See Evelynn's counters
Patch 26.18jungle

Evelynn Jungle Build & Guide — Patch 26.18

Evelynn

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Assassin / Stealth Jungler
Patch
26.18

Core Abilities

Demon Shade
Out of combat, Evelynn enters Demon Shade. Heals at low HP and grants Camouflage from level 6, invisible to Stealth Wards and to enemies beyond a small radius, though Control Wards reveal her.
Hate Spike
Hate Spike
Evelynn's Lasher strikes the nearest enemy, then she fires up to three follow-up spike volleys at nearby targets. Main jungle clear and DPS in combos.
Allure
Allure
Curses a target enemy. After a delay, Evelynn's next attack or spell charms them and shreds magic resist. Cast it from Demon Shade for the cleanest setup.
Whiplash
Whiplash
Targeted whip that deals magic damage, applies on-hit effects and grants brief move speed. Entering Demon Shade resets its cooldown and turns the next cast into a dash that damages everything in its path.
Last Caress
Last Caress
Brief untargetable window, then a cone of massive magic damage in front of her before blinking backwards. Bonus damage to enemies under 30% HP — your execute.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
W
9
Q
10
E
11
R
12
E
13
E
14
W
15
E
16
R
17
W
18
W

Primary Combo

WAAEQR

Core Items

Scorchclaw Pup
Lich Bane
Sorcerer's Shoes
Shadowflame
Rabadon's Deathcap

Situational Items

Void Staff
Void Staff
when 2+ enemies build any Magic Resist item — replaces a slot for percentage magic penetration that scales with their MR
Zhonya's Hourglass
Zhonya's Hourglass
vs single-target lockdown that punishes your R animation (Veigar cage, Lissandra R, Malzahar R)
Morellonomicon
Morellonomicon
vs healing-stacking comps (Soraka, Vladimir, Dr. Mundo, Aatrox) — applies Grievous Wounds, cuts healing by 40%

Runes

Primary · Domination
Dark Harvest
KeystoneDark Harvest
Sudden Impact
Sudden Impact
Sixth Sense
Sixth Sense
Ultimate Hunter
Ultimate Hunter
Secondary · Sorcery
Manaflow Band
Manaflow Band
Gathering Storm
Gathering Storm
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Domination primary: Dark Harvest snowballs from isolated picks — Evelynn's game plan. Sudden Impact procs after R warp and W charm for extra burst. Sixth Sense reveals enemy wards so Demon Shade Camouflage stays useful. Ultimate Hunter cuts R cooldown for more picks.

Why secondary

Sorcery secondary over Inspiration or Resolve: Evelynn needs raw AP scaling to one-shot the carry, not utility. Manaflow Band sustains mana for Q spam in jungle clear, Gathering Storm adds free AP every 10 minutes for the late-game W+R one-shot.

When to switch secondary

If the enemy team has 4+ squishy targets and weak peel, swap Sorcery to Precision with Presence of Mind (mana refund on takedown) and Coup de Grace (+8% damage under 40% HP) to chain executes faster.

Win Condition

Pick off isolated enemies post-6 with W charm into R execute. Use Demon Shade Camouflage to invade and gank without vision warning. Snowball jungle gold lead and target the squishies in skirmishes.

Weakness

Pre-6 zero ganking pressure — no Camouflage, no charm range. Hard countered by Control Wards and lane prio. If enemies group with peel, you cannot reach the carry.

Overview

Evelynn is the only champion in League with a built-in stealth that scales by level: from level 6 her Demon Shade (P) passive grants Camouflage out of combat, meaning enemy champions cannot see her unless they are inside a 700-unit detection radius with line of sight. The counter is a Control Ward (75 gold, an inventory consumable, not a trinket): it scans periodically and does reveal camouflaged champions, so your job is reading where those wards are, not pretending they do not work. Her whole identity sits on this. She is a magic damage assassin with no real waveclear or duel power before 6, but the moment Last Caress (R) is unlocked she becomes the single most reliable pickoff jungler in the game (a champion built to eliminate one isolated enemy at a time, away from full teamfights): walk invisibly into the enemy back line (the rear of the formation where the squishy carries — high-damage, low-defense champions — usually stand), charm the carry with Allure (W), and delete them in one combo before any peel (allies' abilities that protect the carry, like Janna shield or Lulu ult) can react.

The game plan is brutal in its simplicity: farm to 6 without dying, look for a gank on a low-HP lane that has no nearby vision wards (small invisible eyes allies place to see fog of war), and from then on hunt one isolated target every time R is up. Skill expression sits in path-reading (where can you walk Camouflaged without tripping a ward?) and in commit timing (do not commit, i.e. fully engage, with R if the carry has a peel summoner like Cleanse or a peeler like Lulu nearby). If you snowball the first two picks (turn an early lead into more kills, more gold, more items), the enemy team groups up, you scale (gain power as items and levels accumulate) into one-shot range with Rabadon's Deathcap Rabadon's Deathcap, and you close the game from invisibility.

Recommended Build

Starting items: Scorchclaw Pup Scorchclaw Pup (450g) + 1 Health Potion Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion Refillable Potion is a first-back purchase, not a start. Standard melee jungle starter — no exception for Evelynn.

Core items (in order):

  1. Scorchclaw Pup Scorchclaw Pup — the AP jungle pet. It grows on treats, not on a clock: 15 for the first evolution, 35 for the second, which also completes the jungle Role Quest and upgrades Smite into Primal Smite. After every spell cast, your next basic attack carries bonus magic damage, which lines up perfectly with Lich Bane later.
  2. Lich Bane Lich Bane — Evelynn's signature spike. Every time you cast a spell your next basic attack adds a huge bonus magic damage hit, and W's charm + E's autoattack reset (an effect that lets you fire a fresh basic attack immediately, ignoring the normal attack-speed delay) means you can chain two Lich Bane procs in under a second.
  3. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration (subtracts a fixed amount of the target's magic resistance, making your spells hit harder). Standard for any AP burster targeting squishies.
  4. Shadowflame Shadowflame — 110 ability power and 15 flat magic penetration; Cinderbloom makes your magic and true damage critically strike targets below 40% HP for 20% extra damage, which opens 10 percentage points before Last Caress (R) starts dealing its 240% empowered damage at 30% HP.
  5. Rabadon's Deathcap Rabadon's Deathcap — late-game multiplier on all your AP. The fourth or fifth item slot is where Evelynn flips into "one-shot the carry from full HP" range.

Situational items:

  • Void Staff Void Staff — the moment 2 or more enemies build any magic resist item.
  • Zhonya's Hourglass Zhonya's Hourglass — vs single-target lockdown (Veigar cage, Lissandra R, Malzahar R). Stasis covers the recovery frames after R.
  • Morellonomicon Morellonomicon — vs healing-stacking comps (Soraka, Vladimir, Dr. Mundo, Aatrox). Applies Grievous Wounds, a debuff that cuts the target's healing and health regeneration by 40% for 3 seconds.

Boots: Sorcerer's Shoes is the default. Ionian Boots of Lucidity Ionian Boots of Lucidity is acceptable only when the enemy team has very low magic resist and your team needs more R uptime (more frequent casts) as a fight finisher.

Skill order: Max Q first (jungle clear and main DPS), E second (mobility and reset damage scale), W last (the cooldown matters more than the rank). Take a point in R at levels 6, 11, 16.

Runes: Primary Domination with Dark Harvest, Sudden Impact, Sixth Sense, Ultimate Hunter. Secondary Sorcery with Manaflow Band and Gathering Storm. Stat shards: Adaptive Force, Adaptive Force, Health Scaling. Swap secondary to Precision (Presence of Mind + Coup de Grace) when the enemy team is mostly squishy and you want execute consistency.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Evelynn beats

  • Immobile hyper-carry without dash

    Jinx has no dash or blink to leave the Last Caress (R) cone before it detonates. Allure (W) charm on the back line sets up the one-shot before Flame Chompers! (E) can zone Evelynn off, and Whiplash (E) finishes her through the Get Excited! (P) speed boost.

    Jinx
  • Backline healer without escape

    Once Evelynn reaches the backline via Demon Shade (P) Camouflage, Soraka dies to Allure (W) charm plus Last Caress (R) before Astral Infusion (W) self-heal can land. Equinox (E) zone is wasted with no targets to silence in fog.

    Soraka
  • Slow farming jungler with no mobility

    Karthus wants to farm and scale; Evelynn invades, steals camps, and ganks with Demon Shade (P) Camouflage post-6. Allure (W) charm interrupts the Requiem (R) channel, and Wall of Pain (W) cannot stop her Whiplash (E) commit.

    Karthus
  • Roam-mobility jungler without peel

    Demon Shade (P) Camouflage lets Evelynn roam along paths Quinn cannot track. Allure (W) charm sets up Last Caress (R) before Vault (E) knockback wastes her main escape, and Whiplash (E) chunks her through Heightened Senses (W) reveal.

    Quinn
  • Bruiser jungler without point-click CC

    Demon Shade (P) camouflage paths around Lacerate (E) charge engage angles. Allure (W) charm plus Last Caress (R) execute one-shots Ambessa before Repudiation (W) reduction window pays off, and Whiplash (E) kites her dash commits.

    Ambessa

Champions that beat Evelynn

  • Early-game lethality duelist with leap

    Leap (E) closes gaps before level 6 when Evelynn has no Demon Shade (P) camouflage and no Last Caress (R). Taste Their Fear (Q) isolated bonus damage shreds her squishy HP, and Void Assault (R) stealth tracks her camouflage paths.

    Kha Zix
  • Enchanter that peels the carry

    Wild Growth (R) knocks Evelynn up for 1s and gives the carry bonus health for 7s — extra health, not invulnerability, so a burned R or enough AP still kills. Whimsy (W) polymorphs her mid Allure (W) charm cast, and Help, Pix! (E) shield blocks the Hate Spike (Q) opener.

    Lulu
  • Vision-heavy engage support with chain CC

    Nautilus buys a Control Ward on first back and sees Evelynn in Demon Shade. Dredge Line (Q) hook lands before the Allure (W) charm can trigger, and Depth Charge (R) AOE knockup chains lockdown through Last Caress (R) warp window.

    Nautilus
  • Skirmisher jungler with dodge windows

    Counter Strike (E) dodges the Allure (W) charm setup window entirely. Leap Strike (Q) closes onto Evelynn post Last Caress (R) warp, and the E stun keeps her in melee where Hate Spike (Q) damage breaks down without Whiplash (E) mobility.

    Jax
  • Pre-6 burst-mage jungler

    Elise pre-6 invade kills Evelynn before Demon Shade (P) Camouflage comes online. Cocoon (E) interrupts the Last Caress (R) warp window, and Rappel (E) dodges the Last Caress cone while Spider Form (R) finishes her in melee.

    Elise

Key matchups

  • Lee Sin / Rengar (enemy jungle): Pre-6 invade threats. Do not contest scuttle level 3 — track them with vision and full clear safely. Once you hit 6 the matchup flips: you walk into their jungle Camouflaged and gank lanes they have not warded.
  • Lulu (enemy support): The hardest peel in the game for an assassin. Burn her R with a fake commit (start your W charm but back off if she ults), then re-engage on the target once Lulu's ult is on cooldown.
  • Tahm Kench (enemy support): He eats the carry with W the instant your R lands. Wait for him to use W on something else (a minion wave, an engage tank), then commit. If he is full mana and looking at his ADC, find a different target.
  • Karthus (enemy jungle): Scaling race. He out-farms you, you out-pick him. If Karthus reaches level 16 with full items you lose: force ganks every minute his R is down to deny scaling and end the game by minute 30.
  • Pyke (enemy support): Hard counter to your typical "low-HP execute" pattern. His R also executes at low HP, and his roams put your jungle paths under vision pressure. Buy Zhonya's Hourglass Zhonya's Hourglass earlier than usual to dodge his execute window after you commit.

Power spikes & win conditions

  • Level 6 (first R unlock): Your real game starts here. Demon Shade gains Camouflage, R unlocks, and any lane without vision wards is a free kill. Path toward the lane that has the lowest enemy HP.
  • Lich Bane Lich Bane completion (~ minute 12-14): The jump from "needs 2 spells to kill" to "kills with one W+AA+E+Q+R combo on a squishy" happens at this exact item. Hunt picks the moment it finishes.
  • Shadowflame Shadowflame (~ minute 18-20): The HP-threshold passive lines up with your R execute cone. After this item, any squishy under 60% HP is dead in one combo.
  • Rabadon's Deathcap Rabadon's Deathcap online (~ minute 26-30): Full one-shot range on backline carries from 100% HP. Force a 5v5 around Baron once Deathcap finishes — your team starts the fight 5v4 the moment your combo lands.

Common mistakes

  • Ganking pre-6 because your team pings. You have no charm range, no Camouflage, and nothing to surprise the enemy with. Pre-6 you farm and look for counter-jungle on enemies you outlevel. Tell your laners: "I gank at 6."
  • Casting W from outside Demon Shade. When you are visible (in combat or low HP), the enemy sees the W cast and can pre-flash the charm. Always set up the gank by walking in from Camouflage, then W them at 1200+ range.
  • Using R for damage instead of execute. R does bonus damage under 30% HP. Burning it on a full-HP target wastes the spike — open with W+E+Q combo, then R the moment they cross the execute threshold.
  • Tunnel vision on the kill. R warps you a long distance backwards after the cast. If you are in the middle of the enemy team when you press it, you warp into nothing useful. Position so the warp pulls you toward your team or toward fog of war (the unwarded jungle area), not deeper into enemies.
  • Refusing to back when full HP. Demon Shade heals you back up out of combat, but it does nothing for your mana or your gold. If you have 1300+ gold for a damage component like Hextech Alternator Hextech Alternator or a mana component like Lost Chapter Lost Chapter, back. Rotating with full HP and 0 gold is wasted time.

Advanced tip

The Lich Bane Lich Bane chain: Whiplash applies on-hit effects, so the ability itself consumes a Spellblade charge, and entering Demon Shade refunds its cooldown outright. Open W, walk in, then alternate spell and hit (W → AA → E → AA → Q → R) so no Spellblade charge is wasted on a cast that cannot spend it. There is no basic-attack reset anywhere in the kit: the tempo comes from the Demon Shade cooldown refund, not from an animation cancel. On a squishy without magic resist this combo deals roughly 1.5x the damage of the lazy W → R opener that most low-rank Evelynn players use, and lets you delete an 1800-HP carry from full HP at 3 items instead of needing 4.

Past patches

No previous versions available.

Related jungle guides