Evelynn Build Guide by PsiGuard
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Electrocute + Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
You can still charm him after he blocks one of your spells and he has no reliable way to counterplay your R. You can bait him into losing fights by hovering near overextended teammates and waiting for him to engage.
He can bully you early and his ult will reveal you in stealth if you're the closest enemy to him. You can survive his ult if you use your R as he jumps, but you'll usually need teammates nearby to kill him after that. Ward defensively to get through the early game and either get a pick before he presses R, or group with your team for more safety.
Kayn's early game is too weak to bully you and he can get obliterated during your charm later on. Have a teammate watch your Raptor camp at level 1 (or ward it) since some Kayns will start at your Raptors and try to steal your red.
This champion is currently overpowered and is worth a ban. Try to split the map and fight where he is not, since he's a powerful skirmisher.
Rek'Sai can sense your movements while she's burrowed, even if you're stealthed. Avoid her as much as possible early and help your team ward to avoid her ganks. You'll eventually outscale her if your team can weather the early game.
Kha'Zix is only a threat if he's played well and/or his laners have priority. A Kha'Zix who invades and fights you often will outclass you in the early game, but if he lets you farm, this is a manageable matchup post-6.
He's pretty much a sitting duck if he gets CCd and he's not really strong enough early to bully you. You can probably blow him up in 2v2s if you charm him and your laner finishes him off.
This is actually a pretty good matchup despite how strong Ekko can be. Since your charm lasts so long, Ekko can die before he's able to use his ult. Make sure you max W second to give your team a bigger window to burst him before he can ult.
Warwick is basically unkillable for you unless you have a massive lead over him. His E damage reduction is too strong for you to burst through and he'll heal back any damage you deal if you can't immediately kill him. He can also track you through stealth with his W. Avoid fighting him and focus on killing his teammates, as he can't really win games by himself. Consider Morellonomicon if he's becoming a problem to your team.
Zac loves building Spirit Visage and high amounts of HP, so you're unlikely to get kills on him. He's also a better team fighter than you, so your best bet is to outplay him with ganks/counterganks and try to burst his backline when he engages later in the game. Don't try to kill him unless you have teammates that can help you finish him off.
Nunu & Willump
Unkillable tank who can heavily hamper your XP and gold progression by stealing your camps early and snowball his team through ganks and neutral objectives. However, he has no hard CC to stop you from killing his teammates. Use defensive wards to scout his invades and steal his camps while he takes yours. Beware of counterganks post-6, since his R makes it difficult to ignore him in 2v2s.
Fiddle is a bit overtuned at the moment and his silence & fear can stop you from escaping sticky situations with R. If you fight him, you'll need to charm and burst him before he can use any abilities, otherwise he'll heal back some of his HP and CC you so long you won't be able to finish him. Keep your warding totem and help your team ward dangerous spots that he might ult from. You can also use Farsight wards to spot him if it's too dangerous to facecheck later in the game.
Elise has a big pressure advantage pre-6 but she's really reliant on successful ganks to snowball. Her farming speed is pretty bad so you can safely outscale her if your team survives her early ganks. Beware of facechecking into Cocoon. Keep an eye out for teammates that are divable, since Elise can dive really early and easily. If you can countergank one of her dives and shut her down, it can really swing the game in your favor.
The key to this matchup is to not let Vi see you post-6 before you've actually charmed someone. If you walk too close to her, she'll just press R on you and you can get locked up until you're dead if she has allies nearby, or at best you'll be forced to waste your R to escape. Either wait for her to use her R on someone else before entering fights, or get your burst done really fast so you can ult before you get locked down.
This matchup slightly favors Evelynn as the game goes on, but Graves has a strong early game (especially level 2) and may invade you, so plan your route and place vision to avoid fighting him. Once you have Runic Echoes and level 6, you can start threatening him directly. Watch out for defensive items like Hexdrinker, Mercury's Treads or Phantom Dancer that might make him tankier than he seems. If you keep scaling and getting more AP, eventually you'll outstrip his defenses if you can ever charm him.
Lee is much stronger early but falls off hard after 1-2 items. If he doesn't snowball or bully you hard early, this is a pretty manageable matchup. If he builds tanky, he won't be able to kill you directly, and if he builds damage you'll be able to burst him. Just focus on getting to 6 without dying and you should have a good shot of winning. It's easier to charm him in counterganks since he'll commit his mobility cooldowns to chasing your allies instead of having them available to run away from you.
This matchup is decided by whether Olaf can snowball the early game hard or not. You heavily outscale him and he'll melt in any fights he commits to if you just dump your cooldowns on him after he ults. Early game, he's a huge threat, so avoid fighting him and concede camps if necessary to avoid giving him free kills. Be careful about ganking early since you'll be massively outgunned in 2v2s and 3v3s until you get 6 and some AP.
Sejuani only has one escape and despite her tankiness, she can still melt in the mid and late game due to your % MR shred from Allure. Kite her out with your team, or outpressure her on the map with your post-6 ganks since she has trouble ganking when her ultimate is on cooldown.
Talon's early game priority can help protect you from invades and enable to you to contest scuttle spawns. Later, he can pressure side lanes and force the enemy team to split up, making it easier for you to get picks. You also deal opposite damage types, which makes it difficult for enemies to itemize against your burst.
Like Talon, Zed deals high physical burst damage and is a strong roamer and split-pusher. Enemy carries won't be able to itemize to survive both of you and his side lane pressure can make it easier for you to get picks when the enemy team splits up.
Riven's high damage and mobility make her a great ally in ganks and tower dives. She also provides a lot of threat and even soft engage for team fights, which can shift enemy focus away from you while you flank their backline. Once you and Riven are both level 6, you can usually gank or tower dive top for free kills.
Your post-6 gank pressure can help set up Fiora for success in her split-push and her high mobility guarantees that you'll have followup on any gank. While she has weaker team fighting than Riven, Fiora can more easily handle tanky enemies and still exerts enough split-push pressure to prevent the enemy team from grouping for safety.
Darius has a dominant laning phase and will often have lane priority to help you secure top-side scuttles. If he's pushed in, you can charm his lane opponent and give him a free kill. Once he's winning 1v1, you can set up dives with him or countergank enemies when they try to shut him down.
Garen's strong early game makes him a good ally for top-side lane priority. You two can usually kill 1 person pretty easily, even under tower if you have your ultimates.
This combo works better if you're in comms with the Shen. You can set up easy numbers advantages by having him ult you in stealth, or in team fights you can dump him in the enemy backline with a well-timed ult + flank. The only downside is that his early game isn't that strong, so you might not have much top lane priority.
Darius works similar to the other split-pushers in the Strong category, but he's a little more matchup dependent and volatile. Your relatively weak early ganks could end up being a problem if he needs help with his matchup, but as long as you guys make it to 6 safely, you can gank for him to get him going and he can start split-pushing as normal.
While it isn't the most stable combo, I love this duo since you have massive carry potential between the two of you. Aatrox has super strong team fighting and scales well, while your post-6 ganks can help set him up for a strong mid game. If you two can get through the early game without falling behind, you have a high chance to win the game, but beware of bad top and jungle matchups.
The enemy mid laner can take Cleanse to counter both of your CCs, which is annoying. In team fights, you might lack damage, especially if the enemy team builds magic resist. Lissandra works better as setup for physical damage junglers that can clean up after her engage.
You'll usually overkill 1 person if you go after the same target, and neither of you can deal much AoE damage for team fights. LeBlanc also has pretty low waveclear, so your team will need to make up for that weakness elsewhere in your comp. Enemy mids with Barrier and magic resist can make both of your jobs harder.
An enemy mid with Cleanse is basically ungankable for you unless you can burn it and then repeat gank while it's on cooldown. You don't really have any way to help Lux get picks and she's a poor side laner, which makes it more likely for teams to group and gives you fewer opportunities to get picks.
Like the other mages in this group, Veigar will overkill any target that you focus together (make sure you don't both ult the same person), and both of you suffer against enemies with Cleanse and Mercury's Treads. Like Lux, Veigar is also a poor side laner.
In my opinion this duo is too greedy. Kassadin needs early pressure to help offset his weak early game and you need lane priority that Kassadin can't give you. Enemies will also benefit from building magic resist since it'll counter both of you. You can still win if you make it to late game, but you're in great danger of being steamrolled early unless your side laners can keep you in the game long enough to scale.
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.
|Dark Harvest was nerfed a lot and does pretty low damage now. It's still nice for fights where you can proc it multiple times, but in most cases you'll be looking for that one-shot damage on a single target. Electrocute is your best option for killing primary targets, so that's what I recommend.|
|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.|
|Eyeball Collection is the most reliable option for solo queue since you should be able to stack it by winning fights. Ghost Poro isn't bad for some cheeky deep vision, but if your wards are cleared, your scaling slows down a lot. It's usually better to rely on stacking your AP with kills and assists so you can snowball.|
|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.|
|Free boots lets you spend your early gold on getting your power spikes (like Stalker's Blade - Runic Echoes earlier). Once you get the boots, you'll also have 10 free flat movement speed, which makes it a bit easier to catch people out in combination with Relentless Hunter.|
|This is the only other rune in the Inspiration tree that's good on Evelynn. Flat CDR helps you clear the jungle faster and you'll get lower cooldowns on your summoners and ultimate which is nice.|
|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
Camouflage is not removed by:
Enemy champions need to have line of sight on you to reveal you, so you can hide in bushes or around corners.
If you're detected by an enemy, you'll see an exclamation mark (!) above Evelynn's head that indicates you're visible to the enemy team. This can let you know if you're spotted by an enemy champion or 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, so don't miss it. Hitting the initial dart applies a debuff to that target which gives you some bonus damage on your next three attacks or spells on that target. If you miss the initial Q, you can still cast the following three AoE spikes, but you'll deal less damage.
The low cooldown AoE spam allows you to apply Hunter's Talisman's life drain consistently to multiple targets. This lets you stay healthy while clearing AoE camps like Raptors and Krugs. You can also use Q on Raptors while passing by the camp to quickly heal yourself without actually clearing 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. This is also your best 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, so it can be enough CC to kill enemies without mobility, especially if you're already fighting them and don't have time to charge up the charm.
I don't have time to charge up the Charm, so I quickly trigger the slow before Lucian reaches tower.
Getting the charm effect is rewarding, but signals to the target that you're coming for them 2.5 seconds ahead of actually fighting them. If you have an ally that can CC the target for part of those 2.5 seconds, that'll make it a lot easier to get your charm off. If not, your best bet is usually to flank the target in stealth, then use 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.
Allure only shows which direction you're approaching from after it's fully charged, so you can bait enemies towards you by positioning yourself in their retreat path before casting W.
When you're already engaged in combat, you usually won't have the luxury of waiting around for 2.5 seconds, so feel free to just use W for the slow or save the cooldown for another target. If you're approaching a fight in stealth, you'll almost always want to wait a little for the charm. Even if you can't safely focus down the target, you can zone an enemy carry from the fight for a few seconds by threatening a charm from the flank.
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.
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 Lich Bane, but if you happen to have any other on-hit effect like red buff, that'll get applied too.
There are five main uses for this ultimate. If you can accomplish multiple goals with a single cast, you'll put yourself in a great spot to win any engagement. Easier said than done of course, and most of the time you'll have to make a tough call how best to use the cooldown. Let's break down the five use cases:
- Executing a single target
- Avoiding dangerous abilities
- Dropping tower aggro
- 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 is often best used to simultaneously finish off your primary target and move yourself to a safer position. Without my ultimate to disengage, I would have gotten caught chasing this Draven kill.
In ganking situations, Last Caress is best used as a finisher since it'll often teleport you farther away from your target. Be sure to unload all your cooldowns and deal as much damage as possible before casting R. In tower dives, you can use R as soon as you're ready to drop tower aggro. If you have an ally helping you dive the tower, take aggro first and cast R when you're low enough on health that the next tower shot will kill you (or you can finish off the target with R).
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. Occasionally you might use your ult backwards to gap-close, though you need to be sure you'll secure the kill otherwise it's a big waste of the cooldown.
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 the same overall damage with your ult if you hit two full HP targets compared to one target below 30% HP. In team fights, this means that hitting a 4-man ult to followup your team's engage, is sometimes more effective than saving the cooldown to last-hit a carry. In most cases, you'll want to ult as soon as it's unsafe for you to remain close to enemies, and it's okay if you have to use it before your enemies are below 30% HP.
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. Whiplash is second priority, as it provides the most reliable damage increase between W and E.
I used to max Allure second, but the statistics show that E max is more successful. Honestly, both abilities gain fairly little value from ranking them up compared to other champions, so going with the statistically superior one is the safest bet. In fights where you can't get your Charm off, E max will provide an additional 100 burst damage as well as additional damage in longer fights where you get multiple Es off.
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. Place the Control Ward at level 1 to defend the side of your jungle that you aren't starting at. Don't use the potion until the end of your clear. Instead, let your passive heal you between camps.|
|Against junglers like Amumu who are unlikely to invade you early game, you can skip the early Control Ward and buy a Refillable Potion instead. Again, don't use the charges too early in your clear. They're more effective if you wait until you're done clearing camps and then use the potion to heal yourself to full.|
|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.|
|Dark Seal is essentially a core item since in most games you'll want to go for Mejai's Soulstealer if possible. Upgrade to Mejai's once you have 6-10 stacks and if you're confident you won't die and lose them. Mejai's is a crazy good tool for snowballing and carrying games and you can usually pick your fights since enemies can't find you in stealth.|
|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.|
|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 has really high damage and Allure shreds a % of the target's magic resistance, leaving them really vulnerable to flat penetration. With Sorcerer's Shoes and Sudden Impact you'll have 24 magic pen, which will allow you to deal close to true damage to most champions that haven't purchased MR. If you proc Allure first, you'll actually deal true damage to any low MR target.|
|Unless you're having a really rough early game, this should be your first buy after finishing your jungle item and boots. You can start stacking this up throughout the early and mid game and start one-shotting enemies while you're still building your next item. If you can't get the ball rolling, don't upgrade Dark Seal and just sell it later when you need space.|
|This is your substitute for Mejai's Soulstealer if you aren't snowballing early game. In rough games, you won't be able to fight often (especially not without your ult), so you can usually stack this up while you're farming and use the active to get shutdowns on enemies that you would have trouble killing without it. Use the active just before your full combo, as long as you have some stacks on it.|
|The AP multiplier from Deathcap is a pretty huge power spike once you finish the full item. Lich Bane 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.|
|Lich Bane is still a popular rush item on Evelynn, but I recommend getting high AP (from items like Mejai's Soulstealer, Lich Bane and/or Rabadon's Deathcap) before picking it up. With the flat AP to boost your passive and full combo with ult, Lich Bane is a natural followup for easy picks even without your R. Get Aether Wisp and Blasting Wand first, as Sheen is pretty weak on Evelynn.|
|Void Staff pushes your damage even further. Since % magic pen is applied before flat penetration, this item will allow you to deal true damage to squishies (if you weren't doing that already) and give you much more threat against tanks as well. The only downside is that it offers no protection or other utility. Since Evelynn has so many high AP options for killing squishy targets, I only recommend this item against teams with a fair amount of magic resist (mainly Banshee's Veil, Mercury's Treads and Maw of Malmortius on the carries since you'll often ignore or charm frontliners).|
|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 Veil is your go-to magic resist option. 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.
Dragon (Elementals & Elder)|
Spawns At: 5:00
Respawn Time: 5:00
Elder Dragon Spawns: 6:00 after a team gets 4 Drakes
Elder Dragon Respawn: 6:00
Spawns At: 20:00
Respawn Time: 6:00
Plants are stationary, neutral units with 1 health. They can be destroyed with a basic attack to trigger an effect. Three different types of plants will spawn in the jungle and river. Their spawn timers and locations vary slightly but for the most part they are fairly predictable. The first spawn locations for all plants are predetermined.
First inner cone spawn: 1:15 - 1:25|
First outer cone spawn: 5:00 - 5:30
Inner cone respawn time: 5 - 7 minutes
Outer cone respawn time: 5.5 - 6.5 minutes
- Knocks away nearby units (including the attacker) when destroyed — even over walls.
- Blast Cones spawn in two spots per jungle quadrant, an inner point toward the center of the quadrant, and an outer point near Baron/Dragon.
- In an Infernal Rift game (3rd Dragon is Infernal), additional Blast Cones will spawn near each tri-bush by Gromp, by the Wolf Camp, in front of each base's gates and in the alcoves.
First spawn: 3:00 - 3:30, always at each quadrant’s spawn point nearest to the side lanes|
Next spawn time: 5 - 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed
- When destroyed, releases vision-granting pollen in a large cone that flies in the direction the attacker was facing, revealing units and wards for 12 seconds (3 seconds on champions).
- Scryer's Bloom can spawn in two spots per jungle quadrant, close to river ramps.
- Only one Scryer's Bloom can be present per quadrant.
- In a Cloud Rift game (3rd Dragon is Cloud), additional Scryer's Blooms will spawn in front of each base's gates and in front of each tri-brush in the river.
First spawn: 6:00 - 6:30 minutes|
Respawn time: 5.5 - 7 minutes
- Drops 5 fruits on the ground when killed.
- Each fruit heals for 3.5% of max health or 8 (+6 per level) flat health, whichever is higher.
- Eating a fruit slows you for 35% for 0.25 seconds.
- Honeyfruit spawn along river walls, starting near Dragon or Baron pits and slowly extending closer toward lanes over the course of the game.
- If a Honeyfruit isn't taken before its respawn timer completes, a second Honeyfruit may spawn. No more than two Honeyfruits can exist per half of the river.
As a jungler, you have the most agency when it comes to traversing the map to place down vision, especially in the enemy jungle. When it's safe to do so, try to place deep wards to keep track of the enemy jungler.
Placing a 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
Blue - Gromp - Wolves - Raptors - Red - Scuttle: An XP efficient route starting from Blue that should allow you to reach the river on time for the Scuttle spawn. There's a Scryer's Bloom that spawns between 3:00 and 3:30 that you may be able to use to check the river to see if it's safe to go for the Scuttle. If you can't safely take Scuttle, just go clear your Krugs instead. You also have the option to gank mid after Wolves, but you won't have the red buff slow so your laner will have to do more work in the gank OR the enemy will need to be low enough to quickly burst.
Red - Krugs - Raptors - Wolves/Gank Mid - Blue - Scuttle: An XP efficient route starting from Red that allows you to optionally gank mid after Raptors (with level 3). If you don't see a good gank opportunity, clear your Wolves and Blue, then head to Scuttle and clear it if it's safe. If you can't contest Scuttle, just take your Gromp.
Vertical jungling 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 & Willump 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.
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.
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.
Hiding in stealth near a low HP ally can be an effective way to bait in melee divers for a free kill.
Unfortunately, it doesn't get a whole lot better after level 6. If you have a mid laner with a high burst combo like 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.
A special thank you to those who have supported my guides with votes and advice that have been instrumental in bringing my guides to the level of quality they are today.
|A very special thank you to Jovy for her wonderful graphics used in this guide as well as her help with coding all my guides. All the fancy headers, table of contents and most of the other graphics you see in my guides are from her. Be sure to check out some of her other work at her signature shop and her own guides!|