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Evelynn Build Guide by FupiDupi

Jungle Lights Out! | EVELYNN Guide for Season 9

Jungle Lights Out! | EVELYNN Guide for Season 9

Updated on June 16, 2019
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League of Legends Build Guide Author FupiDupi Build Guide By FupiDupi 235 6 718,253 Views 33 Comments
235 6 718,253 Views 33 Comments League of Legends Build Guide Author FupiDupi Evelynn Build Guide By FupiDupi Updated on June 16, 2019
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Runes: Electrocute + Sorcery

1 2 3 4
Sudden Impact
Eyeball Collection
Relentless Hunter

Absolute Focus
Gathering Storm

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


Always Flash + Ignite
LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


Threats & Synergies

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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
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Champion Build Guide

Lights Out! | EVELYNN Guide for Season 9

By FupiDupi
Hello there!

Welcome to my Evelynn guide for Season 9. Since I started playing ranked, Evelynn has been one of my most played champs and my main when it comes to jungle, due to her unique passive: Demon Shade allowing her to be permanently invisible while moving around the map. This makes for a unique and extremely fun playstyle, sneaking behind unsuspecting enemies for easy kills and assassinations.

I want to make it clear that I am no veteran when it comes to League, nor am I a high elo player. I did however hit Gold with around a 70% winrate on Evelynn, showing that she can stomp really hard low elo. What you take from this guide is obviously up to you, but please do correct me on any mistakes or spelling errors, as it's my first ever guide. :) I will be trying to update/improve it wherever possible.
Pros and Cons
  • Forces enemy to adapt their playstyle (buying control wards, not knowing where you are etc.)
  • Able to eliminate multiple squishy targets and escape to safe location
  • Unique and original playstyle
  • Great scaling
  • Easy to carry in low elo
  • Vulnerable to CC
  • Weak dueling early game
  • Squishy
  • Like all assassins, not very effective when behind
  • Harder to carry the higher elo you are due to teams grouping and being more aware
Early game burst damage on a low cooldown. Makes your early game damage more reliable for getting effective ganks off and starting that snowball. It scales well with AP, this helps cover one of Evelynn's weaknesses and help her to get to late. Be aware that she is still weaker than most junglers early (this just helps her ganks/skirmishes).

Gives you bonus magic penetration whenever exiting Evelynn's passive, Demon Shade. It can also be proc'd with her Empowered Whiplash if you decide to gank/fight pre level 6. No reason not to take it really.

Pretty standard for an assassin. Gives bonus AP for champion and ward kills, which is always helpful. If however you want more vision on the map, Ghost Poro is also viable.

Relentless Hunter is the best choice for this slot since we don't need active item CDR or healing from ability damage (you can try these out but they aren't necessary at all). The more kills you've got for your team, the faster you will be able to move around the map, which can therefore help you to make more of an impact. Ultimate Hunter isn't a very good option either. The movespeed is too good to pass up since it helps your positioning, but you can test it out anyways and see if you like it.

Absolute Focus provides more damage and also synergises well with Demon Shade, as with enough AP you'll be regenning back to near full health anyways. Plus you'll be bursting people down at full hp most of the time so this rune should be giving you AP whenever you start a fight.

While Waterwalking is a viable option on Evelynn you can also go Gathering Storm for better late game scaling (even though she scales well anyways). This rune is honestly just preference, but don't go Scorch since it's a more poke oriented rune.
Passive: Demon Shade. After 4 seconds out of combat Evelynn will regenerate health based on her AP when below a certain threshold. If she has reached level 6, she will also gain camouflage while Demon Shade is active. This can be useful since you can disengage from a fight when you and your opponent are both low, regen some health, and finish them off when they think they've escaped. Just remember that just because you're low, that doesn't mean you're out of the fight.

Q: Hate Spike. Your main source of consistent damage. This ability is maxed first to improve your clear but also just for the plan AoE damage as well. It is important to note that 60% of the cooldown is refunded if you hit the intial part of it on a monster, so make sure you aren't missing your Q in the jungle or you will be waiting for a few seconds to deal some decent damage again.

W: Allure. This is your only form of hard CC, as well as what makes your ganks successful. Triggering the mark before it has fully charged will slow the enemy by 65% for a bit. Waiting for it to fully charge for 2.5 seconds and then attacking will charm the target, as well as reduce their magic resistance by 25%. If you hit them within 2.5 seconds then the mana cost is fully refunded.

E: Whiplash. The "one shot" ability. This does damage with Evelynn's lashers according to the target's max health. However, what makes this ability so good is that it procs all on-hit effects, such as Lich Bane or Dead Man's Plate. If Demon Shade is active, then it becomes Empowered Whiplash, fully resetting the cooldown and pulling yourself towards the target while damaging all enemies you pass through. (It also just does more damage). Upon use, you also gain movement speed to help you stick to your target and spam your Q.

R: Last Caress. Evelynn's ultimate is a great ability where she lashes out in a radious infront of her, dealing damage to all enemies hit. If they are below 30% health, they take DOUBLE the damage, allowing you to execute targets if you get them low enough. Evelynn is also untargetable while using this ability, meaning she can't be attacked by anything including towers, so this makes for easy dives. This ability can also be used to escape as well since it teleports you back a fair amount, however this is Evelynn's only escape ability and should be used wisely while it is on a high cooldown.
Skill Sequence
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

-Max Q first as it is your primary form of damage for farming and ganking.
-Maxing W second is useful for the extended charm duration and increased magic resist shred (particularly useful against tanks or just people building MR)
-Maxing E second may not seem great as the cooldown does not get reduced and the only change is an increase in the base damage. This can be maxed second however if you aren't planning on using W much as you get further into the game
-Max R whenever possible as this can net you easy kills and is also the only way Evelynn can escape out of sticky situations besides simply running away or burning Flash.
Items - Core
Only jungle item you will ever go. You can back with at least 950 gold to get Stalker's Blade and Boots to help move around the map better and also to help with farming. Raw AP however is also good due to her passive so a Fiendish Codex and Dark Seal are also good examples of some effective early buys.

Mobility Boots are really nice on Evelynn since she can sprint around the map while invis, but the magic penetration is really good for deleting squishies and so you will probably end up switching to these anyways if the game goes on for long enough.
This is a preferential item. Personally, I haven't tried it that much and normally go Rabadon's Deathcap or Lich Bane instead, but the AP you get from this is good and so is the 10% movespeed. At max stacks this can really deal some damage so long as you use it at the right time. If you don't like it then you can go for something else instead like Rabadon's Deathcap or lichbane

Why Morellonomicon? Well, in the case that there's a Dr. Mundo or someone with crazy lifesteal/healing on the enemy team you may find that killing them is a little hard. The magic pen is also great so long as they aren't starting to build magic resist. If they are (and let's be real, they probably are), then a Void Staff is much better instead.

The perfect item to synergise with your E, Whiplash. This is what helps you to burst and one shot those squishy targets - a must buy if you want to be dealing max damage to squishies. You will most likely be buying this once you have a few items as it scales with 50% of your AP.

BIG HAT DO FOR BIG DAMAGE. Do not rush this item first unless you are already extremely ahead and can afford a Needlessly Large Rod each back. Definitely get it once you have your core items and are looking to take your burst to the next level >:D This also really makes your Demon Shade do work - it heals for so much once you get some AP.

As i mentioned in the build, you want to build this when you see people building magic resist. This involves things like a Hexdrinker, Spirit Visage, Abyssal Mask etc. This item will allow you to ignore 40% of it and then your magic pen (along with Allure) will help you do further damage!
Items - Situationals
If there's someone on the enemy team who is becoming a problem for you and their main source of damage is ability power (like say a Vladimir or Fizz), then you might wanna buy this item. Less deaths means less gold for the enemy team, and it stills gives 75 AP which really isn't bad. The passive shield also works pretty well for you since you are an assassin and CC is your number 1 counter.

The typical solution for AD assassins. These can include Zed, Talon, Master Yi or even just anyone who you need protection from. If you for some reason are the one initiating the fights then this could be a good purchase, allowing you to dive the backline and using Zhonya's Hourglass to let your team follow up before ulting out with Last Caress. Just note that this wo't always save you but will at least make life harder for whoever's trying to kill you, especially if your team come to back you up
When the enemy team has a lot of AP or your midlaner is once again 0/6 vs a Katarina, you need to stay alive long enough to do your damage. If you find that survivability is gonna be a big issue against say a Kassadin or a LeBlanc then this may give you time to charm and burst them down.
If you're super fed and can avoid death pretty well, this can be good to buy especially since you now only need 10 stacks for the bonus movement speed. It's always good to keep the snowball rolling, but that doesn't mean you should go for one of these whenever you're 3/0/0. If you purchased Dark Seal earlier in the game and already have it stacked then that's when you can consider buying a Mejai's.
Farming in the Jungle
How to farm

As Evelynn, no matter the camp, it is highly important that you kite it out and spam your Hate Spike to stay healthy but also deal as much damage as possible. By using this to your advantage, you can actually regain health from camps like Raptors due to your Hunter's Talisman passive. If you get this down, you will find clearing camps easy, and still be healthy enough to gank afterwards.

Always make sure to use Allure on the large monster in camps like raptors or wolves as they are obviously the tankier target dealing the most damage. The extended charm duration will help you to stay a little healthier.

Note: Evelynn can easily solo chickens due to her Hate Spike being able to damage all of them at once. This gives her a nice amount of healing with Hunter's Talisman, so if you aren't able to get a leash there's no need to panic.

4 camps are required to get level 3 but if you do Krugs you can get enough xp to hit level 3 in only 3 camps.

When to farm/gank

Depending on the team comp, you will either want to farm till level 6 to obtain stealth from Demon Shade or get off some early ganks to at least burn a Flash or two or even start a snowball.

Be aware however that in the current meta junglers who farm early and don't gank a lot are actually more likely to fall behind and lose, so make sure you try to have an impact wherever possible.

Map of the jungle:
Ganking is the fun part of playing Evelynn, since unless your opponents buy a Control Ward often, they aren't going to have a fun time once you hit level 6. Evelynn's camouflage allows her to completely bypass wards and go for ganks when laners think they're safe.

As you enter the lane, your first objective is to use Allure on the enemy laner, so that by the time they have started to run away you are able to charm them before they escape, or at least force out a Flash. Rather than running straight towards them, run to wear they will be so that you can cut them off from their tower and have a higher chance of catching them. If you path behind them and then cast Allure, you will probably find that they end up running straight into you, making for an easy charm.

As soon as your Allure is fully charged, aim your Hate Spike at the target and hit them with it to proc the charm. It is more effective to charm them with the initial part of your Q as it increases the damage they receive from your next 3 attacks.

So, in order to follow up you simply use your Whiplash to proc any on hit effects (e.g. Lich Bane or Dead Man's Plate) and then spam the rest of your Q for DPS. Since your E will be empowered it will also drag you towards the enemy, making it a sort of mini gap closer. If timed correctly, this can be used to follow the enemy laner if they use Flash, similar to Warwick's Jaws of the Beast.

Please remember it doesn't hurt to add in some auto attacks whenever your spells are on cooldown either (especially if you have red buff as it will keep them slowed) ;)

If you are level 6 or above, then you can do the same thing but under the enemy tower provided they are not too high health and you damage them first. Even if they are not low enough to die from Last Caress, it is still important for you to use it to disengage and drop tower aggro so that your laner can finish them off. Tower diving can be really effective on Evelynn as while it does finish off kills that other junglers wouldn't be able to, it also tilts the enemy laner and will probably have them shouting at their team to buy control wards.
Early Game

Some people say you should power farm till level 6 for the camouflage, some say you should gank early. Honestly, it depends on the team compositions for both teams.

Reasons to gank early:
  • Start a snowball
  • Your teammates have good cc to help set up for an easy charm
  • The enemy laners have low mobility and can't escape
  • The enemy jungler doesn't completely obliterate you early game
  • You know an enemy laner's flash is down

Reasons to farm till 6:
  • Your laners are weak early game
  • The enemy jungler can easily counter-gank and shut you down
  • The enemy has good vision and you need camouflage to make more of an impact
  • You got cheesed early and are now behind in xp

Whatever you do, please don't forget to farm. As an assassin you can feel great running around the map killing people, but if you stop farming then you won't be snowballing your lead. Farming is especially important to Evelynn as she is an AP jungler, meaning she has less early game presence and more strength with her ult and items. If you kill the enemy jungler then take their camps and leave a ward behind while they respawn. Tax lanes (when necessary of course). Maintain your gold lead so that you can continue your lead and gain more of an advantage.

Mid Game

Ideally by this point you will want to have got at least some of your lanes ahead or become strong individually. Since people are moving around the map more, vision is very important as you can catch out the enemy adc for a free kill.

In low elo it's so easy to just look at the minimap and predict where the adc is going that I've had games where I'm able to basically farm them over and over. Of course this is harder to do if they buy control wards, but you can still build an easy lead by abusing your stealth and ability to execute with Last Caress. Abuse the fact that you are ahead to prevent them from having any chance of catching up and then close out the game by focusing objectives. You are after all, an assassin - make sure you play like one.

Whenever you get a pick, make sure to ping your team to help you take objectives like drakes, towers, rift herald etc. Evelynn is horrible at soloing objectives so you need your team to come help take them and make advantage of your picks. When grouping as a team, make sure you are in a position to approach the enemy from an angle they don't suspect. This will help prevent you from getting revealed by AoE abilities or accidentally getting hit by some sort of CC.

Late Game

When people start grouping for teamfights life can become pretty hard for an assassin. You need to know when to go in, what CC has been used and who you are trying to kill. In teamfights there are a few ways to play Evelynn depending on what the situation is.

1. Lurk in your own backline and wait for the enemy to engage on them before bursting them down

2. Wait in the enemy's flanks for your team to engage and distract them so you can jump on their backline before ulting into your team for safety

Landing charm on a crucial target can be key for winning a fight, even if it means using your ult to proc it. Charm or not, not using Last Caress in a team fight is a terrible idea as even if it won't kill the damage is still insane and can help get people low enough to win the fight. With Rabadon's Deathcap though your Whiplash should be able to get the enemy adc low enough to ult anyways. You just have to keep an eye on enemy CC.

The reason assassins are so hard to teamfight with is because CC instantly shuts them down. Getting caught out as anyone makes you useless, but as an assassin it's worse because the enemy backline no longer feels pressured and the enemy team gain a number advantage. Never be the engage unless you have no other choice. You have to keep an eye on what abilities the enemy uses such as Cassiopeia's Petrifying Gaze or Varus' Chain of Corruption. Once you are sure they can't shut you down you can engage knowing you'll at least be able to get your damage off before you die/escape. Your ultimate does however provide all the disengage you need so make sure to deal as much damage as you can (dont greed) and then ult outa there!
Overall, Evelynn is a really fun and unique champion and although she doesn't fully come online till level 6, she does become a real pain to deal with and if played correctly (like most assassins) can easily carry a game. That's why I play her :P

Her kit is a lot of fun to use and I would definitely recommend at least trying to play her or learn how she works so that if you do come across one in your solo queue games, you have at least some idea of what she can do, as well as her weaknesses. It is important to note that as you climb she will become harder to play, due to teams grouping and what not since they realise she is actually in the game (makes it a bit harder to find an ADC split-pushing botlane all the time).

Hopefully this guide was helpful and you learned something about Evelynn as well as assassin junglers in general.

Feel free to ask questions or give suggestions to improve the guide :)

Additional links: - really good guides - Evelynn mains subreddit
League of Legends Build Guide Author FupiDupi
FupiDupi Evelynn Guide
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Lights Out! | EVELYNN Guide for Season 9

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