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Evelynn Build Guide by PsiGuard

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League of Legends Build Guide Author PsiGuard

Stalk and Seduce

PsiGuard Last updated on January 11, 2018
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Cheat Sheet

PsiGuard's Jungle Evelynn

Evelynn Build

LoL Path: Domination
LoL Rune: Electrocute
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Eyeball Collection
Eyeball Collection
LoL Rune: Relentless Hunter
Relentless Hunter

LoL Path: Sorcery
LoL Rune: The Ultimate Hat
The Ultimate Hat
LoL Rune: Celerity

+5.4 Attack Damage or 9 Ability Power (Adaptive)

Precision / Sorcery / Inspiration: +5.6 Attack Damage or 9 Ability Power (Adaptive)
Resolve: +65 Health

LeagueSpy Logo
Jungle Role
Ranked #4 in
Jungle Role
Win 53%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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 MissMaw 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.

Domination and Sorcery are the two primary trees that offer the best stats for Evelynn (flat AP). I went with Domination primary to pick up Electrocute, since the Sorcery keystones don't offer as much burst damage.

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.

Procs off leaving stealth as well as the dash from empowered Whiplash or even Hextech Protobelt-01. 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. The main competitor here is the spellvamp from Ravenous Hunter, but since Evelynn's play pattern is more oriented to quickly bursting someone and then getting out, I feel like spellvamp is a low priority stat. Also it's reduced for AoE spells. :(

Last Caress is a strong ability with a long cooldown. While Evelynn can certainly get by without this CDR, increasing the up-time on her ultimate gives you more opportunities to go for more daring plays.

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.

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.

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 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
  • Towers
  • Scryer's Bloom
  • Enemy champions within 700 units (detection range is shown as a circle while stealthed)

Camouflage is not detected by:
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.

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.

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.

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.

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.

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.

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 the empowered cast 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 the empowered cast 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.

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.

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:
  1. Executing a single target
  2. Avoiding dangerous abilities
  3. Repositioning
  4. Dealing AoE damage
An indicator will appear when enemy champions are below 30% health, which lets you know that your ult will deal double damage against them. This indicator does not guarantee that your ult will kill the target. Tanky enemies won't die to your ult even if they're below 30% health, so make sure to judge your damage yourself and don't just instantly ult when you see the indicator. Also keep an eye out for shields and heals, as they can ruin kills that you might assume you could secure with Last Caress.

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.

Warding Totem is the standard starting trinket. You can use the early ward to defend your jungle entrances or gain vision of the enemy jungle to determine their starting location. I recommend keeping the totem until level 9 as putting down wards is a more reliable way to contribute to vision than removing them.

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 Alteration 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 a sweeper 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. Tracker's Knife is also viable for better vision control and Skirmisher's Sabre offers better dueling, but due to how useful Chilling Smite is, I almost always build Stalker's.

With virtually all targets losing magic resistance due to the removal of the old runes system, preseason 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 Haunting Guise, 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. While Sorcerer's Shoes offer more reliable stats, Mobility boots are still a great option for snowballing in the early-mid game when teams are still split up and you can pick off isolated enemies.

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.

Evelynn might be one of the best Protobelt users in the game. Her flanking ability often places her in ideal positions to damage the enemy backline with the active. The addition of health and CDR to her early-mid game is also a welcome bonus. If you're not convinced, try it out for a few games. I think you'll be surprised at the amount of burst damage this adds to your combo.

Liandry's Torment is usually my go-to option after Hextech Protobelt-01, though getting the Haunting Guise before Protobelt is definitely an option. Flat magic pen gives Evelynn a ton of threat on squishy enemies. This is also another source of health, which provides some protection in a largely offensive build. A nice plus is that you'll also deal some % current HP damage against tankier targets that you'd normally have a harder time dealing with.

I'm not a fan of rushing this item early over the core items listed above, but it's still a good option for maximizing burst damage against a single target. It's a bit of a greedy buy, but if you don't need defensive items and you can afford to delay or skip the penetration from Void Staff, this is your best bet for killing squishies. It also grants movement speed and helps kill structures and epic monsters due to the repeated Sheen procs which is pretty nice.

Void Staff pushes your damage even farther. Since % magic pen is applied before flat penetration, this item will allow you to deal true damage to squishies (if you aren't already) and give you much more threat against tanks as well. The only downside is that it offers no protection or other utility. Still, I consider this to be a core item mid to late game to keep up in damage when enemies are buying magic resist, unless they literally build no MR items.

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.

Banshee's is your go-to magic resist option as it provides a lot of magic resist to augment your relatively large health pool compared to other damage-dealers. More importantly, it gives a high amount of ability power for a defensive item, which helps keep your damage relevant even when you're building more conservatively. The spell shield isn't always useful, but it can often make your flanks more difficult to deal with, as the enemy team will have to quickly hit you with two spells in order to CC you once you reveal yourself.

Familiarize yourself with these spawn times and respawn timers so you know what to expect in-game. If you're already an experienced jungler, feel free to skip this section.

Wolves, Raptors
Spawn At: 1:28
Respawn Time: 2:30

Gromp, Krugs
Spawn At: 1:42
Respawn Time: 2:30

(Blue Sentinel, Red Brambleback)

Spawn At: 1:28
Respawn Time: 5:00

Rift Scuttlers (in river)
Spawn At: 2:14
Respawn Time: 3:00

Rift Herald (in Baron pit)
Spawns At: 9:48
Despawns At: 19:45 (19:55 if in combat)
Dragon (Elementals & Elder)
Spawns At: 2:20
Respawn Time: 6:00
Elder Dragon Spawns: After 35:00
Elder Dragon Respawn: 10:00
Baron Nashor
Spawns At: 20:00
Respawn Time: 7:00

Rift Scuttler: These pacifist monsters patrol the river (one on each side) and will run away from aggressors rather than fight back. Killing this monster will create a speed shrine in front of the Dragon or Baron pit (depending on which side of the river you're on) that also grants vision for 75 seconds. The speed shrine will increase the movement speed of any allied champion that walks on it by 30%, decaying rapidly over a short duration. Using a CC that prevents the scuttler's movement will reduce its armor and MR by 50 until it dies (can only happen once per spawn). Crowd control effects last twice as long on the scuttler.

Rift Herald: The Rift Herald is a large monster that occupies the Baron pit from 10:00 to 19:45 (19:55 if in combat). Attacks against the eye on her back deal 12% of Herald's maximum health as bonus true damage, causing the eye to close for 10 seconds, reduced by 2.5 seconds every time she is struck by a champion's basic attack. The Rift Herald will despawn permanently at 19:45, or 19:55 if in combat, with Baron Nashor spawning in the same position at 20:00.

Killing one of these monsters grants you (or your entire team) a buff. These monsters are often referred to as "objectives" along with towers and inhibitors because the buffs they offer can greatly increase the power of you and your team and help you win the game. Killing a champion in possession of the blue or red buff will transfer that buff to you. Killing a champion in possession of the Baron or Elder Dragon buff will remove that buff from the champion.

Blue Sentinel - Crest of Insight: The wearer of this buff gains 5 flat mana (or energy) and 1% of maximum mana (or 0.5% of maximum energy) per second and 10% cooldown reduction. If the wearer is slain, the buff transfers to the killer with the duration refreshed. Lasts 2 minutes on the first clear and 90 seconds on subsequent clears. You'll want the first buff early game, but usually you will hand this off to your mid laner later on.
Red Brambleback - Crest of Cinders: The wearer's physical attacks apply a debuff that slows the target's movement speed by 10 / 15 / 25% for 3 seconds and a DoT that deals 4 - 38 (based on level) bonus true damage three times. Also heals buff holder by 1 / 3 / 9% of their maximum health per 5 seconds out of combat. If the wearer is slain, the buff transfers to the killer with the duration refreshed. Lasts 2 minutes on the first clear and 90 seconds on subsequent clears. You can take this buff until your team groups, then hand it off to your Marksman to help them kite.

Dragon Buffs: Slaying Elemental Dragons which spawn (random types) before 35 minutes will grant your team permanent buffs, depending on the type of dragon slain. After 35 minutes, all future dragons will be Elder Dragons, which have a 10:00 respawn time.
  • Ocean Drake: Restores 10% missing health and 10% missing mana every 18/12/6 seconds (based on stacks).
  • Mountain Drake: Grants 10/20/30% additional damage (based on stacks) as true damage to epic monsters and turrets.
  • Infernal Drake: Increases damage versus champions for 8/16/24% (based on stacks) increased Ability Power and Attack Damage.
  • Cloud Drake: Grants bonus 25/50/75 (based on stacks) additional movement speed while out of combat.
  • Elder Dragon: Grants a 50% bonus to elemental drake buffs and 45 + (45 for every elemental dragon stack) true damage on all spells and basic attacks against non-turrets over 3 seconds. This buff lasts 150 seconds.

Rift Herald - Eye of the Herald (Item): Once collected, the Eye of the Herald replaces the Trinket slot of its owner. The Eye lasts 4 minutes and grants the holder Enhanced Recall, which allows you to recall 4 seconds faster and restores 50% of your champion's maximum health & mana and grants +50% movement speed for 8 seconds. When activated, the Eye is destroyed and the Rift Herald is summoned to push down the towers in the nearest lane. The Herald will charge up a dash outside tower range before slamming into the tower for significant damage. The herald loses health over time, when she headbutts towers, and when enemies damage her. Attacks to the eye on her back deal 20% of her max health as bonus true damage, so flanking her is a quick way to kill her.

Baron Nashor - Hand of Baron: Each champion on your team gains up to 40 attack damage and ability power (scales with game time). Also grants Empowered Recall, which allows you to recall 4 seconds faster and restores 50% of your champion's maximum health & mana and grants +50% movement speed for 8 seconds. Each champion also gains an aura that empowers nearby allied minions with increased size, movement speed, attack damage and durability and causes cannon minions to deal AoE damage and out-range towers.

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.

Red = Blast Cone | Blue = Scryer's Bloom | Green = Honeyfruit

First inner cone spawn: 1:15 - 1:25
First outer cone spawn: 2:15 - 2:30

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 a Sweeping Lens or Oracle Alteration).

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

Jungle routes are very flexible and should change according to in-game situations and meta changes. Once you know both team compositions, start planning your route, and be ready to adjust your plan if level 1 circumstances (such as early invades or vision control) require you to adapt. In general, starting on the opposite side of the map of the lane you want to gank first is a good idea.

Volatile matchups like Darius vs Riven top, aggressive enemies like Yasuo and champions with poor escapes like Twisted Fate are good targets to gank early. If your ally has great setup, like Nautilus or Annie, you can visit those lanes often for easy kills.

You may also want to plan your route to minimize enemy opportunities to invade or maximize your own chances of stealing camps. Starting on the same side as an invader like Shaco or Nunu allows you to secure your buffs safely, while starting on the opposite side of a champion like Olaf can lead to a kill at their second buff. Against slower clearing junglers, you may be able to just walk into their jungle after your first camp and take their buff for free.

As Evelynn, I recommend visiting the lanes that are easiest to gank early. Usually this is top lane, though if your bot lane has a Leona into Soraka or something, you might want to path down there early. Getting a couple early ganks off is great to keep your team even or ahead while you farm up to level 6. Once you hit 6, then you can start going crazy with the gank pressure since Demon Shade makes it really difficult for enemies to play aggressive without risking dying. Punish aggressive players by repeatedly ganking them when they go for trades or all-ins. Make sure you don't spend too much time ganking early game and delay your level 6 power spike. Go for ganks with a high chance of a positive outcome, then clear your camps as they respawn.

Blue start can be useful for securing your buff early against champions that might invade your blue at level 2 (such as Kayn, who usually starts Raptors). If you're on red side, starting blue lets you receive a leash from your bottom lane, which gives you a faster and healthier clear. Finally, you can choose to start blue in order to path towards the lane that's closer to your red buff if you want to gank there early.

A neat trick to increase your sustain while clearing red buff is to pull Raptors with Hate Spike and then position so that your AoE spikes will hit the Raptors while you're clearing red buff. As long as your spikes are aimed at the raptor camp (after you've pulled Raptors and are now clearing red buff), they'll keep reaggroing due to the Hunter's Talisman DoT, but they won't actually hit you. They'll just keep running back and forth getting hit by AoE while you're clearing red, which heals you from Hunter's Talisman's life drain.

Starting Raptors is pretty easy as Evelynn, even without a leash. Hunter's Talisman will restore a lot of health while you spam Hate Spike's AoE on the raptors. If you plan on invading the enemy blue at level 2, this start is ideal since you won't need to use Smite on the first camp. Getting a leash from your mid laner with an AoE ability also speeds up this camp a lot.

If you're not invading, just clearing your red and blue buffs will put you in a good spot to gank the lane nearest your blue buff. If you don't see any opportunities to gank after picking up your buffs, simply clearing the scuttler, then Gromp and Wolves is also a good option.

Starting at Red can be nice on blue side, where you'll get a leash from your bottom lane. Like Raptors start, this route will put you in a good spot to gank after securing your Blue. If you aren't getting a leash from your bot lane, I generally recommend starting Raptors instead, since they're easier to clear without a strong leash. Allure at level 2 will help you clear the single-target Red buff camp, along with the increased base stats you'll have from the extra level.

Be sure to tag Raptors with Hate Spike as you pass the camp. Spamming the AoE spikes as you run to Wolves will regenerate a lot of your health through Hunter's Talisman's life drain.

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.

Thank you for reading my Evelynn guide! I hope I was able to help you become a better jungler and a smarter player. Feel free to leave me a comment if you have any questions, comments or criticism. I read all comments on my guides even if I don't respond to all of them. If you appreciated my guide or approve of my build, feel free to hit the green upvote button up top.

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I'd like to specifically thank Hoppermh for the jungle route images for this guide.
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