Evelynn Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Evelynn Jungle

Evelynn Jungle Guide

Updated for Patch 7.3E
A Tier

Evelynn Jungle Wild Rift overview and best build snapshot

How to play

  • Farm safely until level 5 Your camouflage makes it much easier to get close enough for a gank.

  • Let your charm finish charging Mark the enemy with your 2nd ability and wait for the heart to fill. Hit them with an attack or ability to charm them before they can escape.

  • Keep your ultimate for a clean exit Use it to finish a low-health enemy and move back out of danger.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Camouflage makes her ganks and picks almost impossible to ward against once it is online, so every lane is a threat.
  • She scales into one of the cleanest assassins in the game: charm plus empowered burst removes a carry before they can react.
  • A completed charm gives her reliable lockdown, so isolated targets must respect her approach once camouflage is active.

Weaknesses

  • Weak early clear and early dueling, so she loses scuttle, invades, and most level-three skirmishes outright.
  • Control Wards and sweepers can reveal her objective approach and restrict the angles created by Demon Shade (Passive).
  • She is fragile and committal: with charm on cooldown or a failed dive, she has no escape and no damage.
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Evelynn Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Evelynn Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power, since her clear and her first gank both come entirely from her abilities.

BOOTS

Spellslinger's Shoes

Magic penetration is what makes her opening burst kill instead of chunk.

CORE BUILD

Lich Bane

Spellblade triggers on the attack after her dash, which is the exact moment she comes out of stealth.

Rabadon's Deathcap

Multiplies her ability power. Her damage is one charmed rotation, so all of it goes up at once.

Infinity Orb

Crits against low health targets. Her ultimate already does more than double damage below that threshold, so the two stack.

Void Staff

Cuts magic resist. Her charm already shreds some, so this leaves the target with almost nothing. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Zhonya's Hourglass

Build this for the moment after her ultimate blinks her out with cooldowns spent. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Stormsurge

Her charmed rotation already does enough damage to trigger the mark, and the move speed carries her back into stealth.

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when she picks targets alongside her team. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing the burst she set up with a full charm.

Banshee's Veil

Build this when the enemy has crowd control ready for the instant she becomes visible, which is her only vulnerable moment.

RUNES

KEYSTONE

First Strike

She always opens the trade from stealth, so the condition is met on every engage.

PRIMARY

Sudden Impact

Her empowered dash sets up the bonus true damage right as she arrives.

Hubris

Her picks convert into kills, and stacking power off takedowns builds the snowball her ambushes want.

Eyeball Collector

Takedowns are the point of her ganks, so the stacks build faster on her than on a farming jungler.

SECONDARY

Transcendence

Ability haste means more abilities and a faster charm cycle, so she finds more picks between objectives.

SITUATIONAL RUNES

Absolute Focus

Take this over Transcendence when you ambush from full health, which is how she should be picking targets anyway.

Legend: Haste

Take this over Transcendence against teams that require repeated pick attempts and careful escapes. Shorter Allure (2nd) and Last Caress (Ult) cooldowns help Evelynn prepare another charm setup and have her ultimate ready for the next commitment.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Her charm has to land before her burst starts, and Flash is how she gets in range of a target hugging their tower.

Smite

Smite

You are playing Jungle, you always take Smite. Combine Smite with Last Caress (Ult) for a large objective burst, using the ultimate's backward blink to leave the pit after the secure. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Evelynn Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Evelynn Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Evelynn Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Evelynn Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is about survival, not speed. Take a safe full clear and accept that you are slower and squishier than most junglers right now. Do not contest scuttle against a real early jungler and do not invade, because almost everyone beats you in that fight. Take the safe crab, finish the rotation, and get to level five, because your ultimate and camouflage arrive together and that is when you become a jungler instead of a farmer. From that point you can start looking for ganks rather than waiting on items. Use the camp respawn timer to walk at whichever lane has pushed too far, come in from an angle nobody is watching, and let the charm do the setup. Clear again when the camps are back and repeat. Until camouflage is up, farm, track the enemy jungler so you never get counter-ganked, and walk away from every early skirmish instead of joining it.

Mid / Late Game

Levels 9+
Treat the first objectives as ambush sites rather than front-to-back fights. Clear or avoid enemy vision, then hold a side angle near the route into the pit. Begin Allure (2nd) early enough to complete the charm on an isolated contesting target, and convert the takedown into the objective only after checking the enemy jungler and nearby lanes. If both teams arrive together, trade for Herald or camps unless your composition can protect Evelynn's flank and win the grouped fight. Between objectives, roam invisible and charm whoever stepped too far, then let the empowered hit do the rest. Keep farming between picks so your items keep up, and let your map threat make enemy carries play scared even in lanes you are nowhere near. Late game your job is to kill whoever the enemy cannot afford to lose. Find their main carry, charm them, delete them, then vanish before the rest of the fight can punish you. Camouflage lets you sit on a flank while Baron or Elder is being set up, so you can pick someone off before the objective starts and turn the fight into five versus four. Your damage is huge and your health bar is not, so patience is the real skill: wait for the carry to step out of position, take the angle, and never throw your charm at a tank just because the fight started. One clean kill on the right target ends most late fights before they begin.

Teamfights

5v5 Combat
Wait on a flank until the enemy formation and key control spells are visible. Begin Allure (2nd) on the highest-value target you can reach, then enter only when the charm can complete and Last Caress (Ult) has a safe retreat direction. If the carry remains beside heavy peel, threaten the angle or charm the protecting champion instead of forcing the dive. Evelynn should finish a weakened or isolated target after the fight begins, not start a grouped fight from the front.
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