Update LogDecember 6th 2012
Began rework for Season 3.
Remember this guide is still under major maintenance for the Season 3 patch, I decided to release it again because there should be enough information here for you to learn how to play Evelynn in the Jungle Effectively but I am going to be adding more and more content now and then so keep an eye out for those changes, they will be added in this section so you can easily see what I have changed, Thank you for supporting my guides!
My name is Mysperson, I have written several guides here on Solomid just for fun or if requested. I am currently a 1700 elo player and rising and My main role to date is as a Jungler and if that is not available then I will play in the Top Lane.
Evelynn is most commonly seen in the mid lane as an AP burst caster but I enjoy swaying away from the meta and doing unorthodox tactics so I decided to stick to what I had been doing in Season 2 which is jungling Evelynn as an AD assassin.
Evelynn is a very unique champion bringing tools to the table that no other champion can offer. She is able to properly position and scout the map without the enemy knowing she is there. Evelynn is able to dish out a lot of magic damage with her spammable Q ability as well as an area of effect ultimate, making her a huge threat in clustered team fights. However AD Evelynn revolves around her great move-speed and E ability which grants a massive attack speed steroid and being able to run really fast and attack really fast allows for Evelynn to quickly get to the squishy carries in the back, kill them with ease, and then run away with the move-speed boost on W.
However, Evelynn is a very squishy champion and tends to get focused in team fights. Which is why Guardian Angel is a core defensive Item because it allows you to run in head first, kill the carry and then even if you die your team will be there to back you up before you spawn and either fight it out or run away with W.
I believe that Evelynn should not be limited to the mid lane, she makes a very strong AD assassin and she is an excellent jungler for many reasons, for example her passive stealth doesn't only provide strong ganks with perfect positioning, it also grants mana regeneration while stealthed so Evelynn is not as blue reliant as many people might think, especially when you rely on E and auto attacks for the most part instead of Q spam for your main source of damage.
- Passive Stealth
- Great Move-speed
- Deceptive Damage Output
- Mobile Ward
- W is a great escape and gap closer
- Great AOE damage
- Shield from ult makes you Deceptively tanky in team fights
- No hard CC
- Very Squishy
- Targeted in team fights
- W is a great escape and gap closer
You might have noticed that "W is a great escape and gap closer" is both a Pro and a Con, this is because it acts as both, if you use it to engage then you have nothing to escape with anymore making it a risky ability but well worth it if used properly.
Evelynn Base Stats
Health 414 (+86)
Health regen. 6.95 (+0.55)
Mana 180 (+42)
Mana regen. 7.1 (+0.6)
Attack damage 48 (+3.3)
Attack speed 0.658 (+3.84%)
Armor 12.5 (+4)
Magic res. 30 (+1.25)
Mov. speed 340
What you want to take note of from the base thats are a few things, while Evelynn's base offensive stats are fairly low they have amongst the highest scaling out of any champion, when compared to Master Yi who is known for his high attack speed. Evelynn has a higher AD scaling by +.2 and a better attack speed scaling by .86% which illustrates just how hard AD Evelynn can scale into late game if given the opportunity.
A Message To AP Evelynn PlayersIm aware that a lot of people might not agree with my personal playstyle and argue that AP Evelynn is so much better. But that is just the thing, I am not here to argue what is better or worse, I am simply here to offer a fun and unorthodox alternative to the standard Mid Lane Evelynn.
If you are looking for a guide on how to effectively play Evelynn as a mid laner then XVS has a very good guide here on Solomid that is already updated for Season 3 so feel free to check that out at your leisure.
MasteriesThis section subject to drastic change in future
With the new Season 3 Masteries I am still trying to figure out the most ideal mastery page but as of now this is what has been working very well for me.
If you viewed my guide in Season 2 you will notice that this is a very similar set up as before the changes. I am still suggesting a 14/16/0 set up that balances the offense and defense tree.
All we are after in the offense tree are the armor and magic penetration masteries. With the Season 3 Mastery Pages we are going to have to skip having cooldown reduction in the offense tree and instead get a minor AP boost per level which could be considered filler points because we only want it to get to the magic pen because we all know that a little AP won't help us a whole lot but since every single ability we have deals magic damage the magic pen is really going to help, and since we are focusing our build around physical damage the armor pen is going to help.
Now as we all know Evelynn is naturally squishy so that is why we only go as far down offesive tree as we need, so we can use as many points as possible into the defensive tree to make her bulkier. So the things that caught my eye are, obviously the smite mastery and Bladed Armor but even further down I was very interested in was Safeguard which reduces damage done by towers. If you have ever watched the replays I have posted at the end of this guide you will see why I love this mastery. I play very aggressively and I like to tower dive whenever I see the opportunity, which is why the reduced damage (along with Evelynn's Ultimate) will make Evelynn's tower diving even better than it already is.
RunesThis section subject to drastic change in future
The runes have also remained relatively similar. The only change is that I added a few armor pen marks in the mix because the jungle creeps are stronger and of course since almost all champions with the exception of mid lane use armor runes so this will help out with early ganks as well.
For Marks I will highly recommend a mixture of Physical Damage and Armor Penetration. It is going to be up to you to figure out what you like best but I will recommend 6 physical damage and 3 armor penetration. It's almost entirely personal preference but since armor penetration runes have been nerfed I prefer to take more Physical Damage than Armor Penetration.
No question, you have to have Armor seals or you will die in the jungle. There is really no other viable alternative.
For Glyphs you are going to want Magic Resistance. Now, it is going to be up to you if you want to run flat or scaling. Personally I use all scaling because late game is really when you are going to have to start worrying about being bursted down by the any AP. To give you something to help you decide how you want to use your Glyphs here are some stats about the different types of Magic Resist runes.
Flat = 12.06 MR
Scaling level 1 = 1.35 MR
Scaling level 18 = 24.3 MR
Smite is pretty self explanitory, you need it on every jungler and especially on Evelynn because without it you will have a lot of trouble clearing your initial jungle. Also used to steal any buffs and other map objectives like Dragon or Baron, which is very easy with your stealth and move-speed.
I prefer to run exhaust over the other summoner spells my reasoning for this goes as followed: Exhaust is the best summoner spell for securing early game kills, I have seen some people running ignite instead but the only reason I would use ignite is to use it on the wolves to speed up my initial clear (mastery grants AD and AP) but since you can no longer ignite jungle creeps then exhaust is much better at securing early kills since your laners have the ability to attack more while they are slowed, unlike ignite.
Other Viable Options
I Think This Video Says It All...
If you're not a big Queen Fan. Or if you want to have 1000 Move-Speed
Hidden Passive: Global Taunt
All enemy players immediately drop what they are currently doing in order to try to kill Evelynn. (Credit to Arcainzor for the idea)
Personally I think this is the best passive in the game! This allows you to bait better than any other champion, and in team fights it is easy to take the focus off of your carries when you run in with Guardian Angel. It is hailarious to watch the entire enemy team run after you as your team is chipping away at their health bars.
Passive: Shadow Walk
Evelynn stealths into the shadows only being seen by nearby enemy champions or true sight. While stealthed, Evelynn regenerates 1% of her maximum mana every second.
Casting spells, taking damage or dealing damage reveals Evelynn for 8 seconds.
Having stealth be a passive ability is very nice, however you can no longer sit right in the middle of the enemy team and wait for someone to position poorly. Now you will need to be aware of your position and know when to run in and strike. There is a faded green circle around you while stealthed that will show you where the enemy can gain vision of you, learn to patrol on the outskirts of that circle so that the enemy does not see you but you are close enough to strike if a fight should break out, this is very easy to do because you will have the most move-speed out of anyone in the game.
The following are things that will break Evelynn out of stealth.
- Receiving any form of damage, including area of effect damage.
- Using certain summoner spells such as Recall or Exhaust.
- Using item actives such as Shurelya's Reverie or Hextech Gunblade.
- Using any of her abilities.
Q: Hate Spike
Evelynn fires a line of spikes through a nearby enemy, dealing 40 / 60 / 80 / 100 / 120 (+0.45 per ability power) (+0.4 per bonus attack damage) magic damage to all enemy units in its path.
Cost 19 / 23 / 27 / 31 / 35 mana
This is Evelynn's spammable damage spell. When using it in the jungle you should always position yourself behind your main focus and face in a direction such that the line of spikes will hit as many targets as possible. When ganking you should still be spamming this skill because it is a large portion of your damage output and the best part is that you don't have to stop moving to use it. Because you don't have to stop moving this is a great ability to kite with, several times I have run away from a target, with low health and while spamming Q my enemy got to such low health that with an E-Q combo I could burst them down before they could react.
W: Dark Frenzy
(Passive): Evelynn's spell hits on enemy champions grant her 4 / 8 / 12 / 16 / 20 bonus movement speed per stack for 3 seconds. This effect stacks up to 4 times. (Active): Evelynn removes all slows affecting her and gains 30 / 40 / 50 / 60 / 70 % bonus movement speed for 3 seconds. Champion kills and assists refresh Dark Frenzy's cooldown.
Cooldown 20 seconds
Evelynn's engage/escape move. This is what makes it less risky to run with Exhaust. This spell has two major uses, the first being of course to escape tricky situations like a Karthus wall that would get you caught by the entire enemy team. The second being, now that you can't get too close to a target without being seen, use this ability as your gap closer and run in before they have time to react and start slapping them around. It can also be used for just travelling the map faster because it doesn't have a mana cost.
Evelynn slashes a target twice, dealing 35 / 60 / 85 / 110 / 135 (+0.5 per ability power) (+0.4 per bonus attack damage) magic damage with each strike. Evelynn then gains 60 / 75 / 90 / 105 / 120 % bonus attack speed for 3 seconds.
Cost: 50 / 55 / 60 / 65 / 70 mana
Evelynn's single target nuke and attack speed steroid, this is where most of your damage is coming from mid-late game. Combined with armor shreding and high damage items such as Black cleaver and Trinity Force. You will be able to burst someone from 100% to 0% just as easily as AP Evelynn would. But unlike AP which is reliant on Deathfire Grasp and her Ultimate, AD Evelynn is able to come back and do it again in a matter of seconds.
R: Agony's Embrace
Evelynn impales all enemies in the targeted area, dealing 15 / 20 / 25% of target's maximum health (+0.02% per ability power) magic damage equal to a percentage of their maximum health and slowing their movement speed by 30 / 50 / 70 % for 2 seconds. Evelynn siphons their pain, gaining a shield that grows in strength for each enemy hit (150 / 225 / 300 per champion hit) and lasts up to 6 seconds.
Cooldown 150 / 120 / 90 seconds
Cost 100 Mana
Radius of AoE 500
This ultimate offers everything that you could ever dream of. It gives you damage, it gives you a slow, it gives you a shield, it's and AOE spell... what more could you ask for? This skill should be used at the begging of fights on as many targets as possible. You want to get that shield up before you run into the enemy team because you will be focused down as soon as they see you. With the shield from her Ultimate Evelynn can be deceptively tanky in fights because if done properly you can gain a shield for 1500 health which will almost double your health in key fights.
Skill OrderFor your skill order you are going to want to prioritize your Q over everything else because in the early game it is going to have a much higher impact on ganks than your E and it will also speed up your jungle significantly more than if you were to max E first.
E is obviously going to be maxed second for a higher damage output and during mid game you will have your big damage items that you really need for this skill to start making the biggest possible impact.
W is a one point wonder, you want to take a point in it sometime before level 4 depending on when you want to gank. This means either taking a point at level 3 if you there is a good gank opportunity mid lane after you take your wraiths. Or at level 4 after your red buff.
For obvious reasons you should take a point in your ultimate whenever possible (6,11,16)
So For the most part your skill order looks like this:
All Items to Take Into Consideration in Alphabetical Order For Your Convenience
This is the defensive item that you will build when there is an annoying caster who is one shotting you (i.e Leblanc or Veigar) If you are not getting bursted down by these annoying champions then Guardian Angel will be a better item, but this item is better on certain occasions.
I believe this to be a much better alternative to Bloodthirster, It costs less and offers more utility no Evelynn. It might look worse at first sight but when you think about it 4% of the targets current health will average out to more than 2% lifesteal which gives it more lifesteal than a bloodthirster and on top of that I can't count how many times this item has saved me from certain death with its active effect, I highly recommend this item.
These are the only boots I will be mentioning in this section because honestly I have never gotten another pair of boots. With the new patch the two upgrades I will recommend are Homeguard and Captain. Homeguard is amazing because it allows you to get half way across the map in less than 5 seconds with over 1000 movespeed and it is also game changing late game. and Captain because giving people movespeed without the enemy seeing you is also OP. I suppose Alacrity could be another alternative you don't like either of the two mentioned above.
Frozen heart is a very situational defensive item for when the enemy team is full of high attack speed physical damage dealers. It is a great source of armor as well as mana which makes it perfect for Evelynn, however there are still better alternatives out there but don't leave it out of your arsenal.
This is one of those examples I am talking about, Guardian Angel gives you a huge boost in defensive stats and also allows you to initiate team fights without fear of dying because you will only re-spawn if you go down. This is the best option for a defensive item for Evlynn and that is why I consider it a core item.
Just throwing this out there as an alternative for anyone who wants to give it a shot. It offers everything you need in terms of damage and it is definetly something to consider if you want to try something different, it is also very cost efficient.
A great source of both damage and magic resist, this can also be a good defensive item against burst casters because the shield will save you on numerous occasions. The great thing about this Item is that you can leave it as a Hexdrinker for most of the game and later upgrade it after you have finished some more damage items.
Finally they gave us an upgrade to Quicksilver sash, and hot damn is it good for Evelynn. Against game breaking CC like Veigar's stun or Amummu's Ult you should rush an early Quicksilver Sash and then later you should upgrade it into this amazing damage item. Perfect blend of offense and defense that Evelynn loves.
Evelynn has no problems what so ever to rack up the mana on the tear and this upgrade gives you a great reason to build manamune. It is a great upgrade and after playing with it a few games I personally really like this item.
Tower dive! We must tower dive! Agressive gameplay wins games, this item will help you safely tower dive without any fear of the tower because they should be dead shortly after the 2.5 seconds. I really enjoy this item when I feel like I need a little more bulk to survive fights.
I have yet to be able to build this in a game but theoretically it should make Evelynn an even stronger team fighter because she already has tons of AOE damage and combined with her immense attack speed this will make her even more of a team fight monster.
I have been watching Theoddone's stream recently and he tends to build this item on all of his support type jungle tanks such as Maokai. That is where the idea came from and it is just something to play aroudn with. Since you can quickly and safely move around the map you are the prime candidate to carry a bunch of wards, and on top of that it will make you a little tankier. Not a bad item to consider.
If you do not want to follow my recommendation of building Wriggles lantern feel free to try this new item out instead, it is the best upgrade for AD assassins and therefore fits into our playstyle as Evelynn. Build this or wriggles, never both.
I decided to put this in the guide even though after trying it out in game I would say that it is not really worth getting on Evelynn in my opinion, there are much better damage items out there.
Black cleaver has been changed a lot recently but I think it was a good change. I always wanted to build brutalizer on Evelynn but never wanted to pick up a ghostblade. A fun trick is that the armor shred is not Unique so if you want you can stack these bad boys until you are dealing true damage. The most noticeable change however is that it grants health instead of attack speed now. I think that is going to be beneficial in the long run because it will help you survive those key fights mid-late game.
Still an Item to consider, but only for late game after completing your build to replace wriggles. I would still recommend Blade of the Ruined King over this item but it is completely personal prefference.
The greatest item in the game for Evelynn, it provides everything you will ever need, great damage, extra mana, more health, attack speed, a slow and the best passive ever. Sheen procs and your Q go so well together, you will always get many procs every fight because you will be spamming your Q constantly, and because of the slow you will always be in range for yout Q to hit, it's the perfect combination! This item should be built every game because of its sheer awesomeness!
Attack speed and magic resist, a great item to pick up if the enemy team has a lot of AP threats (i.e mid and top laner are both AP based champions such as a vladimir or rumble top) Other than that I wouldn't get this item because it would only delay your core.
Attack Damage, Attack Speed, Movespeed, Cooldown reduction, and allows you to get away with not building Merc. Treads. This is a fantastic Item and it gives you everything you could ever hope for. I know I have given you many different options for offensive items so just try them all out and see which ones fit your own personal play style best.
Early Game (Jungling)Introduction to Jungling
As a jungler your role is to control the map. You can do this in many different ways Helping ward, Controlling the enemy jungler, and of course Ganking. You also need to Keep timers on enemy buffs and your buffs, Dragon, and Baron. Finally make Early game calls. You are going to have to adapt to each game as they will all be different.
Early game is when Evelynn is going to be the biggest threat for the enemy team. With the ability to gank very effectively at level 2 with only a blue buff and your Q and still be able to put out huge amounts of damage Evelynn will quickly become feared in the early game and force the enemy team to try to counter her mid game.
Evelynn does not have the safest inital jungle clear. She is slower than many of the common junglers (i.e Udyr, shyvanna, Mundo etc..) and jungles at less than ideal health. This means you are very prone to invasion and you will need your team to guard you so that you will be able to jungle safely. However, despite being easily countered, you are also pretty flexible in the jungle. If you see the enemy at your blue you can quickly scurry on over to your red buff and go for a level 2 gank instead. Here are some examples of my most frequent jungle paths:
Option 1 (Blue buff)
Wolves -> Blue -> Gank? -> Wraiths -> Wolves -> Red
Explanation: This is the most standard route that you will run 90% of games. Evelynn doesn't really need red buff to have strong ganks early game so if you take wolves and blue you can either go for a gank mid, or keep clearing your jungle.
Option 2 (Red Buff)
Wraiths -> Red -> Gank? -> Wolves -> Blue
Explanation: This is mostly for when the enemy team counters you at blue and you can't get in there to take it back. Of course you can go to their blue instead of your red if you know that the whole team is at your blue, that is definatly viable. But if you get countered and you can't do that, run and take your red and then level 2 gank for an easy kill.
Option 3 (Against Weak Jungler)
Double Golems -> Enemy Blue -> Steal buff and kill jungler -> Stealth away
Explanation: This is a very underused jungle route that I use on champions such as Lee Sin or Mundo (people who can kill at level 2) If the enemy is a very weak jungle who will be left at low health after blue, such as twitch or olaf. Golems will give you level 2 so you can stealth in undetected and your Q will do very much damage early game so you can easily steal a buff and snag a kill this way.
Mid GameMid Game is either the same as early game or as late game. Mid Game can revolve around a list of things:
3. Dragon Control
4. Baron Control
5. Buff Control
Farming, although it isn't her strongest aspect, Evelynn is still a very decent farmer because of her Q ability and with some attack speed and wriggles the jungle creeps will go down very fast. Evelynn can also clear minion waves very well with minimal risk because of her passive.
There are 3 objectives to control. Dragon Control can start generally as early as 7 minutes but sometimes as early as 4. Evelynn is not the best champion for soloing dragon but something that you are good at doing is ganking! So you can easily go gank bottom lane and apply some pressure before you go for dragon. If the enemy jungler reveals himself top lane, that is a very good time to rush an early dragon kill with your team.
Wards on Dragon are very important, use your Wriggles Lantern to keep vision on it so it doesn't get stolen.
Buff control is also an important aspect of mid game. Keeping the enemy buffs warded can result in some very easy smite steals which can lead to big advantages. If you have extra wards I would strongly recommend warding the enemy red and blue. Especially because you are Evelynn... the enemy team is not going to pink ward their own buffs unless they are really pparanoid, so unless the jungler has an oracles it should be very easy to smite while stealthed and run away safely.
Red and Blue Buff: 5 minutes after being cleared
Dragon: 6 minutes after being cleared
Baron: 7 minutes after being cleared
Small camps spawn every minute after being cleared
Late GameLate game is close to Mid Game but everyone is now playing a lot safer. This is the point in the game where one mistake can lose the entire game. A general bit of advice when jungling during the late game is, if Baron is up you do not go bot lane, giving up a baron buff because you were bot lane farming can cost you dearly. The general information for late game is simple.
1. (Team) Roaming
2. Baron Control
3. Jungle Control
4. Team Fights (more detailed in Team Fight Section)
Roaming is important late game but is no longer safe to attempt by yourself because an enemy will always show up and ruin your fun; this is why you need your team behind you when you roam. Warding the enemy jungle is also key. Buy oracles, and walk around to clear wards (yes, as Evelynn it is your job to get an oracles if you can afford it because you can stealth around and clear wards easily) this is also huge for winning games. If you manage to catch 1 or 2 enemies off guard because of wards then it is basically a free win.
Baron control is one of the most important aspects of late game. It has it's own priorities however: Ward Baron > Oracles (Clear) Baron > Defend Baron > Get Baron. So basically you need to get your priorities straight and if you do it all right you'll end up with a baron or a win eventually.
Jungle Control is basically the same as late game roaming. You ward the entire enemy jungle, but instead of picking up out of possition enemies, you take out their wards and buffs. This will leave the enemy blind to invasion and give them trouble locating kills. This means they will be afraid to roam. As long as you have the enemy jungle warded then you are safe to roam a little to farm or push lanes by yourself, while the enemy team is forced to play extremely safe and tower hug.
Team FightsTeam fighting with Evelynn is a tricky consept to fully grasp. As mentioned above, you have a hidden passive that causes all enemies to immediately forget about everything else that is going on to try to kill Evelynn. This makes it very tricky to team fight effectively. When team fighting with Evelynn there are many things that you are going to have to keep in mind. Obviously you shouldn't run into a team fight only to get killed instantly, that isn't helping you at all. So if you know that they will turn on you and kill you instantly then you need to play the team fight a little bit smarter. Wait for your tank to go in, or wait for the enemy team to use their burst spells before you run in to fight. Always remember to punish poor positioning, if you see a squishy carry all by himself with no one to protect him, jump on him and make him pay.
As Evelynn your job in a team fight is to always pick off high priority targets that like to sit in the back. Evelynn excels at picking off squishy targets because she is able to get to them with ease because of stealth and movement speed. You should always be looking for enemies who are low on health, poorly positioned, or just easy kills in general because that is what Evelynn does, she makes people rage because they don't play defensively enough against her.
Level 1 Fight
As Evelynn you will want to avoid level 1 encounters because you are very frail and you do not do enough damage to be very useful. Ideally you would want to pick up your E for a level 1 fight because it will do the most damage, but this will make it impossible for you to jungle unless you get a massive leash. You are not a level one fighter and you should just pick a different jungle route if the enemy wants to pick a fight this early.
This is going to mostly consist of small skirmishes (1v2, 2v2) and ganks, which is where Evelynn excels. You are a natural ganker because of your skill set and on top of that you are a very powerful counter ganker. What this means is that if you see the enemy jungler heading in to kill your mid laner and you are nearby, you can stealth in and quickly turn the tides of the battle. If you see a gank or counter gank opportunity dont be afraid to use your W for a quick burst of speed to get you to the fight faster in order to help your allies, You also now have your ultimate which slows all enemies hit and make you deceptively tanky. Don't be afraid to use it to secure those early kills or to save an ally.
At this point in the game you should have your core items mostly completed and you should be able to put out some great damage. You should be looking for gank opportunities whenever possible and over all just trying to assist your teammates as needed. Bot lane should be high priority in order to snowball your carry into late game and get some dragons for your team. Team fights will rarely exceed 3v3 during this part of the game, so just wait for your opportunity to strike and it should be an easy win.
Trinity Force should now be yours and you should be doing a great deal of damage. A couple of towers will be down on both teams so ganking lanes will not be as important as the other earlier phases of the game. This is when team roaming could begin and you can be used as a mobile ward to scout for your team. Team fights will often revolve around Dragon and maybe even Baron at this point in the game and can now be 4v4 or 5v5 even. In larger scale battles you will need to be more careful and wait for the perfect opportunity to engage. (i.e Enemy burst or CC has been used)
Evelynn does begin to fall off slightly late game but you are still rather useful in team fights. You should have Guardian Angle equipped and this will make Enemies not want to kill you as much, but wait... you still do an incredible amount of damage, they have to focus you, and since you do a bunch of damage and you have resistances they will be wasting their time on you while your team dishes out damage of their own. Late game is also the big 5v5 battles so you should be getting a large amount of shield from hitting the entire enemy team with your ultimate! As always you need to play it smart in order to maximize your damage potential.
The Mindset of Playing EvelynnThis is an idea that I got while reading IZyze's guide to playing Ashe and I thought that the concept was very fitting for how Evelynn should be played.
Play like you're a Scavenger
Now at first this may sound silly; but when you think about it, that's just what Evelynn is, a scavenger. Now lets think for a second, what creature in the animal kingdom fits the role of a scavenger? A vulture. A vulture circles over head waiting for its prey to be either weakened or killed, and so does Evelynn.
As you and I both know, Evelynn is out classed in damage in a 1v1 situation by almost all other champions in the game. So running into a fight and expecting to win a straight up encounter is not going to be an option. However, Evelynn's skill set allows her to avoid these fights because you are able to circle around your target and wait until they are weakened, that is when you strike!
Now, of course there are some things that will make it difficult for you to stalk you prey, such as .
Obviously you can't always be right in the thick of things and be undetected until the right moment to attack. Sometimes you are going to have to be even more sneaky, and use the terrain for instance to your advantage. Oracles and pink wards will not detect you if you are hidden in brush, which means with proper placement you can still be close to your target and get the jump on them even if they are trying to counter you.
If all it looks like you are doing is going around picking on weaker enemies and not sticking around for the entire fight. Only to come in after to clean up any weakened prey left behind, then I believe you are playing her correctly. You are not a bruiser, and you are not a carry, you are not supposed to be on the front line, and you should not be in the thick of it pumping out as much damage as you can. You are an Anti-Carry, the vulture of the league, your job is to pick off high priority targets in these fights and then get out before you are killed. You excel at killing targets with low health and resistances so it only makes sense that you would wait for the right opportunity to jump on those annoying carries sitting in the back of the fight.
Now i'm not saying fuck your team and go back into the jungle while your team needs you in a team fight. But when fights start you should never be in the center of them. The amount of effort it takes to kill Evelynn is very minimal, people will often yell at you for not being useful in team fights, but they are ignorant to how Evelynn is played, you are not being a bad teammate, you are just being careful, which you really NEED to be in order to do well as Evelynn.
The bottom line when playing Evelynn is to be and opportunist. wait for the right opportunity to make your move. Patience is of utmost importance, don't ever rush anything, take your time, be careful and if you play properly you will soon see team fights won much more frequently.
Thank you IZyze for this great analogy! And to anyone that hasn't already I would highly recommend you stop by and take a look at his guides, they are very well done!
How to Handle CountersMany people have grown to believe that Pink Wards and Oracles render Evelynn useless, this however is not true. It only means that you will need to play a little bit safer and communicate with your team, if you have proper team work you will be amazed at how easy it is to by pass all the counters to Evelynn.
Because of the rework to your Stealth ability Oracles elixir is no longer that scary. They will be able to see you slightly earlier than normal but you will not notice that they have oracles anymore, just pop W and run in like you would normally and start slapping them around. And now in season 3 Oracles only lasts for 5 minutes so that makes it even less of a threat.
This is the counter that you will fear more now. Well placed pink wards can prevent you from ganking or even turn a gank in the enemy teams favor and get them a kill. I like getting an oracles elixir if I notice the enemy team has a lot of wards all around the map because you will quickly earn your money back and prevent stupid mistakes. An easy way of telling if there are pink wards in a lane is to stealth in and watch the minions, if they start following you there is a pink ward and you should back off and come back later. Wards last 3 minutes so keep that in mind.
Champions to Watch Out For
Caitlyn's traps make her extremely annoying to gank, stepping on a well hidden trap will usually result in you having to go back and farm. Something to keep in mind is to never walk through the middle of the tri bush because that is the most common spot for traps, and try not to enter the river bush from the side closest to mid lane because that is another hot spot, just use stealth to your advantage and scout for the traps so you know where she likes to place them.
Teemo is like Caitlyn and Nidalee except he will place mushrooms in more places, he will often have them up and down river, as well as in the lane brush. You just need to watch out for the mushrooms, even though they won't grant vision, they will still reveal your current position. Oracles could be a worthy investment in order to clear the map of those pesky things.
Twisted Fate has the ability to counter Evelynn because his Ultimate will reveal you no matter where you are. One thing you can do is to get Banshees veil which will negate his ultimate but for the most part just play carefully when he sees you.
Yes, Twitch... Even though you do out damage him and you will beat him in a straight up fight he has the ability to reveal your stealth undetected. Evelynn's stealth was reworked and now she cannot get too close to an enemy without being detected, but twitch's stealth remains the same. Twitch can stealth up next to you and then suddenly the entire enemy team can come out of no where, I would strongly suggest an oracles against Twitch if you can afford it so that this won't happen to you, you might even get some easy kills from finding a roaming twitch somewhere in the river.
How Evelynn Stacks up Against Other Junglers (In Progress)
As of the rework Lee sin is not the hard counter to Evelynn anymore! He might be able to see you but once he jumps on you and slows you just click W and run away from him. Evelynn trolls Lee Sin now, the tides have turned! And because of the rework on Hatespike you actually clear faster than Lee Sin does. Just keep in mind that you both like to gank early so be aware and watch for opportunities to counter gank. A good lee sin will still try to counter jungle you so make sure you get someone guarding your buffs to start out and then just be cautious in the jungle because he will out damage you early game.
Dr.Mundo is very annoying but not the most difficult to deal with. Mundo is stronger in a 1v1 situation so try to avoid confrontation with him in the jungle. Mundo is fast at clearing his jungle camps but at a cost, he jungles at low health if he does not gank early. A nice trick that has worked for me is that if you havn't seen him gank by the time you finish your wraiths, go to his blue because he will be at low health clearing his jungle and you can easily pick up first blood and the buff. Likewise, if you see him gank top with a red buff then you know it is safe to go steal his blue. Play smart and this shouldn't be a problem until he is unkillable late game.
Fiddlesticks is making a comeback as of his recent buffs (more damage to minions on E) He is not a threat to your jungle because he is a garbage counter jungler, but he is very strong in his own jungle because he will stay at full health the whole time, unless... you take his blue buff. Fiddlesticks is only good if he gets those blue buffs, limit his blue buff access and he will be rendered useless. If fiddlesticks gets a single blue buff then you are not doing your job!
Gangplank is relatively weak early and mid game. He will not threaten your jungle because he is not fast enough to counter jungle. Because he is so slow you can usually steal his red buff if you get a big enough leash on blue to save smite for his red. If done properly you can pull his red buff all the way to the brush on the other side of the wall so that you can take it undetected. Be aware late game as his passive will prevent you from stealthing, which is very annoying, and he will be very tanky with lots of damage.
Hecarim has very fast clears and stays at relatively high health throughout the whole jungle. Do not try to counter him because he clears faster than you and will beat you straight up. The most counter jungling the average Hecarim player will attempt is to steal your wraiths so make sure you get someone to stand watch so it doesn't get stolen early.
Jarvan is not known for his counter jungling so most of the time you will be safe, he might try to invade your blue however, Jarvan has very strong early game damage and if he catches you he is hard to get away from him. Best bet is yet again to just get someone to guard your jungle entrances in order to stay safe initially.
Jax can be very frustrating because if you build AD you can't hit him! He also has a great gap closer that will keep you from running away from him. On the bright side, you clear your jungle much faster than he does so this opens opportunities for some quick counter jungling such as the big wraith or the big golem, late game, wait to initiate until you know his counter strike is on cooldown, because otherwise you will do no damage to him.
The most annoying champion on the phase of the planet, ranged slow, ranged attack, splash damage, and the most frustrating ultimate known to man. She clears very fast and very safe, counter jungling is useless, I have yet to see a Kayle counter jungle but like always get someone to guard you. Late game she does a lot of damage and doesn't die easily, might be worth investing in an aegis early if she gets too fed.
Malphite is another annoying champion because he is known for countering AD based champions. Malphite will often rush for an oracles elixir and he is very hard to kill so you are going to have to play very safe against Malphite. Black Cleaver is a must because you need to reduce his armor in every way possible in order to get that Oracles off of him. He is very slow in the jungle compared to you but he remains safe and will most likely beat you 1v1 so I would recommend just clearing your own jungle and avoiding him if possible.
Maokai is very easy to counter and it is really fun to do. Maokai will begin to place saplings at his wraiths at 1:05 and wraiths will spawn at 1:40 so all you need to do is run in at 1:35 and pull his saplings so that he can't take wraiths, it is very easy to do, it is going to frustrate him extremely, and it will slow him down a lot. Maokai is easy to deal with and not that big of a threat, just play smart.
Master Yi is great at clearing his camps fast, but that is really all he is good at early game, he might invade your wraiths for a quick alpha strike but no more than that usually. Master Yi is one of the few champions you will beat if encountered 1v1 in the jungle so he isn't a big threat. Be aware late game however because he starts to hurt!
Nocturne is probably the most well rounded jungler in the game right now. He has good clear times, good ganks, good sustain. 1v1 you lose, and he is slightly faster in the jungle than you, usually you will both just sit in your respective jungles and clear peacefully. I havn't had much trouble with Noctunre personally.
Although Nunu is not the most common pick he is still frustrating if played by an intelligent player, have somone guarding red buff because he will most likely go in for a steal, in a 1v1 situation he isn't a threat because he won't do much damage early, he just doesn't die.
Whenever I see Olaf I smile =) Olaf will always start blue and and at red with almost no health left, take your wolves and blue like normal and then head straight to his red, he will be coming soon and you will be able to get a really easy kill this way, this rarely fails.
Pantheon is another really annoying jungler, he clears fast and he can't be killed 1v1. The good knews is he is bad at counter jungling, more bad news... he has a really strong invade so make sure you get your team to guard you so he doesn't come in for an easy kill.
Rammus is relatively slow in the jungle but stays very safe and can't be killed. He won't try to invade so this is a very passive match up. Be aware of taunt late game and try to initiate after it is on cooldown.
Shaco will try to set up boxes in your jungle to try to kill you, either in the brush by wraiths or by red buff. You need someone to guard red because he will try to steal it, in a 1v1 he isn't very scary because all he really has is his boxes. You really just need to be aware of him counter jungling you because that's what Shaco does. As long as you get people to stand watch early he shouldn't be a problem.
Shyvanna clears very fast and is deadly 1v1 she can easily steal your wraiths early so keep it guarded and just try to avoid her if possible. It is easy to counter gank Shyvanna because she has no escape and is relatively squishy early game, so if you see mid getting ganked and you are at wraiths, pause and go counter gank.
Skarner has very fast and safe clears and is pretty good at counter jungling, he will often try to start at your wraiths so like always make sure someone is guarding it for you. Don't try to 1v1 him because he will destroy you because he has built in sustain, a shield, and great damage. Black cleaver is a good item because Skarner likes to build tanky and needs to die before he rips apart your teammates.
Trundle stays at full health constantly and will easily beat all other junglers 1v1 early game. A good Trundle player will see and take note that Evelynn needs to start blue buff to jungle the best so he might try to sneak in and steal your red buff so make sure to keep that guarded early on and avoid 1v1 encounters and you should be fine.
Tryndamere is relatively similar to trundle, you won't be him 1v1 but he jungles at less health than Trundle, somtimes you might be able to pull off the Olaf trick because he may or may not be at low health when he takes his Red/Blue, most of the times they will start red but its hard to know because every game they do something different.
Udyr is pretty similar to Nocturne in the sense that they are both very well rounded and good at everything, 1v1 he will beat you and he clears extremely fast so just be careful and stay in your own jungle and stay away from him because he is annoying.
Warwick is easy to deal with because he doesn't do anything early game, he just farms his own jungle uninterrupted, he is very slow however and stealing buffs is very easy if you do it right, you can usually steal his red buff and delay him a bit. Late game, your hidden passive will really show, Warwick will instantly ult you as soon as you leave stealth, Guardian Angle early to counter him killing you.
LOL Replay'sThis section will be updated when I gather some more relevant footage from Season 3
Final CommentsThank you for taking the time to read through my Evelynn guide, I hope that you have learned something new, weather it be about Evelynn or gameplay tips in general. And hopefully you will consider giving Evelynn a second chance. If you have any further questions, I frequently check my Solomid messages and you can also feel free to add me on either of my accounts (Mysperson or Cuddleperson) if you need anything I will be more than happy to see what I can do.
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