![]() ![]() Evelynn does NOT have an escape tool besides her Flash, so this is your last line of defense. ![]() Allure should only be used on jungle camps when you know for certain you will not be invaded. There is a little indicator on the charm pointing to where Evelynn currently is. Don't tell anyone, but there is a way to tell where Evelynn is. Coupled with Demon Shade, Allure is very threatening because they don't know where Evelynn is. Evelynn will shred the enemy's magic resist, CC them, and probably kill them. Against jungle monsters: Charms them for 2 seconds and deals magic damage. Against champions: Charms them for a few seconds and removes magic resist for 4 seconds. If the mark lasts at least 2.5 seconds, expunging it has extra effects: If Evelynn hits the target with an attack or ability, she will expunge the mark, refund its cost, and slow the target by 65% for 0.75 seconds. ![]() Make sure to land the skillshot part of the Spike to enhance your damage on your targets.Įvelynn marks a champion or jungle monster for 5 seconds. The low cooldown and mana cost makes it super efficient. This ability is Evelynn's main clearing tool. Recast: Evelynn fires spikes through the nearest enemy, dealing magic damage to all enemies hit. Evelynn can recast this ability up to 3 times. Post-6, she becomes a global threat.Įvelynn strikes with her lasher, dealing magic damage to the first enemy hit and causing Evelynn's next 3 attacks or abilities on that unit to deal additional magic damage. Pre-6, she isn't stealthed, but she still keeps the healing passive. This ability is what Evelynn is known for: stealth. ![]() Taking damage from champions or towers removes Demon Shade for 1.5 seconds. From level 6 onward, it also grants Camouflage. Demon Shade restores health per second while below a certain HP threshold. Evelynn enshrouds herself in her Demon Shade after 4 seconds of not attacking or using abilities. ![]()
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