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Evelynn

Champion guide

Patch 26.16

Evelynn

The Widowmaker

  • Assassin
  • Jungle
  • Mana

She walks unseen between camps, appears behind the lane and leaves before the tower connects. Against a team that will not buy true vision, Evelynn has no opponent.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
470+90
HP regen (per 5s)
9.45+0.55
Mana
235+45
Mana regen (per 5s)
7.7+0.6
Attack damage
51.5+3.5
Attack speed
0.625+3.6 %
Armor
20+4
Magic resist
31.25+1.25
Attack range
125
Move speed
340

Abilities

Evelynn, Shadow Walk

Passive

Shadow Walk

When out of combat, Evelynn enters Camoflauge only being able to be seen by nearby enemy champions or true sight. While stealthed, she rapidly regenerates Mana.

  • Evelynn Q, Hate SpikeQ

    Hate Spike

    5 ranks
    Cooldown
    1.5 s
    Cost
    16/22/28/34/40 Mana
    Range
    525
    Damage
    40/60/80/100/120 (+45 % AP +50 % AD bonus)

    Evelynn fires a line of spikes through a nearby enemy dealing 40/60/80/100/120 (+45 % AP +50 % AD bonus) magic damage to all enemies in its path. Hate Spike prioritizes targets Evelynn has recently attacked.

  • Evelynn W, Dark FrenzyW

    Dark Frenzy

    5 ranks
    Cooldown
    15 s
    Cost
    No cost
    Range
    Self

    Passive: Evelynn's spell hits on enemy champions grant her 4/8/12/16/20 Movement Speed for 3 seconds (effect stacks up to 4 times). Active: Evelynn removes all slows affecting her and gains 30/40/50/60/70% Movement Speed for 3 seconds. Champion takedowns refresh Dark Frenzy's cooldown.

  • Evelynn E, RavageE

    Ravage

    5 ranks
    Cooldown
    9 s
    Cost
    50/55/60/65/70 Mana
    Range
    225
    Damage
    70/110/150/190/230 (+100 % AD bonus +100 % AP)

    Evelynn slashes a target 2 times, dealing a total of 70/110/150/190/230 (+100 % AD bonus +100 % AP) magic damage. Evelynn then gains 60/75/90/105/120% Attack Speed for 3 seconds.

  • Evelynn R, Agony's EmbraceR

    Agony's Embrace

    3 ranks
    Cooldown
    150/120/90 s
    Cost
    100 Mana
    Range
    650
    Damage
    15/20/25 (+1 % AP)
    Shield
    150/225/300

    Evelynn impales all enemies in the targeted area, dealing 15/20/25 (+1 % AP)% current Health magic damage and Slowing them by 30/50/70% for 2 seconds. Evelynn siphons their pain, gaining a 150/225/300 Health Shield for each enemy champion hit which lasts up to 6 seconds.

In short

Shadow Walk changes what this champion is: out of combat Evelynn is camouflaged and regenerates mana, which means she crosses the map without ever showing up and arrives at a lane with a full bar. Her threat is not raw damage, it is that nobody knows where she is. An opponent standing slightly too far forward without true vision is already dead, they just do not know it yet.

The price is that she is extremely fragile and completely dependent on the state of the map. One well placed vision ward or an oracle's elixir erases half of her value, and without her information edge she is a melee jungler with no reliable lockdown. Hate Spike costs almost nothing and comes back nearly instantly, but you have to stay glued to the target to use it. She punishes mistakes, she does not win fights head on.

Strengths and weaknesses

Hate Spike has a cooldown short enough to behave like a second attack, and it cuts through everything lined up behind the target, so camps and waves melt with no effort. Dark Frenzy cleanses slows and hands her a huge burst of movement speed, making her one of the best champions on this roster at arriving where nobody expects and leaving immediately after. Agony's Embrace slows a whole area and returns a shield scaled on how many champions it hit, so the deeper she dives the better she survives.

The weaknesses are severe. She has no stun and no root, so a target that does not get surprised simply walks away. Her base resistances are among the lowest in the game. And her entire game plan collapses the moment the enemy team starts buying true vision, which happens early in any serious game.

Laning phase

Your camouflage is worth more than your farm. Clear your first two camps cleanly, then spend your time in the enemy jungle and in river brush rather than on your own small camps. You do not need to be seen to create pressure: a lane that knows you are invisible somewhere plays backed off on its own.

For a gank, come from behind, never through the river. Open with Ravage to stick to the target, chain Hate Spike while you are in contact, and save Dark Frenzy for the exit rather than the approach, because it is what carries you out through tower range and away from the enemy jungler. If you go three minutes without appearing or farming, you have simply lost experience, so hit camps between attempts.

Power spikes

The first real spike is Agony's Embrace. Before it, your ganks only finish targets that were already low; after it, you slow the entire landing zone and leave with a shield, which turns questionable dives into acceptable ones. Chain lanes as soon as it is available.

The second is your first spell vamp item. Evelynn stays in contact for her whole sequence, so every point of spell vamp keeps her alive while the spikes tick. The third spike is not an item, it is a moment: the point where the enemy team stops buying true vision because they are behind. From then on you are not ganking anymore, you are executing.

Teamfights and positioning

You never enter first. Sit camouflaged on a flank while the two front lines commit, and look for the instant the enemy carry steps one pace too far. Your sequence is short: Ravage to stick, Agony's Embrace if several bodies are grouped, then continuous spikes until the target drops.

The trap is firing the ultimate for its area damage. Its real value is the slow that stops your target disengaging and the shield that keeps you alive through the answer. If the fight turns, Dark Frenzy takes you out of the zone ahead of the slower crowd control. And if the enemy plays grouped and warded, do not force anything: go take a side tower while they look for you.