gold.
I prefer blue smite on Evelynn, and most AP junglers if I'm being honest. The smite doesn't trigger your charm so it's great for slowing, then popping it. The damage also adds to your burst, which is nice, and if you're getting chased it can give you and edge to get away, restealth and start regenning health.
Take a Dark Seal if you're currently ahead, your team is ahead, or you are confident you can get ahead AND are not too far behind. The AP stacking helps snowball you pretty hard, and you can even upgrade into a Mejai's Soulstealer if you're super confident. Personally though, I prefer to sell it for the additional slot so I can buy a Lich Bane, or a component of something I'm building that outscales it, like a Blasting Wand. Don't sell it too early though, wait until you have to have a slot, or around your 4th item.
Tier 1 Boots
If you either don't have enough gold for the above options and don't want to wait, or you want to see how the game is going a little more before you buy them, you can buy tier 1 boots. Take note though, that your jungle item takes priority over ALL of these choices.
Runic Echoes Enchantment
This is your first big power spike, and there really isn't another option for Evelynn, as an AP jungler. There isn't much to say here, other than it gives AP, MS and is just a really good item.
I buy this early if I have 1500 extra gold, have already completed my Sorcerer's Shoes and Enchantment: Runic Echoes, the enemy team has no MR, and I want some extra damage to press a lead. When the enemy team has no MR, Oblivion Orb + Sorcerer's Shoes does a ton of damage, so this is the perfect situation to buy it. Upgrade to morellonomicron if you have no inventory space but you have gold
or the enemy team has a **** ton of healing. This is a utility upgrade, not a damage efficient upgrade. You could also sell it once you have enough gold for another item.
Void Staff is a great first buy on Evelynn. Combined with her Sorcerer's Shoes, she does true damage to those without MR, and gets a decent chunk of AP to boot. The damage gains after you complete this buy will be very noticable. It also contributes to your ability to shred tanks, since % magic pen is applied before flat penetration.
Here is where your damage is fully online. As soon as you get your deathcap, you shouldn't really be afraid of anyone anymore. Of course, you still want to play well and not be overconfident in the fact that you have items. A common mistake is to finish your core items, then think one is a god, and try to 1v5.
Get a Blasting Wand unless you have a large amount of gold over the cost of it. The reason behind this is so that you can flex it into your defensive item, or a Lich Bane. This allows you to build which item you need most at the time. Sometimes the damage will be better to have than a Banshee's Veil, and sometimes you will need the extra survivability.
Banshee's Veil is my go to defensive item, and I will usually build a Blasting Wand after my Rabadon's Deathcap so I can flex into this, a Lich Bane, or a Liandry's Anguish. 9 times out of 10 though, your damage at this point will be quite scary so it is better to get some defense first. This is so good on Evelynn for a few reasons:
- It gives a good amount of AP for a defensive item, which also increases your damage
- MR stats are pretty good
- The spell shield makes you trickier to kill, as someone is going to have to waste a spell to pop it. This is especially good when you are assassinating a solo target, since it removes part of their rotation.
I build this less often than the former, since I am not often in a situation where I am vulnerable to be needing it. I am in and out(pun definitely intended) quick enough, that I will already be restealthed but the time i would be in danger. However, it is good in team comps where you are against champions with built in avoidance like Fizz and his troll pole, or Vladimir and his Sanguine Pool, or against spells like Karthus's Requiem and Syndra's Unleashed Power. Banshee's Veil can also take care of Karthus's ult though, and your ult can be used to dodge both of these if needed.
Spellbinder is great on Evelynn, due to how quickly we can stack it with our Hate Spike. The AP it gives is some extra damage, which is always nice, and the MS is very good for getting onto targets that are our of range for an assassination, adds to Celerity and helps with chasing down those who try to flee. There is no escape.
At this point in your build, it is a great time for Lich Bane. You have enough AP backing it that it will do some serious burst. Don't fall into the common trap of building Sheen first though, the other two components are better. The AP,CDR,and MS it grants are also pretty nice.
While Hextech Rocketbelt may seem appealing on Evelynn, beware! For the price you pay, the stats are really not worth it, and the active is dangerous. The active ability gives small lockouts to some of your abilities, you can be CC'ed during the dash, the dash damage is not worth the gold, it takes up a slot a better item could go in, and using it reveals you from stealth. Additionally, if you are positioning and playing correctly, this small gap closer will not be necessary, and if it is you can use Flash. The few times it could be useful, is never worth buying this item, since it is trash on Evelynn.
Start at Blue Buff, and kite it towards Wolves, killing it right before the beginning of the wolf camp. Keep an eye on the monster's patience meter, so the camp doesn't reset on you. I can't give you an exact time to be done this by since it varies based on your leash, but my solo clear time for it is 1:56, and I am starting on the next camp by 1:58.
As soon as you hit level 2, put your Allure on the main wolf in the camp. Wait for the charm to prime, then Hate Spike and kite the camps closer towards mid. When clearing camps, maneuver the creeps into a line, so your Q damages them all at the same time. After the wolves have died, make your way to your Red Buff, using your Hate Spike on Raptors for health regen on the way.
Now here how you stay at full health all clear. After you have Q'd the Raptors and used the subsequent spikes, they will be following you. Throw a second Q at them, while kiting them closer to your red buff. While this is happening, put your Allure on Red Buff so it can prime. Proc the charm with the lasher of your Hate Spike pulling red buff to your position away from its pit. Throw a 3rd Q at the chickens again, then Q through the red buff, hitting the chickens. Move slightly toward the bush near the rounding of the wall in the direction of your base, and continue to use your Q until the buff has died. Continue Q'ing Raptors and go ward the entrance to river. Come back down and do Scuttle, warding the other river entrance as you go. From Scuttle, if you see an opportunity to gank, take it. If not, then take Krugs, but leaving the two that spawn from the big Krug behind. It takes too much time to clear and is not efficient for the first clear. Then go back up to Raptors, kill the camp, and finally, kill Gromp. If you did gank at mid or bot, continue the order above. If you ganked top, reverse the order into Gromp, Raptors, then Krugs, and feel free to clear the entire Krug camp. I usually back after that, since there isn't much to do, and I need to buy. Alternatively, you could clear the other scuttle crab, but I usually will go bot or mid for a gank after my back, sso I can take it then anyway. In the video below, I show the clear. If your charm is not up for doing Krugs, clear them anyway as waiting for the cooldown from when it was used on Scuttle is inefficient. I hit level 4 at 4 minutes, and am keeping pace with the solo laners if I keep it up and gank.
Start at Red Buff. Kite it towards Raptors as it dies. Use Hate Spike on Raptors for health, kiting towards Wolves. Use Allure on the Wolves and clear the camp, then move to Blue. Charm and clear the buff, kill Scuttle, ward the entrances to the jungle, and look for a gank. If there is no opportunity, clear Gromp, Raptors, and then Krugs. Feel free to clear the entire Krug camp here, since you'll usually go back anyway. Again, you could also clear the second scuttle. I slightly messed up the blast cone here, but it would be faster if I hadn't.
Keep in mind both of these are unleashed, and should be faster with one. Unleashed, both clears hit level 4 at 4 minutes, and end at around 4:30.
A common cheese on Evelynn is before starting your buff have your top laner, or yourself, ward an enemy's buff. If you find it empty, do your buff (with a leash and no smite) that is on the same side of the map, then book it to their buff. Allure their buff and proc the charm, Smite it when its low enough, and use the blast cone to blow yourself over the wall into the pit of Baron, or walk back to your camps, side depending. The perks of doin it this way over a standard invade, is that you still get a leashed buff, and you can steal an enemy's. It is much quicker, much safer, and much less conspicuous.
If Against An Invade Jungler
Regardless of what side you start on, clear your buff as fast as possible, then book it to your other bush. Remember to ward the bush near it in case someone is waiting, clear the buff, then resume the clear noted above.
If your target is already very low and retreating, walk up and zone them the same way but pop the slow from Allure and just kill them. Do not give an opportunity for counterplay if they can be killed by a single E-Q-Q-Q.
An important note her is that casting Allure instantly draws turret aggro, so try to cast it outside turret range. That shouldn't be hard, since the range is huge.
Top Lane Routes
This is probably your best route. Many laners choose to use their ward early game in the river bush, leaving tri unwarded. Hug the walls to avoid being spotted by any ward they do have, and snake around through their tribush, then charm and finish the gank. This route is great to use when the enemy laner is pushed and you know/suspect river is warded, or both laners are in the middle of the lane.
Another route is running through river, applying your zoning, and completing a gank this way. An advantage is that it is quicker to get to than the tri-bush route, it is warded far more often, and you can be spotted by their wards and scuttle crab pre-6. However it is still a great route, so use it if the opportunity arises. This is better if their laner is pushed, since you can get to their position to capitalize on it faster.
Lane ganks, while useful, are tricky to do pre-6 for you. It requires your laner to be pushed to the point that you can run through your lane into the top bushes without them seeing you, then waiting for them to reset the lane push. After 6, you will be able to facilitate this type of gank whenever you want, since you are stealthed. When the opportunity arises, you use your zoning positioning to set up the kill.
The downsides to doing this early is having your lane pushed that far draws the attention of the enemy jungler, and your gank depends on your laner being able to safely push that hard. However, it is very hard to escape from this position, and cannot be detected with wards that aren't in your tri-bush area. Past 6, this is great for avoiding their Control Wards, since they reveal you. People tend to play very safe around control wards, so this is a way to make them rethink that.
Because you can come through the river two different ways in midlane, you are guaranteed to be able to position through one of them post-6. A laner can only have one Control Ward at a time, so unless they have help from their jungler, it is impossible to have everything warded in the river. You want to drop Allure on your victim when they are at least a little bit pushed, since they can run back to their turret faster than a laner in top or bot. Make sure to use your zoning correctly, and by the time your charm has primed, they should be walking into you.
Using Jungle Entrances
This route is ideal to avoid wards, or gank a target who doesn't want to push. Be warned that proccing your charm with this path though will usually require proccing it from range using Hate Spike, then following up with the rest of your damage. Your laner will also need to help you if you don't have enough damage to solo kill them yet, since they will be retreating to their tower ASAP.
Bot Lane Routes
The pathing in bot lane is the same as in top, only flipped so I will not be explaining how to execute each gank again. However, there are two laners to fight in this lane, so it is a little harder. You can play mind games on them though, For instance, put Allure on a target you do not intend to kill. They will be forced to back off, and more than likely run to their turret. When this happens, shift your focus to the remaining laner, and initiate a 3v1 with your duo.
Warded more often than Top tri-bush, but not as often as river. Since there are two people bot, there is a potential for both river and tri bush to be Control Warded. However, your laners should be clearing these often, and most laners do not buy more than one Control Ward per back.
Usually warded, but if they are pushed enough it won't matter, and you will be able to pick up a kill anyway.
Super easy to pull off post-6 bot lane, and very effective.
Gank often, and make picks on any targets who haven't grouped, or are able to be assassinated. Whenever you do get a kill, your motto should be to re-stealth, gain health, and kill more.
Evelynn can take dragon by herself, though it is safer, healthier, and easier with the help of your laners.
However, now you have to play around the major neutral objectives of Baron and Dragon.
Evelynn cannot tank Baron for long, so you will need your team all on the same page to take it.
In teamfights you have two options. However, you will always be flanking from the side or back, no matter which you are doing.
Try to get a charm off on the backline/carry and make it a 4v5 or 3v5. Skewing the fight in your teammates favour is always helpful.
If you can't make a pick or assassination on the backline, soften up the enemies for your team. The reason you wouldn't be able to make a pick is the grouping of your enemy team, so you can empowered Whiplash, get a rotation of Hate Spike off if you aren't taking too much damage, then ult out. This will deal major damage, and often kill some squishies.
After a teamfight, scout around and try to pick off any fleeing survivors.
Practice your positioning and clear in the practice tool, her playstyle is pretty unique.
Be patient, it is very rewarding to stalk a kill until they feel safe, then strike.
Familiarize yourself with the enemy team's vision and learn to play around it.