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Recommended Items
Runes: Electrocute + Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Threats & Synergies
Rengar
He can bully you early and his ult will reveal you in stealth if you're the closest enemy to him. You can survive his ult if you use your R as he jumps, but you'll usually need teammates nearby to kill him after that. Ward defensively to get through the early game and either get a pick before he presses R, or group with your team for more safety.
Talon
Talon's early game priority can help protect you from invades and enable to you to contest scuttle spawns. Later, he can pressure side lanes and force the enemy team to split up, making it easier for you to get picks. You also deal opposite damage types, which makes it difficult for enemies to itemize against your burst.
Talon
Talon's early game priority can help protect you from invades and enable to you to contest scuttle spawns. Later, he can pressure side lanes and force the enemy team to split up, making it easier for you to get picks. You also deal opposite damage types, which makes it difficult for enemies to itemize against your burst.

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Hi, I'm PsiGuard and welcome to my ![]() I already had Mastery 7 on ![]() ![]() ![]() ![]() Before we begin, I'd like to give a big thank-you to Jovy for her awesome graphics and help with coding this guide (as well as my other guides). Be sure to check out some of her other work at her signature shop and her own guides! |
About Evelynn /// Runes /// Spells /// Abilities Ability Sequence /// Item Build /// Jungle Monsters Plants /// Warding /// Jungle Routes /// Ganking Wave Management /// Late Game /// Conclusion |

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![]() ![]() ![]() Evelynn's strength lies in her high burst damage and her camouflage. Overly aggressive laners will find themselves quickly punished by smart Evelynn players, who can repeatedly gank the same lane as much as necessary after level 6. Though ![]() ![]() ![]() ![]() Evelynn's weaknesses are her weaker early game and lack of reliability and versatility. Outside of ![]() ![]() |


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Procs off leaving stealth as well as the dash from ![]() ![]() ![]() |
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Out-of-combat movement speed helps you show up to fights faster and get into position for flanks. ![]() |
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Free boots lets you spend your early gold on getting your power spikes (like ![]() ![]() |
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This is the only other rune in the Inspiration tree that's good on Evelynn. Flat CDR helps you clear the jungle faster and you'll get lower cooldowns on your summoners and ultimate which is nice. |


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This spell is essential for jungling, as it unlocks the jungle-only items which you need to keep up in experience. The spell is also essential for securing monster objectives like buff camps, dragon and baron. Building ![]() ![]() |
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Flash - This is a core spell on most champions in the game and Evelynn is no exception. In addition to the flexibility it adds by allowing you to dodge skillshots, hop walls and escape death, Evelynn can also use Flash to surprise enemies by blinking towards them from outside ![]() |




The healing part of this passive is available at level 1, while you'll have to wait until level 6 to unlock the camouflage effect. The regeneration effect deactivates upon reaching a health threshold based on Evelynn's level and a high AP ratio, incentivizing AP items in order to keep the regeneration relevant throughout the game. If you build tanky, you'll find that

Let your passive sustain you through your first few camps and save your healing effects (




After level 6,

Camouflage is detected by:
Control Wards
- Towers
- Scryer's Bloom
- Enemy champions within 700 units (detection range is shown as a circle while stealthed)
Camouflage is not detected by:
- Regular stealth wards,
Zombie Wards and
Farsight Alteration wards
Farsight Alteration's vision effect
- Abilities like
Hawkshot that grant vision, but not true sight
Camouflage is removed by:
- Casting any spell other than
Allure
- Attacking a target
- Taking non-minion damage
Camouflage is not removed by:
- Casting
Allure
- Using your
Stealth Ward or
Farsight Alteration
- Placing a
Control Ward
Enemy champions need to have line of sight on you to reveal you, so you can hide in bushes or around corners.
If you're detected by an enemy, you'll see an exclamation mark (!) above Evelynn's head that indicates you're visible to the enemy team. This can let you know if you're spotted by an enemy champion or




This is your main damage tool, so don't miss it. Hitting the initial dart applies a debuff to that target which gives you some bonus damage on your next three attacks or spells on that target. If you miss the initial Q, you can still cast the following three AoE spikes, but you'll deal less damage.
The low cooldown AoE spam allows you to apply

When clearing, remember that your AoE spikes will prioritize the last target you attacked, or simply the nearest target if you haven't recently attacked a nearby enemy. This is mostly good to know for clearing Raptors and Wolves to make sure you can hit all the monsters with your AoE.
Against champions, you'll get pretty good single-target damage if you're able to hit the dart. This is also your best way to proc



This is your crowd control spell and probably the trickiest thing to master in Evelynn's kit. Against monsters, you'll always want to wait the 2.5 seconds for the charm since the duration is doubled against monsters and it deals a lot of bonus damage. The mana cost is also refunded if

Against champions, you'll have to make a choice between a quick slow or a delayed charm and magic resist shred. The upside of the slow is that it's not telegraphed; you can cast W right as you reveal yourself and slow the target immediately. Even though a slow isn't as good as a charm, it's 65% at all ranks, so it can be enough CC to kill enemies without mobility, especially if you're already fighting them and don't have time to charge up the charm.
I don't have time to charge up the Charm, so I quickly trigger the slow before

Getting the charm effect is rewarding, but signals to the target that you're coming for them 2.5 seconds ahead of actually fighting them. If you have an ally that can CC the target for part of those 2.5 seconds, that'll make it a lot easier to get your charm off. If not, your best bet is usually to flank the target in stealth, then use



When you're already engaged in combat, you usually won't have the luxury of waiting around for 2.5 seconds, so feel free to just use W for the slow or save the cooldown for another target. If you're approaching a fight in stealth, you'll almost always want to wait a little for the charm. Even if you can't safely focus down the target, you can zone an enemy carry from the fight for a few seconds by threatening a charm from the flank.






This ability is honestly pretty basic and doesn't require much explanation. It's a small movement speed boost and short-range gap-closer that does % HP damage. In most fights, you'll simply cast this whenever you're in range of the target you're focusing. The damage remains pretty decent throughout the game since the % HP damage scales with ability power as well.
Your next cast will be empowered after you enter




One neat bonus to

The final thing to note is that both versions of E apply on-hit effects to the primary target. This mostly concerns



There are five main uses for this ultimate. If you can accomplish multiple goals with a single cast, you'll put yourself in a great spot to win any engagement. Easier said than done of course, and most of the time you'll have to make a tough call how best to use the cooldown. Let's break down the five use cases:
- Executing a single target
- Avoiding dangerous abilities
- Dropping tower aggro
- Repositioning
- Dealing AoE damage

Since









In ganking situations,

With



The last case I'll talk about is using your ultimate just for AoE damage.

Keep in mind the variety of purposes for






This ability sequence shouldn't require any deviation.


I used to max

As with most champions, put points into your ultimate whenever possible, at levels 6, 11 and 16.



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Against junglers like ![]() ![]() ![]() |

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Farsight is an option, but I don't buy it every game. The advantage of this trinket is that you can check dangerous areas (usually baron) without risking yourself. You can also use it to see if there are any ![]() ![]() |
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I swap to ![]() ![]() ![]() ![]() ![]() |

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Stalker's Blade is my default buy in most games. Since ![]() ![]() ![]() ![]() ![]() |

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There really isn't another option here. Evelynn needs ability power to be a relevant threat, so this is the obvious first item to pick up as a jungler. Note that the Echoes proc does not consume the ![]() |
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Evelynn has really high damage and ![]() ![]() ![]() ![]() |

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Unless you're having a really rough early game, this should be your first buy after finishing your jungle item and boots. You can start stacking this up throughout the early and mid game and start one-shotting enemies while you're still building your next item. If you can't get the ball rolling, don't upgrade ![]() |
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This is your substitute for ![]() |
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The AP multiplier from Deathcap is a pretty huge power spike once you finish the full item. ![]() ![]() ![]() |
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Void Staff pushes your damage even further. Since % magic pen is applied before flat penetration, this item will allow you to deal true damage to squishies (if you weren't doing that already) and give you much more threat against tanks as well. The only downside is that it offers no protection or other utility. Since Evelynn has so many high AP options for killing squishy targets, I only recommend this item against teams with a fair amount of magic resist (mainly ![]() ![]() ![]() |

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You can usually buy either ![]() ![]() ![]() ![]() ![]() ![]() |
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Familiarize yourself with these spawn times and respawn timers so you know what to expect in-game.
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Dragon (Elementals & Elder) Spawns At: 5:00 Respawn Time: 5:00 Elder Dragon Spawns: 6:00 after a team gets 4 Drakes Elder Dragon Respawn: 6:00 |
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Baron Nashor Spawns At: 20:00 Respawn Time: 6:00 |


Plants are stationary, neutral units with 1 health. They can be destroyed with a basic attack to trigger an effect. Three different types of plants will spawn in the jungle and river. Their spawn timers and locations vary slightly but for the most part they are fairly predictable. The first spawn locations for all plants are predetermined.


First inner cone spawn: 1:15 - 1:25 First outer cone spawn: 5:00 - 5:30 Inner cone respawn time: 5 - 7 minutes Outer cone respawn time: 5.5 - 6.5 minutes |
- Knocks away nearby units (including the attacker) when destroyed — even over walls.
- Blast Cones spawn in two spots per jungle quadrant, an inner point toward the center of the quadrant, and an outer point near Baron/Dragon.
- In an Infernal Rift game (3rd Dragon is Infernal), additional Blast Cones will spawn near each tri-bush by Gromp, by the Wolf Camp, in front of each base's gates and in the alcoves.

First spawn: 3:00 - 3:30, always at each quadrant’s spawn point nearest to the side lanes Next spawn time: 5 - 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed |
- When destroyed, releases vision-granting pollen in a large cone that flies in the direction the attacker was facing, revealing units and wards for 12 seconds (3 seconds on champions).
- Scryer's Bloom can spawn in two spots per jungle quadrant, close to river ramps.
- Only one Scryer's Bloom can be present per quadrant.
- In a Cloud Rift game (3rd Dragon is Cloud), additional Scryer's Blooms will spawn in front of each base's gates and in front of each tri-brush in the river.

First spawn: 6:00 - 6:30 minutes Respawn time: 5.5 - 7 minutes |
- Drops 5 fruits on the ground when killed.
- Each fruit heals for 3.5% of max health or 8 (+6 per level) flat health, whichever is higher.
- Eating a fruit slows you for 35% for 0.25 seconds.
- Honeyfruit spawn along river walls, starting near Dragon or Baron pits and slowly extending closer toward lanes over the course of the game.
- If a Honeyfruit isn't taken before its respawn timer completes, a second Honeyfruit may spawn. No more than two Honeyfruits can exist per half of the river.


As a jungler, you have the most agency when it comes to traversing the map to place down vision, especially in the enemy jungle. When it's safe to do so, try to place deep wards to keep track of the enemy jungler.
Placing a


As the game progresses, you may have to start placing wards nearer to your base if you're losing, or deeper into the enemy jungle if you are winning. Always remember to place a



Below are some of the more valuable ward spots. Of course, warding is always situational, so don't feel restricted to only using these placements if the situation calls for something else.
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Blue side stealth ward locations
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Blue side control ward locations
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Red side stealth ward locations
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Red side control ward locations
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Standard Routes
Blue - Gromp - Wolves - Raptors - Red - Scuttle: An XP efficient route starting from Blue that should allow you to reach the river on time for the Scuttle spawn. There's a Scryer's Bloom that spawns between 3:00 and 3:30 that you may be able to use to check the river to see if it's safe to go for the Scuttle. If you can't safely take Scuttle, just go clear your Krugs instead. You also have the option to gank mid after Wolves, but you won't have the red buff slow so your laner will have to do more work in the gank OR the enemy will need to be low enough to quickly burst.
Red - Krugs - Raptors - Wolves/Gank Mid - Blue - Scuttle: An XP efficient route starting from Red that allows you to optionally gank mid after Raptors (with level 3). If you don't see a good gank opportunity, clear your Wolves and Blue, then head to Scuttle and clear it if it's safe. If you can't contest Scuttle, just take your Gromp.
Vertical Jungling
Vertical jungling is when both junglers are repeatedly clearing one half of the allied jungle and one half of the enemy jungle, favoring one side of the map. This splits the map into a "strong side" and "weak side" for each team. For example, if you're on blue team and are repeatedly clearing your red-side jungle (south) and the enemy blue-side jungle (east), your team's bottom side will be the strong side of the map. You'll be in a better position to gank bottom lane without fear of counterganks and you'll have better vision control and objective control. Likewise, the opposite side of the map will be dominated by the enemy jungler, making it your team's weak side.
Vertical jungling can be an active choice you make or a forced one due to a poor matchup. For example, you see

An example of an active choice would be if you and your team (this works better in arranged teams than it does in solo queue) decide to focus all of your team's pressure on one side lane at the expense of the other. Maybe you have a hypercarry bottom that your team will be camping and a

Vertical jungling is pretty complicated for new junglers and can be pretty messy outside of coordinated teams. Be open to the concepts and feel free to practice it, but for most players I recommend sticking to more standard routes or simple, quick invades while you're still learning to jungle.






Top lane ganks in the early game are all about who's pushing and whether or not the enemy has wards in river or tribrush. Generally, you won't want to waste time setting up a lane gank very early on (unless you're very confident that your top laner can quickly bounce the wave to enable the gank). Keep an eye on the enemy top laner on the map during your early clear to see if they leave and ward one of the entrances to their lane. Asking your top laner whether they've warded is also a good idea.
Don't bother ganking a warded lane early as it's usually a waste of time. On blue side, you can sneak through the enemy jungle and gank from tribush if the river is warded. On red side, sneaking into their blue jungle and using the Blast Cone to hop into river can work. Always be wary about entering the enemy jungle though, as many junglers will be pathing towards top-side early and will probably fight you if they see you.
If you're sitting in river bush and the enemy top laner walks up to ward the bush, use


Camouflage makes top lane ganks quite easy. Top laners will often buy a



Repeat ganks are exceptionally strong against top laners since a lot of them are melee and need to play aggressively to win lane. Against enemies that need to farm in melee, you can gank them and kill them or force them to recall and


Another option is to lane gank.

Lastly there's tower dives.



Evelynn's mid lane ganks are usually pretty bad since you won't have much time to charge up



Basically you'll probably need





Don't refrain from ganking mid just because it's hard. If you see a good opportunity, go for it. All I'm saying is that those opportunities are harder to come by compared to ganking side lanes.
Hiding in stealth near a low HP ally can be an effective way to bait in melee divers for a free kill.

Unfortunately, it doesn't get a whole lot better after level 6. If you have a mid laner with a high burst combo like

Watch for

Tower dives are kind of rough in mid lane because you can't get behind the tower without being seen. If you have




This is basically the same deal as top lane, except the enemy team will have better ward coverage. There's also a higher danger of dying even in a 3v2 since the enemy duo can focus you and they have twice as many summoner spells to outplay ganks. Communicate with your bot laners when possible to keep track of where enemy wards are and which summoner spells are on cooldown. Ganking bot when the enemy has few summoner spells is much safer.
On blue side, the best way to get around wards is to enter the enemy blue jungle (east) and use the Blast Cone to hop the wall into the river. Even if it's warded, you can still get a successful gank off if the enemy is pushed or you time it with your bot laners engaging a fight. On red side, entering the enemy jungle by the ramp near their Raptors and then pathing down to tribush is your best bet. Tribush is a hotspot for

Tower dives are okay early game as long as the enemy bot lane has actually used some of their summoner spells already. Don't bother diving 3v2 if the enemy still has 4 summoner spells available as you'll most likely fail. When possible, make your support tank the tower first. If your support isn't there, having your ADC tank first (assuming they aren't low on health) is ideal since they can drop aggro faster while you'll have to be in melee range.

Blue side bot lanes will usually place a


Like top lane, lane ganks are a lot better after level 6. Generally it's better if you have an engage support like







Tower dives are (you guessed it) much better after level 6. It's easier to get into flanking positions and you'll have





If you manage to kill your target in a successful gank, you'll usually want to help your laner push the wave to the enemy tower so that your minions are killed by the tower, denying the enemy laner gold and experience. The minion waves will also reset to the center of the lane, giving your teammate time to go back to base and buy items and return to a safe position. One exception to the push-after-ganking rule is if you gank very early in the game against an enemy with


After a successful gank, usually when pushing to the enemy tower, you may want to take a minion tax. This means you'll take some of the farm to help you keep up in gold since you had to spend time ganking rather than farming your jungle. You'll generally want to tax more heavily if your laner gets the kill off a gank and tax lightly if you took the kill. Many low-ranked players (and occasionally some high-ranked ones too) are selfish or ignorant and think that taxing their lane is going to ruin their farm and cause them to lose the lane. They're wrong, as taxing in moderation keeps a jungler's gold and experience relevant throughout the game, but if your laner freaks out because you took a few minions (or pushed their lane, some people think this is a bad thing all the time), you may want to just leave the lane so they don't feed or AFK or something. Keep in mind you should never tax bot lane.

Holding lanes is an often necessary duty of a jungler and is something you should be happy to do (since it gives you a lot of gold and XP). If your laner dies or needs to go back to base, you may need to "hold" or "cover" their lane by clearing out enemy minions pushing to your tower. If the enemy laner goes back to base or is dead, you may wish to push the wave to the enemy tower. Only do this if you can finish pushing before the enemy laner gets back to lane or they can freeze it in front of their tower, making it difficult for your laner to farm safely. Usually holding a lane consists of either clearing the current wave that is at your tower or pushing completely to the enemy tower. Don't just sit in a lane and last-hit unless your laner is arriving in a few seconds because it's a waste of your time.


Like every jungler, you'll have to play around major neutral objectives (baron and dragon) and control vision in the river and enemy jungle. Getting picks before a fight is ideal, since Evelynn is a better assassin than a team fighter. You won't be able to tank the baron for very long, so I recommend only starting baron if you have another champion on your team (usually the support or top laner) who has some armor and can tank it for longer.
When your team is just pushing out lanes, remember to put down vision deep in the enemy jungle when possible. You're usually the safest person to do so since you can bypass stealthed wards. Just be careful near bushes since you can't always be sure whether or not there's an enemy champion inside, or at least near enough to capitalize on seeing you if you pass a


In team fights, you'll almost always want to approach from a flank. Evelynn's gap-closing is super awful since none of your abilities help you get in range of enemies who are running away (other than ulting backwards to get closer, which is generally not a good idea in 5v5s). Peeling for your carries is okay if they're strong, since you can pretty reliably charm any tank or diver who gets into your backline. However, in most cases you'll want to be the one threatening the enemy backline and leave your teammates to do the peeling.
Get yourself into a flank position and don't reveal yourself until the fight starts. Then, as the frontliners engage and enemy carries position themselves in "safe" locations to deal damage, pick the most accessible target and cast




Thank you for reading my

A special thank you to those who have supported my guides with votes and advice that have been instrumental in bringing my guides to the level of quality they are today.
![]() | A very special thank you to Jovy for her wonderful graphics used in this guide as well as her help with coding all my guides. All the fancy headers, table of contents and most of the other graphics you see in my guides are from her. Be sure to check out some of her other work at her signature shop and her own guides! |
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