Evelynn Build Guide by PsiGuard
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PsiGuard's Jungle Evelynn
+12 Attack Damage or +20 Ability Power, Adaptive
Hi, I'm PsiGuard and welcome to my Evelynn guide. I've been playing League of Legends since November 2010 in Season 1 and have been maining jungle since the start of Season 3. My top rank is Diamond III in solo queue. I have experience against Diamond, Master and Challenger players through solo queue, ranked teams and tournament games.
I already had Mastery 7 on Evelynn before her rework and enjoyed flanking in stealth and picking off isolated enemies. In many ways she’s similar to Nocturne, which is my favorite champion. The new Evelynn is even more oriented towards assassination, with Allure offering better ganks and Last Caress giving her more mobility to escape or outplay enemies. Overall I find the new Evelynn more challenging to play, but also more fun.
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
Evelynn is an AP assassin, specializing in flanking carries or picking off isolated enemies through the use of Demon Shade after level 6. She has a mix of single-target and AoE damage that gives her a great jungle clear as well as respectable dueling. Due to her conditional CC from Allure and her relatively limited mobility compared to other assassins, she relies on using camouflage and the fog of war in order to flank her targets and prevent their escape.
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 Control Wards can stop some of her gank paths, they often aren't enough to guarantee a laner's safety from stealth ganks. If Evelynn is able to successfully charm her target, she's quite likely to get the kill, or burn enemy summoner spells at least. Mid game, Evelynn's ability to sneak past wards makes it easy to punish isolated enemies. In team fights, Evelynn can zone out carries with the threat of Allure's charm and punish uncoordinated teams who don't adequately defend their backline. Last Caress can also deal a huge amount of AoE damage while repositioning Evelynn out of danger.
Evelynn's weaknesses are her weaker early game and lack of reliability and versatility. Outside of Allure, Evelynn doesn't bring much utility to her team. Building very defensive will simply result in Evelynn being outclassed by other junglers, so she's forced to build ability power and magic penetration in order to remain a relevant threat throughout the game. Since her threat relies on flanks, this makes her a poor frontliner. Her kill potential without Demon Shade's post-6 stealth is also much lower, so Evelynn players will have to capitalize on their power after level 6 as much as possible in order to secure a lead by mid-game.
|Electrocute: Offers the highest burst damage of all keystones. Evelynn's play pattern is pretty burst-oriented so this keystone made the most sense to me. It has a decently long cooldown, but that's no problem for junglers since you'll rarely fight twice in the space of a minute. I don't recommend Dark Harvest here because the rune takes too long to scale up and outpace other damage keystones.|
|Procs off leaving stealth as well as the dash from Empowered Whiplash or even Flash. Also procs off Last Caress, though that usually will be used last. Magic pen is a great stat for Evelynn, so this rune should come as no surprise.|
|Zombie Ward can be quite useful here as well, but I'm recommending Eyeball Collection since it gives reliable stats and is effortless to use. Zombie Ward can be more valuable in a more coordinated environment where you can place deep vision and give your team useful information, but in solo queue it's often easiest to win just by snowballing and dealing a lot of damage.|
|Out-of-combat movement speed helps you show up to fights faster and get into position for flanks. Ultimate Hunter is also a decent option here, but ultimately (heheh) I value the movement speed more than the ultimate CDR. In a lot of cases you won't be able to use your ultimate as soon as it's off cooldown anyway.|
|Even though I'm a big fan of CDR, it's not an essential stat for Evelynn when it comes to her basic abilities. Therefore, I prioritize Celerity for the reliable movement speed over the 10% CDR from Transcendence after level 10. Movement speed helps you roam, position for ganks and get in range to proc Allure quickly. The small amount of AP you get from this rune is a nice bonus as well.|
|It's a tossup between Waterwalking and Gathering Storm for the second slot in Sorcery. Waterwalking offers a solid early game as it'll improve your mobility and damage in the river. Plenty of fights happen in river over scuttles, dragon and baron so you'll almost always get some use out of the rune. Gathering Storm can be effective in games that last over 30 minutes, but a lot of solo queue games are won or lost before that point, so I don't tend to rely on the scaling option. Maybe if you're with a coordinated team and you know you can effectively stall until your team comp comes online, Gathering Storm would be a better option there.|
|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 Stalker's Blade or Skirmisher's Sabre will also allow you to cast this spell on enemy champions.|
|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 Demon Shade's detection range, giving them minimal time to react. I recommend you take both Flash and Smite every game.|
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 Demon Shade's healing becomes pretty useless later in the game as you gain much more HP but very little additional healing.
Let your passive sustain you through your first few camps and save your healing effects ( ) until the end of your jungle clear. You want to let your passive do work first since Demon Shade's healing is capped and your other sources of healing can heal you beyond that cap. Demon Shade's healing also allows you to stay on the map to farm even if you're very low after a fight, whereas other junglers would be forced to recall.
After level 6, Demon Shade gives you access to Evelynn's signature ability - Camouflage. I'll talk more about how to use Evelynn's stealth later in the guide, but for now, let's go over what Camouflage is and what detects it.
Camouflage is detected by:
- Control Wards
- 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
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 Control Ward even if they're in a bush and you can't see them. If you're detected by a Control Ward, you'll see a red crackling animation at the ward's location.
This is your main damage tool. It's important not to miss the first cast on jungle monsters since you will only gain the 60% cooldown reduction if the dart hits a monster. Hitting the initial dart also 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 miss out on damage.
Against monsters, the lowered cooldown and AoE spam allows you to apply Hunter's Talisman's life drain consistently to multiple targets. This means you can kite Raptors while spamming Q to heal yourself, even if you aren't going to commit the time to actually clear the camp.
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, but the ability will go on full cooldown. If you miss the dart in a gank or duel, you usually won't get another chance. This is also your only way to proc Allure from range.
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 Allure is triggered early or is triggered on a monster, so there's no downside to casting it for jungle clear even when you're low on mana.
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, making it a safe bet against low mobility champions, assuming they can't simply turn and kill you.
Getting the charm effect is rewarding, but requires you to reveal your relative position to your target 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 Allure since you'll be in a position to cut off their retreat. If you're able to apply the charm to your target before they reach their tower, most of the time you can kill them or at least burn their Flash.
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. If you're approaching a fight in stealth, you'll almost always want to wait a little for the CC. 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.
Allure's debuff is only consumed by Evelynn's abilities and basic attacks. This does not include summoner spells like Chilling Smite or items like Hextech Protobelt-01. This means the only way to consume the debuff from range is to hit the initial Hate Spike dart. Otherwise, you'll need to get pretty close to slow or charm your target. Make sure to flank often to maximize your chances of getting your crowd control off.
One thing to note is that the initial cast of Allure instantly draws turret aggro. Since the ability has a huge range, you can cast it outside turret range, then walk in without drawing aggro while the debuff charges up before consuming it for the charm.
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 Demon Shade, even if you don't have the camouflage unlocked yet. Since Empowered Whiplash deals more damage and dashes to the target, this is what you'll be using most of the time. If you're chasing a target and can avoid damage for a few seconds, you can reset the cooldown of Whiplash and get an empowered dash by entering Demon Shade. Most of the time you won't have the luxury of reactivating your passive mid-fight, so you'll just have the one empowered E.
One neat bonus to Empowered Whiplash is that it deals its damage to all enemies Evelynn passes through. While the range is too short to consistently hit multiple champions, you can reliably AoE multiple minions or jungle monsters.
The final thing to note is that both versions of E apply on-hit effects to the primary target. This mostly concerns Hextech Revolver and Lich Bane, but if you happen to have any other on-hit effect, that'll get applied too.
There are four 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 four use cases:
- Executing a single target
- Avoiding dangerous abilities
- Dealing AoE damage
Since Last Caress makes Evelynn briefly untargetable, it can be used to avoid key crowd control spells or nukes that would otherwise take you out of the fight. Keep an eye out not only for dangerous skillshots ( ), but also for targeted spells ( ). You can also avoid the damage from Requiem and application of Death Mark, but not the detonation. Using Last Caress to negate major enemy spells is a good way to contribute to your team's success in team fights, even if you're having trouble killing enemies yourself.
Last Caress can be used to escape over walls, or just create distance before you're focused down by enemies. Since you'll enter many fights by flanking, you'll want to get as much damage down as possible before the enemy team turns to focus you, then blink away before they can CC you or kill you. Even if you can't kill a carry right away, putting down damage and maintaining your flanking position pressures the enemy backline and makes it more difficult for them to commit to damaging their teammates.
The last case I'll talk about is using your ultimate just for AoE damage. Last Caress' "execute" merely doubles the damage, rather than scaling based on missing HP, so it's not too bad to use on enemies even if they aren't in that 30% HP range. You'll deal roughly the same overall damage with your ult if you hit two full HP targets compared to one target below 30% HP ( Merciless gives a slight edge against lower health targets, otherwise the damage would be identical). In team fights, this means that hitting a 4-man ult to followup your team's engage, is often more effective than saving the cooldown to last-hit a carry. If you're lucky, you can follow up on your teammates' AoE damage and your ult will hit a couple people after they're already below 30% HP, so you get the best of both worlds.
Keep in mind the variety of purposes for Last Caress and don't always use it in the same way. If you can, try and fulfill multiple goals with the same cast. One example would be using Last Caress in combination with Smite to steal baron, while simultaneously damaging nearby enemies and blinking yourself away from danger.
This ability sequence shouldn't require any deviation. Hate Spike is the obvious choice to max first, as its your main tool for both jungle clear and champion damage. Allure is second priority, as the increased CC duration is super useful.
Unfortunately, Whiplash gains very little with extra ranks, as much of its power is in its mobility and %HP damage, neither of which are increased with level. The cooldown also doesn't change, so the only thing you get out of leveling it up is a bit of extra base damage. Therefore, I recommend maxing Whiplash last.
As with most champions, put points into your ultimate whenever possible, at levels 6, 11 and 16.
|Hunter's Talisman offers a ton of health sustain for your early clear, especially against Raptors. Hate Spike has a very short cooldown versus monsters, so you'll be constantly refreshing the life drain effect on camps.|
|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 Control Wards in bushes ahead of you, but keep in mind the enemy team will notice the Farsight vision effect. Unfortunately, this kind of kills your Zombie Ward so I'd only consider it if absolutely necessary.|
|I swap to Oracle Lens on most junglers, but on Evelynn I often keep my Warding Totem for most of the game (if not the entire duration). The reason is that Evelynn can traverse the map to gank or flank enemies without being spotted by regular wards. You don't need an Oracle for your own purposes, so it becomes purely a team asset. Since you can move around more freely with the knowledge that you can't be spotted by stealthed wards, you can often place down deeper wards with your Warding Totem as well. Do consider Oracle if your team needs the extra vision control around objectives though. In most games however, buying Control Wards should be enough.|
|Stalker's Blade is my default buy in most games. Since Allure is only consumed by damaging enemies with Evelynn's attacks or basic abilities, you can use Chilling Smite to slow down targets while you wait for Allure to finish charging up. The slow/haste is great for sticking to enemies and the instant damage also adds to your burst. You might even be able to escape some situations with Chilling Smite where you would have otherwise died. Skirmisher's Sabre offers better dueling, but due to how useful Chilling Smite is for chasing and kiting, I almost always build Stalker's.|
|With virtually all targets losing magic resistance due to the removal of the old runes system, season 8 rewards magic penetration like never before. Sorcerer's Shoes was also buffed from 15 to 18 magic pen. If you can complete this item plus Oblivion Orb, you'll have 41 magic pen when you proc Sudden Impact, which will allow you to deal true damage to most champions that haven't purchased MR.|
|Mobility boots allow you to gank, reach fights or position for flanks faster. In solo queue, games are often chaotic and fights break out before you're in position to gank. Boots of Mobility also allows you to chase most targets and still land the charm from Allure even if they're running directly away from you. I personally prefer Sorcerer's Shoes for the more reliable damage stat, but Mobility Boots are also viable if you prefer running really fast.|
|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 Allure debuff, so you'll need to hit your target directly with a spell or attack.|
|Lich Bane is a pretty reliable opener, offering CDR and a solid amount of damage as well as movement speed. Unfortunately it can be difficult to get more than one proc off in most fights but often times a single proc is enough to kill your primary target. This item also helps in tower pushing situations. :)|
|Flat magic pen from Oblivion Orb and later Morellonomicon is the best way to deal high damage to squishy targets. This'll help you quickly kill enemy carries and squishy supports, which will often be your job in mid game rotations and team fights since you have stealth to help you flank. If you can't afford the Needlessly Large Rod to start Rabadon's Deathcap, you can build this item in the meantime and delay your Deathcap a bit.|
|The AP multiplier from Deathcap is a pretty huge power spike once you finish the full item. Electrocute and Last Caress have great AP Ratios, so your finisher damage will be through the roof. A nice side effect of this item is that Demon Shade will fully heal you out of combat since you'll have so much ability power. It's like getting Rabadon's Deathcap with the passive from Warmog's Armor!|
|You can upgrade to this from Oblivion Orb to get some more AP and to counter enemy healing. There will usually be some healing on the enemy team, even if it's just a summoner Heal. Against very strong healers like Soraka, Vladimir and Dr. Mundo, you may want to finish this item earlier in the game (before Rabadon's Deathcap). Also keep an eye out for lifesteal items like The Bloodthirster, Death's Dance or Ravenous Hydra from enemy fighters and ADCs, especially towards the late game.|
|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. This tends to be your best bet for damage, as long as you can afford to build full damage in your game. Don't be afraid to drop this for Zhonya's Hourglass or Banshee's Veil if you need the survivability.|
|You can usually buy either Zhonya's Hourglass or Banshee's Veil for defense. Zhonya's is great for taking enemy focus and buying time for your teammates. Rather than immediately casting Last Caress to disengage, you can play more risky and stall with Hourglass' stasis, forcing enemies to deal with you for longer. It's also nice for avoiding predictable, high damage spells like Unleashed Power, Death Mark and Requiem without blowing your ult cooldown.|
Familiarize yourself with these spawn times and respawn timers so you know what to expect in-game.
Dragon (Elementals & Elder)|
Spawns At: 2:20
Respawn Time: 6:00
Elder Dragon Spawns: After 35:00
Elder Dragon Respawn: 10:00
Spawns At: 20:00
Respawn Time: 7:00
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.
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.
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 Control Ward near lane-dominant allies will help them avoid ganks from the enemy jungler and free up a path for future ganks from you. You can also use a Control Ward to check a bush you're waiting in to make sure it's clear (if you don't have an Oracle Lens).
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 Control Ward inside the dragon or baron pit if your team is planning on taking that objective.
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.
Blue side stealth ward locations
Blue side control ward locations
Red side stealth ward locations
Red side control ward locations
Apologies for the visual crudeness of this section. I want to get the information out as quickly as possible before I worry about formatting. I'll try and upgrade this section visually in the future.
The current meta for jungle pathing is quite loose and you'll need to adapt quickly to changing circumstances. I'll give you a few basic openings to choose from, but keep in mind any Rift Scuttler you go for may be contested by the enemy jungler. Take note of where the enemy jungler is starting if you can get vision of them and decide ahead of time whether you'll be able to fight them. Also be sure to check your nearby lanes before entering the river. If your laners have priority (they're pushing in and/or are stronger early than their opponents), you'll be safer when fighting for the Scuttler in river.
You'll almost always want to save Smite for the Scuttler unless you know for sure it won't be contested. Don't use your Smite on the first camp (or two) before going for scuttle or you may find it stolen right in front of you by the enemy jungler! :(
With that out of the way, onto the routes!
Blue - Gromp - Scuttler: This is a fairly efficient opening for red team as you can get a strong leash from your bot lane, which will give you time to clear Gromp before going to contest Scuttler. After hopefully securing Scuttler, you can clear your Wolves, Raptors, Red and Krugs if the enemy jungler is going for an efficient clear on his side of the map. If the enemy jungler is stealing your red buff (and probably other camps near it), you may need to enter the enemy jungle and steal his Raptors / Red / Krugs. Again, note whether nearby enemy laners will be able to easily collapse on you.
Blue - Scuttler: Basically the same as the last route, but quicker in case you won't have time to clear Gromp before the Scuttler spawns at the 2:00 mark. This is more common on blue team, where you'll only have a leash from your top laner. This may also be necessary if you didn't get a leash at all, regardless of which team you're on. Once you're finished the Scuttler, the same options apply, but this time you can go back and clear Gromp before continuing to Wolves.
Red - Raptors - Scuttler: This is an efficient start on blue team since you can get a leash from your bot lane. Similar principles apply to the Blue - Gromp - Scuttler route, only this time you'll be pathing the opposite direction. Keep an eye on your mana bar since you won't have Blue buff to sustain you early on. Do not clear Krugs on your first clear with this route -- it's too far out of your way and you risk giving up camps on your blue side.
Raptors - Scuttler: Raptors is the preferable camp to start on Evelynn if you won't be getting a leash from your laners. You can kite the Raptors with Hate Spike and your Hunter's Talisman will heal you for any damage you take since there are so many targets for the passive to drain health from. If you're soloing your first camp, it's best to go for the Scuttler directly afterwards since you won't be able to clear both Raptors and Red in time for the Scuttler spawn. This route is also nice if you want to hide your starting location and/or your nearby laner wants to cheese level 1 instead of leashing.
Triple buff routes involve a sneaky level 1 buff steal followed by a quick and efficient clear across your allied jungle. In the ideal case, this'll get you a free camp, set the enemy jungler behind and possibly reduce their effectiveness in the early game due to the loss of the buff. However you risk being collapsed on in the enemy jungle or the enemy jungle could realize what you're doing and counter it by invading your jungle and stealing multiple camps before you can get there.
Steal Blue - Scuttler - Red - Raptors - Wolves - Blue - Gromp: If you're able to sneak the enemy Blue buff, you can try and go for a triple buff and set your opponent behind. This can be pretty effective against mana-hungry junglers but it's also good just for denying experience.
Steal Red - Scuttler - Blue - Gromp - Wolves - Raptors - Red - Krugs: Same idea as the blue steal, but in the opposite direction. You may choose to delay Raptors in order to check and clear your red sooner if you expect the enemy jungler to try and steal it.
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 Nunu invading to take your blue buff and other nearby camps, so you respond by stealing his blue buff and other nearby camps. This can force you to vertically jungle in the early game since you may not have the lane priority or vision control to ever contest your own blue buff. Likewise, you'll be able to place wards in the enemy blue-side jungle and you'll have more control on that side.
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 Shen top who will just be playing safe. In this situation, vertical jungling may net your team an advantage, as long as you can set it up properly. Grouping with your teammates and pushing into the enemy jungle at level 1 can help you put down vision and possibly force the enemy jungler to start on the other side of the map. If your nearby laners have priority, it can be dangerous for the enemy jungler to enter their own jungle if you have vision of them and your laners can collapse on them to help you.
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.
That said, vertical jungle routes look something like this:
Blue - Gromp - Wolves - Scuttler - Enemy Red - Enemy Raptors - Enemy Krugs
Blue - Scuttler - Enemy Red - Enemy Raptors - Wolves - Gromp - Enemy Krugs
Enemy Blue - Enemy Gromp - Enemy Wolves - Scuttler - Red - Raptors - Krugs
Red - Raptors - Scuttler - Enemy Blue - Enemy Gromp - Enemy Wolves
Red - Scuttler - Enemy Blue - Enemy Gromp - Enemy Wolves - Raptors - Krugs
Enemy Red - Enemy Raptors - Scuttler - Blue - Gromp - Wolves
Demon Shade's camouflage effect is only enabled once Evelynn reaches level 6, which drastically affects the power of her gank pressure. Last Caress is also a big factor when it's available, of course. For this reason, I'll be breaking down these phases separately.
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 Allure and proc it immediately for the slow. You won't have time to wait for the charm, so use the opportunity to get some free damage on the enemy top laner. If you're lucky you'll get a kill or a summoner spell, but even if you just deal a chunk of damage, it helps your laner.
Camouflage makes top lane ganks quite easy. Top laners will often buy a Control Ward and place it in either the tribush or the river bush. Walking up to clear these wards is a good way to maintain pressure on that lane, since very few players will buy multiple Control Wards on a single recall in laning phase. If you know where the Control Ward is, see if you can path around it and gank.
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 Teleport back to lane, then gank them again to force them out of lane. If you're able to kill your target or force them to recall twice in a row, your top laner gains a massive advantage. Ganking right as your top laner Teleports in is also a good idea, since they'll be at full health and mana after buying new items.
Another option is to lane gank. Evelynn's post-6 lane ganks are exceptional since she can enter bushes that are within minion vision while she's camouflaged. Make sure you don't get too close to the enemy champion, get into a bush and then wait for the top laners to trade damage and use some cooldowns. If your allied top laner has crowd control, you can have them initiate the gank, otherwise they'll have to bait an engagement and you can capitalize once the fight has started.
Lastly there's tower dives. Last Caress is super important for success in dives since it'll negate one turret shot as well as resetting the aggro. If you have Last Caress available, feel free to tank the tower aggro first and use your ultimate once the target is low on health or when you can't tank any more damage without dying. If you don't have your ultimate up, you'll usually need your allied laner to tank the tower so you can keep dealing damage.
Remember that casting Allure instantly draws tower aggro, so make sure you cast it out of turret range before starting the dive.
Evelynn's mid lane ganks are usually pretty bad since you won't have much time to charge up Allure for the charm. With mid laners staying so close to their towers, you'll have to rely on allied CC to buy you enough time to charge up a charm, or you'll just have to settle for the slow. Against high mobility champions like LeBlanc and Azir, it can be super hard to effectively gank them unless they blow their mobility in a trade first before you reveal yourself.
Basically you'll probably need Flash or a really strong early game champion on your side to make early mid ganks work reliably. If you have a LeBlanc, Twisted Fate or Annie, you can gank mid as literally any jungler, but if you have an Orianna or something they won't be as much help.
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.
Unfortunately, it doesn't get a whole lot better after level 6. If you have a mid laner with a high burst combo like Syndra, you can probably just show up in stealth and deal some damage to help your laner secure the kill. If you don't have the damage to kill your target quickly, you're again stuck in the situation where you can't get a charm off on a lot of mid laners unless they're super pushed. On the plus side, camouflage helps you get in better positions to at least get a slow and some damage off.
Watch for Control Wards in the river bushes near mid lane, as the enemy mid (and possibly jungler) may place wards there to spot you in stealth. If the jungler doesn't help out, you'll need to keep track of which side of the lane has a control ward and gank from the opposite side.
Tower dives are kind of rough in mid lane because you can't get behind the tower without being seen. If you have Flash, you can Flash into the tower from Raptors, then use your abilities and finish with Last Caress to drop aggro and escape. Be careful of the enemy jungler's whereabouts if you attempt this, since you can get counterganked even if their jungler is simply pathing from Wolves to Raptors.
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 Control Wards after the enemy bot lane recalls, so be prepared to be spotted.
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 Control Ward in tribush while red side bot lanes will place one in river or the tribush in their jungle if they're getting shoved in a lot. If you can get solid information on where enemy Control Wards are, avoid them using the same methods you'd use to avoid stealthed wards pre-6. Clearing them out is also good, but make sure your bot lane can support you. If they're pushed in, the enemy duo lane can contest the ward and kill you for trying to destroy it.
Like top lane, lane ganks are a lot better after level 6. Generally it's better if you have an engage support like Leona or Blitzcrank rather than a passive disengage support like Soraka or Janna, but you can still try to lane gank aggressive opponents even if your bottom lane doesn't have engage. If they do have engage (especially very reliable stuns like Enchanted Crystal Arrow or Solar Flare), you should make ganking bot a priority whenever those major crowd control spells are available. It's impossible for the enemy bot lane to control every bush since they can only place a maximum of two Control Wards between the two of them. Even if the lane bush is Control Warded, just have your bot laners clear it out before you enter the bush.
Tower dives are (you guessed it) much better after level 6. It's easier to get into flanking positions and you'll have Last Caress to reset tower aggro. Like in the other lanes, you'll now want to tank the tower first so you can use your ultimate to drop tower aggro once you're low on health. If your team is red side, you can avoid the likely tribush Control Ward and set up a dive by entering the enemy red (south) jungle and using the Blast Cone to hop over the wall towards Krugs, then prepare to dive from behind the enemy tower.
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 Teleport (usually the top laner). If you kill someone very early, they'll respawn after only a few seconds and Teleport without missing much CS. If you push when that happens, your top laner will just lose a lot of XP since they're sharing with you and it can set them behind without denying the enemy top laner any farm.
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 Control Ward. I generally keep Warding Totem pretty late in the game so I can keep contributing to deep vision. If you see the entire enemy team in a lane, that's usually a good opportunity to put wards down safely.
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 Allure. Unless you can just instantly kill them, it's best to wait in the wings while Allure charges up. Either the enemy backline will have to back off and stop damaging your teammates to try and deal with you, or they'll ignore you and you'll get a free Charm off in a couple of seconds. As stated in the Last Caress section, don't be afraid to just deal as much damage and possible and then ult out once you're in too much danger. You don't need to hold your ult for the last-hit. Sometimes just getting a carry low is enough to zone them out of the rest of the fight.
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