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Recommended Items
Runes:
Domination
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Demon Shade (PASSIVE)
Evelynn Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Jarvan IV
CC is painful, ult is bad news.
Ideal
Strong
Ok
Low
None
Introduction to Evelynn
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+ High Carry Potential
+ CC from Stealth
+ High Damage
+ One of the most fun champs to play with
+ Slippery,hard to kill when played well
+ Fast wins if ahead.
+ Able to delete tanks and squishies alike
+ Able to dance around vision blind spots with out being spotted for an easy backdoor
- Hard to master, can cause a team to lose if not played well
- Must understand jungle mechanics and vision
- Squishy
-
Guardian Angel can cause problems if the target if fed and/or a counter
- Relies on good positioning
- Relies on enemy mispositioning, overagression, or ally cc to gank pre 6
- Duels pre-6 rely on you getting a charm off
- Vulnerable to counter jungling
+ CC from Stealth
+ High Damage
+ One of the most fun champs to play with
+ Slippery,hard to kill when played well
+ Fast wins if ahead.
+ Able to delete tanks and squishies alike
+ Able to dance around vision blind spots with out being spotted for an easy backdoor
- Hard to master, can cause a team to lose if not played well
- Must understand jungle mechanics and vision
- Squishy
-
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- Relies on good positioning
- Relies on enemy mispositioning, overagression, or ally cc to gank pre 6
- Duels pre-6 rely on you getting a charm off
- Vulnerable to counter jungling
Primary Tree
Domination
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Electrocute
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Alternatives
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Dark Harvest
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Secondary Runes
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Sudden Impact
This rune was made for Evelynn. Not only does
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Eyeball Collection
Extra damage is always welcome on Evelynn, as her goal is to oneshot. Ghost Poro can/will give away your position, since if the enemy is paying attention, they will see a poro appear out of nowhere.
Alternatives
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Zombie Ward
This is not as useful for Evelynn, but if your team is very vision reliant, e.g. Fiddlesticks, you could consider taking this. However, I have found that your trinket and pink wards are enough for warding. If you feel you need more vision, make sure your support is warding, and ask the rest of your team to buy pinks and upgrade the mid laners trinket to a blue.
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Relentless Hunter
Movement Speed on Evelynn is crucial to positioning and chasing, so always take this. The ability to get past your victim and cut off their escape route before starting a gank is invaluable, and in a chase, assuming both parties have Tier 2 boots, and extra MS will give you an edge.
Secondary Tree
Sorcery
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Waterwalking
Since the removal of Ultimate Hat, and the MS nerf to our jungle item, this helps us position and travel the map faster, which is invaluable.
Alternatives
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Scorch
Provides some extra damage early game, which helps secure those kills that just get away. It's basically a small version of ignite, minus the Grievous Wounds, built into your runes and applied on ability cast. The cooldown is 20s, so it should be up every time you gank.
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Gathering Storm
Provides AP every 10 minutes, culminating in an extra 48 AP at 30 minutes, and 168 AP at 60 minutes. This scales Evelynn into the late game even harder. However you do a lot of damage as is, so reserve this for games you know will be long, or a game with an MR heavy, or tanky enemy team.
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Celerity
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Summoners
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Smite is essential for jungling, since you need it for jungle items, and securing objectives like Dragon and Baron. Building your
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Flash is a standard spell for nearly every champion in the game, and for good reason. It provides a gap closer when being aggressive,(which can lead to an empowered
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Passive: Demon Shade
Evelynn gains Demon Shade after being out of combat for 4 seconds. Demon Shade: While below 250 - 590 (based on level) (+250% of ability power) health, Evelynn restores 15 - 50 (based on level) health every second. From level 6 onward, Demon Shade also grants camouflage.
The heal portion of your passive is what makes you clears so healthy, keeping you at half health or above all game. The cap of where you can heal to is dictated by your AP, so it will increase as the game goes on. Try to save your
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At level 6,
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-
-Control Wards
-Tower detection radius
-Scryers's Bloom jungle plants
-Enemy champions inside your detection circle
If you are seen by a control ward, a red exclamation mark and a crackling animation will appear above your head, referencing the MGS games.
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Your stealth cannot be seen by yellow or blue trinket, or abilities like
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Your stealth ends on:
-
-Auto-attacking
-Take damage other than from minions
-Casting
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Evelynn's stealth detection radius is that grey circle around her.
Note that for Evelynn's stealth to be broken, it requires a direct line of sight from a control ward or enemy player. Structures, whether destroyed or intact, bushes whether warded or unwarded, walls, and any other terrain will not reveal her if she is positioned at the right angle.
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See how even though an enemy is in range, she is not spotted at that angle, but if she moves out of the vision denial of the tower she will be.
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Here are the other examples of vision denial on Evelynn.
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Be careful as Evelynn can still be detected through the gates, even though they function as terrain.
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Finally, the arrows on the ground represent the radius of where turrets can spot Evelynn. Stay behind them if you don't want to be spotted.
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Q: Hate Spike
First Cast: Evelynn flourishes her lashers, launching a dart in the target direction, dealing 25 / 30 / 35 / 40 / 45 (+30% of ability power) magic damage to the first enemy hit. Hitting a monster refunds 60% of the cooldown. For the next 4 seconds the enemy hit takes 10 / 20 / 30 / 40 / 50 (+25% of ability power) bonus magic damage from her next 3 basic attacks or abilities. On the second cast Evelynn projects a line of spikes in the direction of her attack target, dealing 25 / 30 / 35 / 40 / 45 (+30% of ability power) magic damage to all enemies struck. Hate Spike will prioritize the nearest enemy if she does not have an attack target.
Range: 800 units
Cooldown:8s
Cost:40 / 45 / 50 / 55 / 60
If you hit a monster with the initial lasher, it will refund 60% of the cooldown. Any target hit with the lasher also receives a debuff, making the next 3 attacks from Evelynn do extra damage. This will usually be used by the follow up Q spikes.
If you do miss the initial cast, you can still cast the 3 follow up spikes. However, you will lose damage. This spell is a decent amount of damage, and it great for your jungle clear.
This is also your only way to proc your charm from range.
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W: Allure
Evelynn curses the target champion or monster for 5 seconds. Evelynn's next basic attack or ability against the accursed slows them by 65% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds, as well as refunding Allure's mana cost if she triggers this before 2.5 seconds If the target is cursed for at least 2.5 seconds, she charms the target for 1 / 1.25 / 1.5 / 1.75 / 2 seconds instead, as well as applying additional effects based on the target type. Against champions reduces their magic resistance by 25% for 4 seconds. Against monsters, the charm's duration is increased by 2 seconds and they take 250 / 300 / 350 / 400 / 450 (+60% of ability power) bonus magic damage.
Range: 1200 / 1300 / 1400 / 1500 / 1600 units
Cooldown: 14 / 13 / 12 / 11 / 10s
Cost: 60 / 70 / 80 / 90 / 100
This spell is what will separate the good Evelynn players from the bad. When clearing the jungle the first few times, always wait the full 2.5 second duration to proc the charm, since it drastically reduces the damage you take. A good rule of thumb is once you can kill a camp with 2 complete casts of [hate spike] and its subsequent spikes, it is no longer worth it to use your charm. However, using
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The key to your success in using this spell is knowing your damage output and matchups. Early game, you will want to proc the charm on targets above 50% health or so that are in relatively good position. However if they are over extended, you are already in combat, or you are chasing someone who is low health, it may be worth it to proc the slow instead. You will get a feel for this through practice. The drawback to using this spell is it does give your victim warning to a gank if you wait the full duration. Mid to lategame, you should be able to 0-100 almost any enemy. This happens around [rabadon's deathcap]. If a champion has build MR, or is incredibly hard to kill, it will usually be worth proccing the charm for the CC and MR shred. Again, you will learn what is the best choice for which scenario through practice.
Now, on to ganking with this spell effectively. There will be more explanation in a later chapter, but it is about positioning. You want to position yourself to block their escape route. The reason for this is any good player will see that they have been marked and start to move away. It it much easier and more effective to have your victim walk into YOU that trying to chase them down and catch up with them, especially if there are minions in the lane, or other enemy champions.
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E: Whiplash
Evelynn whips the target enemy with her lashers, dealing 30 / 45 / 60 / 75 / 90 (+ 4% (+ 3% per 100 AP) of target's maximum health) magic damage, applying on-hit effects, and gaining 30% bonus movement speed for 2 seconds. The percent health ratio deals a minimum of 25 damage. Gaining Demon Shade resets Whiplash's cooldown and empowers the next cast. Empowered active: Evelynn dashes toward the target enemy, dealing 60 / 80 / 100 / 120 / 140 (+ 6% (+ 4% per 100 AP) of target's maximum health) magic damage as well as damaging all enemies she passes through. On-hit effects are only applied to her target.
Range: 225 units
Cooldown: 8s
Cost: 40 / 45 / 50 / 55 / 60
This spell, once your damage is online, is an absolutely ridiculous amount of damage. My build ends up having ~31% HP damage on an empowered
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Your Empowered
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R: Last Caress
Evelynn becomes untargetable as she reveals her true form to all enemies in front of her, before blinking back 400 units. Enemies caught in her reveal are devastated, taking 150 / 275 / 400 (+75% of ability power) magic damage, which is doubled versus enemies below 30% of their maximum health.
Range: 450 units in a semicircle ahead of Evelynn
Cost: 100
Cooldown: 140 / 110 / 80s
You can use your ult for a few things, but the most common ones are:
-
- Executing a target(s)
- Avoiding dangerous abilities/skillshots
- Escaping
- Dealing AOE damage in a teamfight
Executing:
An indicator will appear when enemy champions are below 30% health, which lets you know that your ult will proc the extra dame from the execute. However the indicator does not mean that your ult will kill your victim, tanky enemies will probably survive, though squishies probably will not. Likewise, not having an indicator does not mean you won't kill you victim.Always be aware of your damage output, so your ult will actually kill, since the indicator can sometimes mislead you. Also keep an eye out for shields and heals, as they can ruin kills that you might assume you could secure with Last Caress.Be careful when ulting that the enemy has not used summoner spells like
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Avoiding Dangerous Abilities/Skillshots:
Your ult makes you untargetable, so you can dodge spells like
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Escaping
If you ever get in a bad fight, baited, ambushed, or caught out, your ult allows you to put distance between poeple, and lets you restealth quickly and run away while regenerating health. You can also go over walls with it for extra time to get away.
Teamfighting
If you are unable to get a flank in a teamfight and pick off alone targets or squishies, you can
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Finally, you can combo
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Max Q first for the damage increase, since its a good ability for clearing the jungle and champion damage. Next, max your charm for increased duration, increased MR shred, and increased range. Finally, max your E last, since putting points into it, doesn't scale it all that well. It scales significantly better with items than skill points. Put points whenever possible into your ult.
Starting Items
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Hunter's Talisman
Talisman is great for your clear, which keeps your clear at full health if used correctly. Since
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Refillable Potion
While Evelynn's clear is easily accomplished without potions once you have enough practice with it, I like having it to top up my health if I get invaded, or before going in for a gank. You should not be using it during your actual clear because your
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Trinkets
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Warding Totem/Yellow Trinket
Evelynn is so good at getting deep vision post-6, and wards are invaluable early game. You can use them for an early invade, protect the entrances to your jungle, get vision on objectives like Herald, Dragon, or Baron, or just drop vision to protect your laners. There are always a few who don't ward. I usually keep this trinket all game, since she can capitalize on it so well.
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Farsight Alteration/Blue Trinket
I buy this occasionally, and its usually when the game is very volatile and I need deep vision, or vision on Baron/Dragon, but I can't get it without being at significant risk. The downside to this trinket if you can only have one ward on the map, so you have to rely on your team to get some vision, and it can give away your position.
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Oracle Alteration/Red Trinket
I don't buy this because your support should usually have one, it gives away your position when you use them, and you can't be seen by regular wards, so it makes no sense to reveal yourself to clear them.
Boots
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Sorcerer's Shoes
I will always take these. Since your victims no longer have any base MR, these are just so good. With these and a
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Mobi Boots
Think of
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First Back
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Stalker's Blade
I prefer blue smite on Evelynn, and most AP junglers if I'm being honest. The smite doesn't trigger your charm so it's great for slowing, then popping it. The damage also adds to your burst, which is nice, and if you're getting chased it can give you and edge to get away, restealth and start regenning health.
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Dark Seal
Take a
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Tier 1 Boots
If you either don't have enough gold for the above options and don't want to wait, or you want to see how the game is going a little more before you buy them, you can buy tier 1 boots. Take note though, that your jungle item takes priority over ALL of these choices.
Core
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Runic Echoes Enchantment
This is your first big power spike, and there really isn't another option for Evelynn, as an AP jungler. There isn't much to say here, other than it gives AP, MS and is just a really good item.
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Oblivion Orb
I buy this early if I have 1500 extra gold, have already completed my
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or the enemy team has a **** ton of healing. This is a utility upgrade, not a damage efficient upgrade. You could also sell it once you have enough gold for another item.
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Void Staff
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Rabadon's Deathcap
Here is where your damage is fully online. As soon as you get your deathcap, you shouldn't really be afraid of anyone anymore. Of course, you still want to play well and not be overconfident in the fact that you have items. A common mistake is to finish your core items, then think one is a god, and try to 1v5.
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Get a
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Defense
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Banshee's Veil
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-
- It gives a good amount of AP for a defensive item, which also increases your damage
- MR stats are pretty good
- The spell shield makes you trickier to kill, as someone is going to have to waste a spell to pop it. This is especially good when you are assassinating a solo target, since it removes part of their rotation.
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Zhonya's Hourglass
I build this less often than the former, since I am not often in a situation where I am vulnerable to be needing it. I am in and out(pun definitely intended) quick enough, that I will already be restealthed but the time i would be in danger. However, it is good in team comps where you are against champions with built in avoidance like
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More Damage
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Spellbinder
Spellbinder is great on Evelynn, due to how quickly we can stack it with our
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Lich Bane
At this point in your build, it is a great time for
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Hextech Protobelt
While
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Blue Start
Start at Blue Buff, and kite it towards Wolves, killing it right before the beginning of the wolf camp. Keep an eye on the monster's patience meter, so the camp doesn't reset on you. I can't give you an exact time to be done this by since it varies based on your leash, but my solo clear time for it is 1:56, and I am starting on the next camp by 1:58.
As soon as you hit level 2, put your
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Now here how you stay at full health all clear. After you have Q'd the Raptors and used the subsequent spikes, they will be following you. Throw a second Q at them, while kiting them closer to your red buff. While this is happening, put your
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Red Start
Start at Red Buff. Kite it towards Raptors as it dies. Use
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Keep in mind both of these are unleashed, and should be faster with one. Unleashed, both clears hit level 4 at 4 minutes, and end at around 4:30.
Cheese
A common cheese on Evelynn is before starting your buff have your top laner, or yourself, ward an enemy's buff. If you find it empty, do your buff (with a leash and no smite) that is on the same side of the map, then book it to their buff.
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If Against An Invade Jungler
Regardless of what side you start on, clear your buff as fast as possible, then book it to your other bush. Remember to ward the bush near it in case someone is waiting, clear the buff, then resume the clear noted above.
While Evelynn does not get her stealth from
Demon Shade until level 6, that does not mean you can't gank. Many people say to powerfarm on Evelynn until 6, but I disagree. You clear camps so quickly, what is there to do? Ganking pre-6 relies on good positioning, and zoning your target. When your victim is in range, drop
Allure on them and walk up and behind them, cutting off their escape route. Zone them into a sandwich of sorts between you and your laner. Proc the charm with your empowered
Whiplash when they are in range, since they have no escape, then use your
Hate Spike since it is impossible to miss if you are standing on top of them. if they
Flash or use other gap closing abilities, use your
Hate Spike to proc it from range, then follow up with the rest of your damage. If they have gotten farther away a
Flash-Q or
Flash-E may be necessary, but try not to tower dive yet unless it is guaranteed.
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If your target is already very low and retreating, walk up and zone them the same way but pop the slow from
Allure and just kill them. Do not give an opportunity for counterplay if they can be killed by a single E-Q-Q-Q.
An important note her is that casting
Allure instantly draws turret aggro, so try to cast it outside turret range. That shouldn't be hard, since the range is huge.
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This is probably your best route. Many laners choose to use their ward early game in the river bush, leaving tri unwarded. Hug the walls to avoid being spotted by any ward they do have, and snake around through their tribush, then charm and finish the gank. This route is great to use when the enemy laner is pushed and you know/suspect river is warded, or both laners are in the middle of the lane.
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Another route is running through river, applying your zoning, and completing a gank this way. An advantage is that it is quicker to get to than the tri-bush route, it is warded far more often, and you can be spotted by their wards and scuttle crab pre-6. However it is still a great route, so use it if the opportunity arises. This is better if their laner is pushed, since you can get to their position to capitalize on it faster.
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Lane ganks, while useful, are tricky to do pre-6 for you. It requires your laner to be pushed to the point that you can run through your lane into the top bushes without them seeing you, then waiting for them to reset the lane push. After 6, you will be able to facilitate this type of gank whenever you want, since you are stealthed. When the opportunity arises, you use your zoning positioning to set up the kill.
The downsides to doing this early is having your lane pushed that far draws the attention of the enemy jungler, and your gank depends on your laner being able to safely push that hard. However, it is very hard to escape from this position, and cannot be detected with wards that aren't in your tri-bush area. Past 6, this is great for avoiding their
Control Wards, since they reveal you. People tend to play very safe around control wards, so this is a way to make them rethink that.
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Because you can come through the river two different ways in midlane, you are guaranteed to be able to position through one of them post-6. A laner can only have one
Control Ward at a time, so unless they have help from their jungler, it is impossible to have everything warded in the river. You want to drop
Allure on your victim when they are at least a little bit pushed, since they can run back to their turret faster than a laner in top or bot. Make sure to use your zoning correctly, and by the time your charm has primed, they should be walking into you.
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This route is ideal to avoid wards, or gank a target who doesn't want to push. Be warned that proccing your charm with this path though will usually require proccing it from range using
Hate Spike, then following up with the rest of your damage. Your laner will also need to help you if you don't have enough damage to solo kill them yet, since they will be retreating to their tower ASAP.
The pathing in bot lane is the same as in top, only flipped so I will not be explaining how to execute each gank again. However, there are two laners to fight in this lane, so it is a little harder. You can play mind games on them though, For instance, put
Allure on a target you do not intend to kill. They will be forced to back off, and more than likely run to their turret. When this happens, shift your focus to the remaining laner, and initiate a 3v1 with your duo.
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Warded more often than Top tri-bush, but not as often as river. Since there are two people bot, there is a potential for both river and tri bush to be
Control Warded. However, your laners should be clearing these often, and most laners do not buy more than one
Control Ward per back.
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Usually warded, but if they are pushed enough it won't matter, and you will be able to pick up a kill anyway.
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Super easy to pull off post-6 bot lane, and very effective.
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Correct Zoning:
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Incorrect Zoning:
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If your target is already very low and retreating, walk up and zone them the same way but pop the slow from
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An important note her is that casting
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Top Lane Routes
Tri-bush Gank
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This is probably your best route. Many laners choose to use their ward early game in the river bush, leaving tri unwarded. Hug the walls to avoid being spotted by any ward they do have, and snake around through their tribush, then charm and finish the gank. This route is great to use when the enemy laner is pushed and you know/suspect river is warded, or both laners are in the middle of the lane.
River Gank
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Another route is running through river, applying your zoning, and completing a gank this way. An advantage is that it is quicker to get to than the tri-bush route, it is warded far more often, and you can be spotted by their wards and scuttle crab pre-6. However it is still a great route, so use it if the opportunity arises. This is better if their laner is pushed, since you can get to their position to capitalize on it faster.
Lane Gank
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Lane ganks, while useful, are tricky to do pre-6 for you. It requires your laner to be pushed to the point that you can run through your lane into the top bushes without them seeing you, then waiting for them to reset the lane push. After 6, you will be able to facilitate this type of gank whenever you want, since you are stealthed. When the opportunity arises, you use your zoning positioning to set up the kill.
The downsides to doing this early is having your lane pushed that far draws the attention of the enemy jungler, and your gank depends on your laner being able to safely push that hard. However, it is very hard to escape from this position, and cannot be detected with wards that aren't in your tri-bush area. Past 6, this is great for avoiding their
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Mid-Lane Routes
River Gank
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Because you can come through the river two different ways in midlane, you are guaranteed to be able to position through one of them post-6. A laner can only have one
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Using Jungle Entrances
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This route is ideal to avoid wards, or gank a target who doesn't want to push. Be warned that proccing your charm with this path though will usually require proccing it from range using
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Bot Lane Routes
The pathing in bot lane is the same as in top, only flipped so I will not be explaining how to execute each gank again. However, there are two laners to fight in this lane, so it is a little harder. You can play mind games on them though, For instance, put
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Tri-Bush
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Warded more often than Top tri-bush, but not as often as river. Since there are two people bot, there is a potential for both river and tri bush to be
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River Gank
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Usually warded, but if they are pushed enough it won't matter, and you will be able to pick up a kill anyway.
Lane Gank
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Super easy to pull off post-6 bot lane, and very effective.
In the mid-game, Evelynn should be focused on getting assassinations and objectives, such as turrets, Dragons, and Rift Herald. Your mid game damage is where you come online, so use that to the fullest and get yourself fed. Try to make every teamfight in your favour before it starts, by making the game a perpetual 4v5.
Gank often, and make picks on any targets who haven't grouped, or are able to be assassinated. Whenever you do get a kill, your motto should be to re-stealth, gain health, and kill more.
Evelynn can take dragon by herself, though it is safer, healthier, and easier with the help of your laners.
Gank often, and make picks on any targets who haven't grouped, or are able to be assassinated. Whenever you do get a kill, your motto should be to re-stealth, gain health, and kill more.
Evelynn can take dragon by herself, though it is safer, healthier, and easier with the help of your laners.
Late game Evelynn is a complete monster. Still look for assassinations to skew teamfights in your favour, but if everyone is grouped up, they will be harder to come by. You will also be wanting to put down vision all over the map, You can get deeper than other champions due to your stealth.
However, now you have to play around the major neutral objectives of Baron and Dragon.
Evelynn cannot tank Baron for long, so you will need your team all on the same page to take it.
In teamfights you have two options. However, you will always be flanking from the side or back, no matter which you are doing.
Option 1:
Try to get a charm off on the backline/carry and make it a 4v5 or 3v5. Skewing the fight in your teammates favour is always helpful.
Option 2:
If you can't make a pick or assassination on the backline, soften up the enemies for your team. The reason you wouldn't be able to make a pick is the grouping of your enemy team, so you can empowered
Whiplash, get a rotation of
Hate Spike off if you aren't taking too much damage, then ult out. This will deal major damage, and often kill some squishies.
After a teamfight, scout around and try to pick off any fleeing survivors.
However, now you have to play around the major neutral objectives of Baron and Dragon.
Evelynn cannot tank Baron for long, so you will need your team all on the same page to take it.
Teamfighting
In teamfights you have two options. However, you will always be flanking from the side or back, no matter which you are doing.
Option 1:
Try to get a charm off on the backline/carry and make it a 4v5 or 3v5. Skewing the fight in your teammates favour is always helpful.
Option 2:
If you can't make a pick or assassination on the backline, soften up the enemies for your team. The reason you wouldn't be able to make a pick is the grouping of your enemy team, so you can empowered
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After a teamfight, scout around and try to pick off any fleeing survivors.
For enemies who buy a
Banshee's Veil, put your
Allure on them, use your smite to pop the shield, and continue your gank as regular.
Practice your positioning and clear in the practice tool, her playstyle is pretty unique.
Be patient, it is very rewarding to stalk a kill until they feel safe, then strike.
Familiarize yourself with the enemy team's vision and learn to play around it.
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Practice your positioning and clear in the practice tool, her playstyle is pretty unique.
Be patient, it is very rewarding to stalk a kill until they feel safe, then strike.
Familiarize yourself with the enemy team's vision and learn to play around it.
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