Evelynn

The Widowmaker

How this differs from the live game

  • The Abilities are completely different. Read the descriptions
  • Fighter not an Assassin

Build

Jungle
Summoners
SmiteIgnite
Start475g
Hunter's MacheteHealth Potion5Yellow Trinket
Core6,000g
Spirit of the Spectral Wraith1Sorcerer's Shoes2Liandry's Torment3
Full build14,455g
Spirit of the Spectral WraithSorcerer's ShoesLiandry's TormentRylai's Crystal ScepterZhonya's HourglassVoid Staff
Situational
Abyssal ScepterDeathfire GraspHextech GunbladeMercury's TreadsGuardian Angel

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Movement SpeedQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60
  • Move Speed +4.50%

Magic penetration marks amplify repeated Hate Spike damage, which was Evelynn's main clear and gank DPS pattern. Armor seals cover jungle camps, MR glyphs keep early skirmishes stable, and movement speed quints make stealth gank paths and post-W chases stronger.

Rune page

Jungle

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
  • Move Speed+4.50%
Masteries30 points21 / 9 / 0
Offense21
1/1
0/4
3/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
Defense9
1/1
0/3
1/4
2/2
3/3
1/3
1/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is a 21/9/0 AP jungle page: offense gives cooldown, AP, magic penetration, and execute damage for Q/E burst, while defense takes Smite support and monster durability for the first clears.

Skill order

ultimate at 6, 11 and 16

Shadow Walk

Hate SpikeQ
Dark FrenzyW
RavageE
Agony's EmbraceR
  • Hate Spike (Q) takes points at levels 1, 3, 5, 7, 9.
  • Dark Frenzy (W) takes points at levels 4, 14, 15, 17, 18.
  • Ravage (E) takes points at levels 2, 8, 10, 12, 13.
  • Agony's Embrace (R) takes points at levels 6, 11, 16.

Max Q first because Hate Spike is the low-cooldown clear and chase spell, then E for single-target burst and attack-speed uptime. One early W point at level 4 gives the slow cleanse and movement burst needed for real ganks.

Alternative — Some jungle games maxed E before Q when building heavier AD/on-hit and playing for single-target duels, but Q max was the normal Season 3 clear-and-gank order.

Why these items

Openingsall within the 475 starting gold

  • Hunter's MacheteHealth Potion5Yellow Trinket

    Machete sustain startDefault jungle start: Hunter's Machete plus five potions gives the safest first clear and enough health to gank after the first route.

  • Hunter's MacheteHealth Potion3Sight WardYellow Trinket

    Machete ward startUse this when invading, protecting a vulnerable buff, or tracking an aggressive enemy jungler matters more than maximum potion sustain.

Corein buy order

  • 1

    Spirit of the Spectral Wraith2,000gSpirit of the Spectral Wraith gives AP, spell vamp, mana regen, cooldown reduction, and the jungle damage modifier Evelynn wanted for repeated Hate Spike clears.

  • 2

    Sorcerer's Shoes1,100gSorcerer's Shoes stack with magic penetration runes and make her Q/E ganks hit much harder before carries have real MR.

  • 3

    Liandry's Torment2,900gLiandry's Torment turns repeated spell hits and Agony's Embrace slows into strong sustained magic damage while adding health for diving.

Situationalonly when the game asks for it

  • Abyssal Scepter2,560gBuy Abyssal Scepter against double-AP teams or when fights happen in melee range and your team benefits from the nearby MR reduction.

  • Deathfire Grasp3,100gBuy Deathfire Grasp when snowballing and you need to delete one carry before they can react.

  • Hextech Gunblade3,400gBuy Hextech Gunblade in a hybrid snowball game where the active slow and mixed sustain matter more than pure AP.

  • Mercury's Treads1,200gTake Mercury's Treads instead of Sorcerer's Shoes when crowd control is the main thing stopping you from reaching targets.

  • Guardian Angel2,750gGuardian Angel is the late-game defensive swap when you are the primary engager and need a second life after diving.

One build, written by a player. Newest first.

Write a Evelynn build
[S3] AP Eve: Time to Feed (Me)by EmeraldCheeseWritten by a player, not generated · its own page

Build

Mid lane
Summoners
FlashIgnite
Start430g
Boots of SpeedHealth Potion3
Core5,145g
Haunting Guise1Sorcerer's Shoes2Abyssal Scepter3
Full build5,145g
Abyssal ScepterSorcerer's ShoesHaunting Guise
Situational
Deathfire GraspRabadon's DeathcapLiandry's TormentVoid StaffLich BaneRylai's Crystal ScepterZhonya's HourglassGuardian Angel

Runes and masteries

Runes

      Rune page

      Mid lane

      Statistics

        Masteries30 points21 / 0 / 9
        Offense21
        1/1
        0/4
        3/4
        0/2
        0/4
        4/4
        0/1
        3/3
        0/1
        1/1
        0/2
        0/2
        3/3
        1/1
        0/1
        0/3
        4/4
        1/1
        Defense0
        0/1
        0/3
        0/4
        0/2
        0/3
        0/3
        0/1
        0/2
        0/2
        0/1
        0/1
        0/1
        0/3
        0/3
        0/1
        0/3
        0/1
        0/1
        0/1
        Utility9
        1/1
        3/3
        0/3
        0/1
        0/1
        3/3
        0/3
        2/2
        0/4
        0/1
        0/3
        0/1
        0/2
        0/4
        0/3
        0/1
        0/1
        0/3
        0/1

        Not the author's. This is a 21/0/9 AP burst page for the author's Haunting Guise, Sorcerer's Shoes, and Abyssal Scepter core: magic penetration, AP scaling, damage amplification, and Ignite improvement in Offense. The 9 Utility points support mid-lane roaming and playmaking with Flash cooldown, movement speed, and Artificer for Deathfire Grasp when that situational pickup is used. Inferred from the build and text they did publish.

        Skill order

        ultimate at 6, 11 and 16

        Shadow Walk

        Hate SpikeQ
        Dark FrenzyW
        RavageE
        Agony's EmbraceR
        • Hate Spike (Q) takes points at levels 1, 4, 5, 7, 9.
        • Dark Frenzy (W) takes points at levels 3, 14, 15, 17, 18.
        • Ravage (E) takes points at levels 2, 8, 10, 12, 13.
        • Agony's Embrace (R) takes points at levels 6, 11, 16.

        Not the author's. Max Q first for AP mid wave clear and repeated Hate Spike damage, then E for stronger single-target trades while W is left for its movement utility. Inferred from the build and text they did publish.

        Why these items

        Openingsall within the 475 starting gold

        • Boots of SpeedHealth Potion3

          Standard StartThe opening as the guide publishes it.

        • Crystalline FlaskHealth Potion3

          Sustain StartThe opening as the guide publishes it.

        Corein buy order

        • 1

          Haunting Guise1,485g

        • 2

          Sorcerer's Shoes1,100g

        • 3

          Abyssal Scepter2,560g

        Situationalonly when the game asks for it

        • Deathfire Grasp3,100g

        • Rabadon's Deathcap3,300g

        • Liandry's Torment2,900g

        • Void Staff2,295g

        • Lich Bane3,000g

        • Rylai's Crystal Scepter2,900g

        • Zhonya's Hourglass3,260g

        • Guardian Angel2,750g

        Notes

        the author's own words

        [S3] AP Eve: Time to Feed (Me) — rated 9.2/10 from 46 votes on MOBAFire.

        What the guide does not publish: the "Sustain Start" opening runs past 475g, so Health Potion, Mana Potion moved to the first back; the guide names a 3-item core and a menu of options after it rather than a finished six; the guide shows its rune page as an image and never names the runes; the guide never fills in an ability sequence.

        Build by EmeraldCheese, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/s3-ap-eve-time-to-feed-me-248253).

        Abilities

        per rank
        P

        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.

        Q

        Hate Spike5 ranks

        Evelynn fires a line of spikes through an enemy, dealing damage to all enemies in its path.

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

        Dark Frenzy5 ranks

        Evelynn passively increases her Movement Speed when hitting enemy champions with her spells. Upon activation, Evelynn breaks free from slows affecting her and gains a massive Movement Speed boost for a short duration.

        Cooldown
        15s
        Cost
        None
        Range
        Self
        E

        Ravage5 ranks

        Evelynn slashes her target twice, dealing damage with each hit. She then gains increased Attack Speed for a short duration.

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

        Agony's Embrace3 ranks

        Evelynn summons spikes from the ground to deal damage and slow enemies in the area. She then gains a shield based on how many enemy champions were hit.

        Damage
        15 / 20 / 25 + 1% AP
        Cooldown
        150 / 120 / 90s
        Cost
        100 Mana
        Range
        650

        Matchup against

        62 champions, one-on-one
        • Ahri

          AhriUnfavoured

          Ahri wins the clean duel if she keeps Charm for Evelynn's reveal and uses Spirit Rush to deny the second half of Evelynn's damage.

          Watch for Charm: stops Evelynn's commit and lets Ahri land Orb of Deception both ways.

          How to beat

          Approach from camouflage but do not open with everything while Charm is up; walk at an angle and force Ahri to throw it first. Commit with Agony's Embrace after Charm misses or after she spends a Spirit Rush charge aggressively, then stay close enough that Hate Spike keeps proccing Dark Frenzy.

          Later Finished Ahri is harder to catch in side lane because Spirit Rush gives her multiple exits, while Evelynn has the better flank threat if Ahri's Charm is used on someone else. In teamfights, wait out Charm or enter from the side so she cannot peel and burst you in one line.

          • Do not chase straight behind her; Orb of Deception's return damage punishes that path.
          • If Spirit Rush is down, she becomes a real kill target instead of a poke mage.
          • Agony's Embrace slow can force her to spend multiple Spirit Rush charges defensively.
          • Camouflage gets you close, but Charm is still the fight check.
          BuyBanshee's VeilMercury's TreadsTwin Shadows
        • Akali

          AkaliEven

          Both assassins can kill each other, but Akali's Shroud and repeat Shadow Dance make the fight harder if Evelynn cannot force her into the open.

          Watch for Twilight Shroud: breaks target access and lets Akali wait out Evelynn's burst window.

          How to beat

          Hold the edge of Twilight Shroud instead of standing inside it and eating free Crescent Slash damage. Trade when Mark of the Assassin is down or after she burns a Shadow Dance charge to farm distance, then use Agony's Embrace to keep her from simply walking the shroud line.

          Later Akali is more reliable in an isolated side lane if she has charges and space to reset around Shroud. Evelynn brings stronger teamfight access from camouflage, so look for backline flanks rather than extended duels inside Akali's smoke.

          • Back off when you are marked; do not give her the free second half of Mark of the Assassin.
          • Save Ravage until she is targetable, not while she is fading in Shroud.
          • If she spends Shadow Dance to engage, your ultimate slow can stop the follow-up spacing.
          • Do not fight her in a minion wave if Shroud is available; it buys too much time.
          BuyBanshee's VeilHexdrinkerTwin Shadows
        • Alistar

          AlistarUnfavoured

          Alistar is too durable to burst and his crowd control plus Unbreakable Will denies Evelynn's short all-in.

          Watch for Unbreakable Will: removes Evelynn's slow and cuts the damage that would make the duel winnable.

          How to beat

          Do not commit into Alistar while Pulverize and Headbutt are both ready; he can interrupt the engage and reset the spacing. Harass with Hate Spike at the edge of melee, wait for him to use the combo on movement or peel, then disengage when Unbreakable Will starts instead of trying to finish through it.

          Later Alistar almost never wants a pure side-lane duel, but if forced he can outlast Evelynn while waiting for cooldowns. In teamfights, ignore him unless his combo is spent and use camouflage to reach carries before he can Headbutt you out.

          • If he Headbutts you away before Pulverize, do not re-enter until Q is accounted for.
          • Agony's Embrace before Unbreakable Will is low value because he can cleanse the slow.
          • His healing makes small poke trades worse than decisive windows.
          • Treat him as a peel wall, not a kill target.
          BuyMercury's TreadsBanshee's Veil
        • Amumu

          AmumuUnfavoured

          Amumu's percent damage, durability, and point-blank stun give him the better extended duel once Evelynn is forced to stay near him.

          Watch for Curse of the Sad Mummy: locks Evelynn in Despair range and prevents her from using movement speed to kite out.

          How to beat

          Keep enough distance that Bandage Toss has to start the fight; if it misses, you can punish with a short burst and leave before Tantrum and Despair add up. Do not stand on top of him after your first rotation unless he is already low, because the longer trade favors Amumu.

          Later Amumu remains stronger in front-to-back teamfights because his ultimate punishes clustered dives. Evelynn should split attention, flank after Curse is used, and avoid side-lane fights that become long brawls.

          • Sidestep Bandage Toss before using Agony's Embrace; getting pulled during your commit loses the trade.
          • His passive lowers your magic resist, so repeated autos matter more than they look.
          • Despair punishes chasing him through tight spaces.
          • If Curse is down, he is much easier to burst and leave.
          BuyBanshee's VeilSpirit VisageMercury's Treads
        • Anivia

          AniviaEven

          Evelynn can reach Anivia, but Flash Frost, Crystallize, and Rebirth make killing her cleanly require patience and cooldown tracking.

          Watch for Flash Frost: stuns Evelynn during her approach and sets up Frostbite burst.

          How to beat

          Approach from an angle so Anivia cannot line Flash Frost through the obvious path, and do not spend Ravage until the stun has missed or been used. If you trigger Rebirth, make sure you still have damage and time to finish the egg; otherwise leave before Glacial Storm and wall trap you.

          Later Anivia controls teamfights and terrain better, while Evelynn is only favored in side-lane picks when Flash Frost or wall is unavailable. Late, flank from outside vision and threaten her before she sets up Glacial Storm around her team.

          • Do not chase through Crystallize corridors; they make Flash Frost easy.
          • Agony's Embrace can secure egg damage if you know she cannot wall you off.
          • Her 600 range lets her chip you before the real fight, so avoid showing early.
          • A failed first kill is not a kill if Rebirth is ready.
          BuyBanshee's VeilMercury's TreadsTwin Shadows
        • Annie

          AnnieUnfavoured

          Annie's instant stun burst is exactly what punishes Evelynn's melee engage, especially once Tibbers is available.

          Watch for Pyromania stun: turns Disintegrate, Incinerate, or Tibbers into guaranteed burst before Evelynn can finish her rotation.

          How to beat

          Track Annie's stun counter and do not walk into cast range when Pyromania is ready. If she spends stun on a wave or another target, immediately close from camouflage, use Agony's Embrace for the slow, and finish before her next rotation comes back.

          Later Annie is less interested in side-lane duels than in flash-stun teamfights, where she can delete Evelynn if Evelynn enters first. Evelynn should arrive late or from the side after Tibbers or stun has been committed.

          • A visible stun charge means you wait; camouflage does not beat instant cast range.
          • Do not basic attack into Molten Shield unless you need the last damage.
          • Tibbers' summon damage is the danger, not just the bear afterward.
          • Mercury's Treads can make the stun window survivable.
          BuyBanshee's VeilMercury's TreadsHexdrinker
        • Ashe

          AsheFavoured

          Ashe has the range to poke but lacks a reliable escape, so Evelynn wins if she avoids or survives Enchanted Crystal Arrow.

          Watch for Enchanted Crystal Arrow: stops Evelynn's engage long enough for Ashe to kite with Frost Shot.

          How to beat

          Come from the side or behind so Ashe cannot fire arrow down a clean line. If Enchanted Crystal Arrow misses or is down, commit fully with Agony's Embrace and stay in melee range; letting her reset to 600 range turns the fight into Frost Shot kiting.

          Later Ashe is stronger in grouped fights when protected, but she still loses isolated side-lane encounters if Evelynn reaches her. Late game, avoid front entries and use camouflage to force Ashe to spend arrow defensively before your team commits.

          • Do not open from max frontal range; arrow is easiest there.
          • Hawkshot can reveal paths, so change approach angles after it is used.
          • Boots of Swiftness help reduce Frost Shot's kite value.
          • Once you are on top of her without arrow, she has no dash to reset.
          BuyBoots of SwiftnessNinja TabiBanshee's Veil
        • Blitzcrank

          BlitzcrankEven

          Blitzcrank can win by landing his full crowd-control chain, but Evelynn can punish him hard when Rocket Grab or Power Fist is wasted.

          Watch for Rocket Grab: pulls Evelynn into Blitzcrank's knockup and silence chain before she chooses the fight.

          How to beat

          Do not path in a straight line through minion gaps when Rocket Grab is up; make him miss before committing. After hook is down, fight at close range but watch Power Fist, using Agony's Embrace to slow his retreat or interrupt his chase after Overdrive.

          Later Blitzcrank matters more through picks than side-lane duels, and Evelynn should not be the target he gets to start on. In teamfights, wait for Rocket Grab or Static Field silence to be used, then dive past him toward carries.

          • If Mana Barrier triggers, reassess instead of assuming the kill is finished.
          • Power Fist can interrupt your burst rhythm even after hook misses.
          • Do not chase through fog when hook is available.
          • His Overdrive makes disengage harder, so use ultimate after he commits forward.
          BuyMercury's TreadsBanshee's VeilQuicksilver Sash
        • Brand

          BrandEven

          Evelynn can kill Brand if she dodges the stun, but Brand's point-blank spell chain can erase her during the engage.

          Watch for Sear on a Blazed target: stuns Evelynn and guarantees Pillar of Flame plus Pyroclasm damage.

          How to beat

          Avoid being tagged by Conflagration before Sear, because that turns his skillshot into the duel winner. Enter from an angle, bait Sear, then use Agony's Embrace to keep him inside your Hate Spike and Ravage range before his cooldowns cycle again.

          Later Brand is far more dangerous in grouped fights because Pyroclasm bounces punish clumps. Evelynn should pick him in side vision or wait until he casts Sear before diving into a teamfight.

          • Do not fight him beside allied champions or minions when Pyroclasm is ready.
          • A missed Sear is your best all-in window.
          • His passive keeps damaging you after disengage, so leave earlier than your health bar suggests.
          • Banshee's Veil can block the spell that starts his stun setup.
          BuyBanshee's VeilMercury's TreadsHexdrinker
        • Cho'Gath

          Cho'GathUnfavoured

          Cho'Gath survives Evelynn's burst, silences her follow-up, and finishes low-health duels with Feast.

          Watch for Feral Scream: silences Evelynn during her melee window and prevents the spells she needs to keep Dark Frenzy and damage going.

          How to beat

          Do not walk directly at Cho'Gath through Rupture range; approach diagonally and force him to guess. Trade only after Feral Scream is down, then keep the trade short unless Feast cannot execute you.

          Later Cho'Gath becomes a stronger side-lane wall as health stacks and defensive items come in, while Evelynn's value shifts to bypassing him. In teamfights, do not spend your full combo on him unless his carries are unreachable and his silence is already used.

          • Respect Feast even when you appear to be winning the damage race.
          • Rupture into Feral Scream removes your ability to answer back.
          • Agony's Embrace is better for disengaging from him than for starting a full-health duel.
          • His sustain makes repeated light poke low impact.
          BuyBanshee's VeilSpirit VisageMercury's Treads
        • Corki

          CorkiEven

          Corki can kite and shred if Valkyrie is held, but Evelynn wins when she forces that escape first and re-enters with her slow.

          Watch for Valkyrie: breaks Evelynn's melee contact and leaves a damage trail that punishes chasing.

          How to beat

          Open close enough to threaten Ravage, but do not spend Agony's Embrace until Corki uses Valkyrie or is trapped with no clean landing. Step out of Gatling Gun's cone when possible; its armor reduction makes his follow-up autos much stronger.

          Later Corki scales into a strong grouped damage dealer, while Evelynn remains better at punishing him alone without Valkyrie. In teamfights, flank from outside missile poke and force Valkyrie backward before committing the rest of your damage.

          • Do not chase through Valkyrie's fire trail unless he is one spell from dying.
          • Gatling Gun facing matters; cut sideways instead of backing straight out.
          • His poke can break your passive approach timing before the duel starts.
          • If Valkyrie is down, he has no second escape.
          BuyNinja TabiRanduin's OmenGuardian Angel
        • Dr. Mundo

          Dr. MundoUnfavoured

          Dr. Mundo is too hard for Evelynn to kill through Sadism, and Infected Cleaver plus Burning Agony make extended melee trades favor him.

          Watch for Sadism: restores enough health to outlast Evelynn's burst and turns the fight into a long chase she usually loses.

          How to beat

          Dodge Infected Cleaver before committing; if it lands, Mundo controls the distance and forces a bad brawl. Burst him only when Sadism is down or he is already low, and disengage once he activates it unless you have anti-heal support from items or allies.

          Later Mundo wins the side lane once tank items and Sadism are online, while Evelynn should look past him for carries. In teamfights, do not spend your assassination window on Mundo unless Executioner's Calling or Morellonomicon is already cutting his healing.

          • Cleaver slow is the cue to leave, not to trade harder.
          • Burning Agony punishes standing in melee after your cooldowns are spent.
          • Agony's Embrace slow is often better used to escape Sadism chase.
          • Anti-heal is one of the few item reasons to adapt here.
          BuyMorellonomiconExecutioner's CallingSpirit Visage
        • Ezreal

          EzrealEven

          Ezreal is fragile enough to die, but Arcane Shift and Mystic Shot kiting make the duel depend on whether Evelynn can force his blink early.

          Watch for Arcane Shift: denies Evelynn's first melee commit and resets Ezreal to skillshot range.

          How to beat

          Approach from camouflage at an angle that makes Arcane Shift's escape path predictable. Tap him with Hate Spike and movement pressure to force the blink, then use Agony's Embrace after he lands so the slow keeps him inside Ravage range.

          Later Ezreal is safer in side lanes than most marksmen because Arcane Shift gives him a real escape, and he contributes better poke before teamfights. Evelynn should avoid showing early, cut off his retreat path, and punish him when Arcane Shift is used for damage or waveclear.

          • Do not ultimate before Arcane Shift unless he has no wall or safe landing.
          • Mystic Shot cooldown refunds let him kite forever if you chase in a line.
          • Essence Flux reducing attack speed matters less to you than his spacing tools.
          • His ultimate channel is a free engage if you are already nearby.
          BuyBanshee's VeilTwin ShadowsNinja Tabi
        • Fiddlesticks

          FiddlesticksUnfavoured

          Fiddlesticks' fear, silence, and Drain punish Evelynn's single-target melee engage unless she interrupts or bursts him immediately.

          Watch for Terrify: forces Evelynn to run during her commit and gives Fiddlesticks time to Drain or Crowstorm.

          How to beat

          Do not start the duel while Terrify is available unless you can kill through the fear duration afterward. Bait fear with a shallow approach, break Drain by leaving its range if possible, then re-engage when his control is down.

          Later Fiddlesticks is more dangerous from fog in teamfights than in honest side-lane duels, but Evelynn still loses if she walks into fear first. Use camouflage to scout flank angles carefully and kill him during or after Crowstorm channel positioning, not after he has landed in your team.

          • Mercury's Treads are very high value against fear and silence.
          • Do not stand in Dark Wind bounce paths with allied units nearby.
          • If Drain starts and you cannot finish him, leave its tether instead of feeding healing.
          • Crowstorm turns close terrain into his fight, not yours.
          BuyMercury's TreadsBanshee's VeilQuicksilver Sash
        • Gangplank

          GangplankEven

          Gangplank's sustained physical damage and Remove Scurvy heal make him sturdy, but he lacks a hard answer if Evelynn catches him without space.

          Watch for Remove Scurvy: clears Evelynn's slow and heals through the burst window that should finish him.

          How to beat

          Do not rely on Agony's Embrace slow as the only way to keep him close; he can cleanse it and run with Raise Morale. Trade after Parrrley is used or when he is away from minions, then commit if Remove Scurvy is down or if you can still finish through the heal.

          Later Gangplank becomes a better sustained side-lane duelist with crit and on-hit pressure, while Evelynn is more useful finding backline picks. In teamfights, avoid wasting your slow on him before Remove Scurvy and look for carries caught in Cannon Barrage chaos.

          • Parrrley poke can decide the duel before you ever reveal.
          • Remove Scurvy does not stop your damage, but it can erase the slow timing.
          • Do not fight inside Cannon Barrage if he can kite through it.
          • Armor is more useful here than magic resist.
          BuyNinja TabiRanduin's OmenSeeker's Armguard
        • Garen

          GarenUnfavoured

          Garen's silence, durability, and execute make him favored when Evelynn has to stay in melee range.

          Watch for Decisive Strike: silences Evelynn at the start of the trade and stops her from casting through Garen's burst window.

          How to beat

          Do not let Garen start with Decisive Strike for free; kite at the edge of melee and wait for him to spend the speed boost. After Judgment ends, take a short trade with Hate Spike and Ravage, then leave before Demacian Justice becomes lethal.

          Later Garen wins most side-lane duels because he can absorb burst and threaten execute, while Evelynn is stronger attacking softer targets in teamfights. Keep his passive down with light poke if you must match him, but do not make him your primary late-game target.

          • If Decisive Strike is glowing, wait out the silence threat.
          • Do not stand in full Judgment duration after your spells are used.
          • Demacian Justice punishes close low-health outplays; disengage earlier.
          • Breaking Perseverance matters before any serious all-in.
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        • Gragas

          GragasUnfavoured

          Gragas is too bulky for Evelynn to burst cleanly and can break her all-in with Body Slam or Explosive Cask.

          Watch for Body Slam stops your chase, slows you, and gives Gragas room to land Barrel Roll or disengage.

          How to beat

          Approach from camouflage at an angle so Barrel Roll is not already under your feet, then poke with Hate Spike until he spends Body Slam. Commit only after Body Slam misses or is used forward; save Agony's Embrace for after he tries to kite, not as your opener.

          Later Gragas is stronger in front-to-back fights because Explosive Cask can ruin your flank, while Evelynn is better at finding him alone before he groups. In side lane he usually survives unless already chunked, so play for vision denial and force him to use Cask defensively.

          • Do not stand between Gragas and his tower after level 6; Explosive Cask can throw you out of kill range.
          • If he channels Drunken Rage in vision, use that immobile window to start the trade.
          • Body Slam collision reveals your engage timing, so approach from side brush or fog rather than straight down lane.
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        • Heimerdinger

          HeimerdingerEven

          Evelynn can kill Heimerdinger if she reaches him cleanly, but his turret nest and grenade punish predictable melee entries.

          Watch for CH-1 Concussion Grenade stuns you if it hits the center, turning your stealth flank into turret damage and rockets.

          How to beat

          Do not fight him inside multiple H-28G Evolution Turrets unless he is already low. Circle outside turret range, force Hextech Micro-Rockets or grenade, then use Dark Frenzy movement and Ravage once the stun threat is down.

          Later Heimerdinger is stronger when defending grouped objectives, while Evelynn is better at catching him during rotations. In side lane, clear the turret setup first or leave; in teamfights flank from behind so his grenade has to choose between you and your frontline.

          • If rockets are fired with no other nearby target, expect them to pick you as you enter.
          • Killing one turret before committing changes the duel more than landing an extra Hate Spike.
          • Do not chase through fresh turrets after his first cooldown rotation; reset and re-enter from camouflage.
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        • Janna

          JannaFavoured

          Janna lacks the damage to duel Evelynn, but her disengage can deny the kill if Evelynn commits into every peel spell at once.

          Watch for Monsoon knocks you away and heals through your burst window, resetting the fight.

          How to beat

          Hold close enough to threaten Ravage but do not spend Agony's Embrace before she uses Eye Of The Storm or Howling Gale. Bait Monsoon with an initial trade, then re-enter with Dark Frenzy movement once the knockback is gone.

          Later Janna almost never wants the side-lane duel and loses it if caught alone, but she is much better in teamfights because she denies assassins. Evelynn should avoid front-entry engages and look for Janna after she has used Monsoon on someone else.

          • Do not run in a straight line through charged Howling Gale; it buys enough time for her to escape.
          • Eye Of The Storm can make her return autos matter early, so keep the trade spell-based.
          • If Monsoon is down, she has no real answer to a second camouflage entry.
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        • Jarvan IV

          Jarvan IVUnfavoured

          Jarvan's armor, shields, and guaranteed arena make it difficult for Evelynn to choose the length of the duel.

          Watch for Cataclysm traps you in melee range and removes the option to kite out after your first burst.

          How to beat

          Stay just outside Demacian Standard plus Dragon Strike engage range and poke with Hate Spike only when he cannot immediately flag-and-drag. If he misses the knockup, trade briefly and leave before Martial Cadence plus Golden Aegis turn the fight; commit only when Cataclysm is down or he is already low.

          Later Jarvan is stronger in side-lane all-ins and in teamfights because his initiation exposes Evelynn's flank. Evelynn should pressure softer targets and punish Jarvan after he uses Cataclysm on her frontline.

          • Do not open with Ravage while his E-Q combo is ready; he can answer with armor shred and knockup.
          • Agony's Embrace is best after Golden Aegis, not into the shield.
          • If he ults defensively, walk the arena edge and keep Hate Spike firing instead of panic-flashing immediately.
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        • Jax

          JaxUnfavoured

          Jax outscales Evelynn in a pure melee duel and his Counter Strike reduces the value of staying close during the all-in.

          Watch for Counter Strike dodges your basic attacks, reduces area damage, and threatens a stun when you need to keep chasing.

          How to beat

          Do not commit during Counter Strike; tag him with Hate Spike and back out until the stun lands or expires. Fight in short bursts before his Grandmaster's Might attack-speed stacks build, then use Agony's Embrace to slow his re-engage or finish after Counter Strike is gone.

          Later Jax wins the side lane decisively once finished and forces Evelynn to avoid isolated extended fights. In teamfights, Evelynn should ignore him unless he has already spent Counter Strike and dive the backline instead.

          • If Jax starts Counter Strike before Leap Strike, keep moving away rather than trading into it.
          • Ravage after Counter Strike, not before, so he cannot stun through your best damage window.
          • Do not chase him through minions if Leap Strike can reset distance to an ally or ward.
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        • Karthus

          KarthusFavoured

          Karthus is fragile and cannot stop Evelynn from reaching him unless Wall of Pain lands early.

          Watch for Wall of Pain slows you and lowers your resistances, letting Defile and Lay Waste win a fight you should have ended quickly.

          How to beat

          Enter from the side so Wall of Pain does not cover your whole path. Once he casts it, either wait it out or cross decisively with Dark Frenzy movement, then stay tight to him so Lay Waste is harder to isolate for full value.

          Later Evelynn still wins the side-lane duel, but Karthus contributes heavy damage after death and with Requiem in teamfights. Kill him away from your low-health allies, then leave Death Defied range instead of standing in Defile.

          • Do not finish him at low health if Icathian-style cleanup is not the issue; Death Defied still lets him cast after dying.
          • Stay close enough that Lay Waste hits shared targets rather than isolated single-target damage.
          • If he starts Requiem in front of you, Ravage or burst him immediately; he cannot reposition during the channel.
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        • Kassadin

          KassadinUnfavoured

          Kassadin resists Evelynn's magic damage, silences her burst chain, and can Riftwalk out of bad trades.

          Watch for Null Sphere silences you, interrupting the spell cadence that keeps Dark Frenzy movement and Hate Spike pressure going.

          How to beat

          Do not start the duel by eating Null Sphere at max range; approach from camouflage and force him to cast it defensively. Trade after the silence ends, keep enough distance to avoid repeated Riftwalk damage, and commit only if he has spent Riftwalk forward or stacked it too expensive to continue.

          Later Kassadin becomes the stronger side-lane duelist and is harder to catch once Riftwalk has low cooldown. Evelynn should punish his team before he arrives or force him to use Riftwalk defensively, then collapse with allies.

          • His passive directly reduces much of your damage, so a fair full-health duel is worse than it looks.
          • If he Riftwalks forward first, Agony's Embrace can punish the landing zone before he chains another cast.
          • Do not rely on one burst rotation through Null Sphere and Void Stone; plan for a second entry.
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        • Katarina

          KatarinaEven

          Both assassins can kill the other quickly, but Evelynn has to preserve a way to interrupt or leave Death Lotus range.

          Watch for Death Lotus punishes you for staying in melee after your burst if you cannot stop or escape the channel.

          How to beat

          Open from camouflage only when Shunpo will not put her onto a nearby minion or ally for free spacing. Use Agony's Embrace to slow her before Death Lotus or to force her to cancel by losing range, then keep moving while Hate Spike fires.

          Later Katarina is more explosive in messy teamfights if resets start, while Evelynn is better at choosing the first target. In side lane the duel stays execution-based; in fights, hit Katarina before she enters or save damage for when she commits to Death Lotus.

          • Do not spend every cooldown before Death Lotus; she wins if you stand still afterward.
          • If she Shunpos to you first, immediately kite backward so Sinister Steel and Death Lotus do not get full duration.
          • Her reset passive does nothing in the isolated duel until someone dies, so judge the first rotation honestly.
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        • Kayle

          KayleUnfavoured

          Kayle can kite Evelynn with Reckoning and Divine Blessing, then deny the kill window with Intervention.

          Watch for Intervention makes Kayle immune during your burst, wasting Ravage and Agony's Embrace if you commit too early.

          How to beat

          Do not unload everything into her first health drop; force Intervention with Hate Spike and Ravage pressure, then back off for its duration. Re-enter as it expires, preferably after Reckoning has already been used, because that slow controls whether you ever stick to her Righteous Fury range.

          Later Kayle usually wins sustained side-lane fights and is more valuable in grouped fights because Intervention can save your target. Evelynn should bait the ultimate on a frontliner or threaten Kayle herself before diving anyone else.

          • Track Righteous Fury uptime; when it is down, she is much easier to punish.
          • If Reckoning hits before you engage, delay the all-in rather than crawling through ranged autos.
          • Agony's Embrace after Intervention is far stronger than before it.
          BuyMercury's TreadsBanshee's VeilZhonya's Hourglass
        • Kennen

          KennenUnfavoured

          Kennen's ranged poke, mobility, and layered stuns make it hard for Evelynn to stick without being locked down.

          Watch for Slicing Maelstrom stacks Mark of the Storm around him and can stun you during your melee all-in.

          How to beat

          Avoid entering while you already have a Mark of the Storm, because Electrical Surge can convert it into a stun. Bait Lightning Rush first, then commit from the side with Agony's Embrace after he has fewer tools to escape or stack marks quickly.

          Later Kennen is much stronger in teamfights if Evelynn dives into his ultimate, while Evelynn has better pick threat before formations start. In side lane he can kite and stun her unless Lightning Rush is down, so force that cooldown before revealing.

          • One mark changes the fight; two marks means stop chasing unless he is killable immediately.
          • Do not fight inside Slicing Maelstrom just to finish Ravage damage.
          • If Lightning Rush is used to farm or escape another threat, that is your clean entry window.
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        • Kog'Maw

          Kog'MawFavoured

          Kog'Maw deals huge sustained damage if protected, but alone he has too little peel to stop Evelynn's burst.

          Watch for Void Ooze slows your approach and lets Bio-Arcane Barrage shred you before you reach melee.

          How to beat

          Approach from an angle that avoids the full Void Ooze trail, then close immediately once it misses or is placed behind him. Save Agony's Embrace for after he turns on Bio-Arcane Barrage so the slow keeps him inside your kill range.

          Later Kog'Maw outdamages almost everyone in protected teamfights, but he still loses isolated side-lane fights if Evelynn reaches him. Evelynn's job late is not to duel through his frontline; she must flank after peel cooldowns are used or force him to walk without vision.

          • Do not chase in a straight line through Void Ooze; the slow gives him too many W autos.
          • Living Artillery revealing you matters before the fight, so change paths after being tagged.
          • After killing him, immediately leave Icathian Surprise range instead of finishing nearby minions.
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        • Lee Sin

          Lee SinUnfavoured

          Lee Sin reveals Evelynn, beats her in early melee trades, and can kick her out of the only range where she deals damage.

          Watch for Tempest reveals you and removes the surprise value of Shadow Walk before the duel starts.

          How to beat

          Do not path directly through him when Tempest is available; make him spend it on a wave, camp, or guessed reveal first. If Sonic Wave misses, you can take a short trade, but leave before Flurry autos and Iron Will sustain turn it into an extended brawl.

          Later Lee Sin falls off harder in pure damage, but Dragon's Rage still ruins Evelynn's teamfight entry. In side lane Evelynn can win later if she dodges Sonic Wave, while in fights she should wait until Lee uses kick or Safeguard before diving carries.

          • If Tempest hits you in camouflage, reset the approach instead of forcing a visible engage.
          • Dodging Sonic Wave is the difference between a trade and a lost duel.
          • Do not stand where Dragon's Rage can kick you through your own team and reveal the flank.
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        • Leona

          LeonaEven

          Leona rarely kills Evelynn quickly by herself, but her chain crowd control and resistances can make Evelynn waste too much time to finish her.

          Watch for Shield of Daybreak stuns you in melee range and lets Leona chain Zenith Blade or Solar Flare before you can disengage.

          How to beat

          Do not start with a point-blank Ravage unless Shield of Daybreak is down. Kite around her with Hate Spike, let Eclipse expire, then commit after she misses Zenith Blade or uses Solar Flare too early.

          Later Leona is not a side-lane threat alone, but she is far stronger in teamfights because her crowd control exposes Evelynn for her team. Evelynn should avoid diving through Leona and instead flank around her engage angle.

          • Eclipse is the timer; fighting into its resistances makes her look unkillable.
          • If Zenith Blade misses, she has no good way to force you to stay except Flash or ultimate.
          • Mercury's Treads matter more for escaping her chain than for reducing her damage.
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        • Lulu

          LuluEven

          Lulu is fragile enough to kill, but Whimsy and Wild Growth can completely deny Evelynn's burst timing.

          Watch for Whimsy disables or speeds away from you, taking away the short window where Evelynn needs to cast and stick.

          How to beat

          Approach from camouflage without using Agony's Embrace first; you need to see whether she answers with Whimsy or Help, Pix!. Once Whimsy is down, commit hard and hold damage through Wild Growth's knockup if possible, then finish after the bonus health stops buying time.

          Later Lulu is much weaker in isolated side lane but much stronger grouped because she turns your assassination target into a trap. Evelynn should pressure her before fights or wait until Wild Growth is forced on someone else.

          • Do not Ravage into instant Whimsy if you can bait it with Hate Spike first.
          • Glitterlance from Pix can come from a different angle after Help, Pix!, so watch both positions.
          • Wild Growth's knockup punishes standing directly on top of her target; approach from the edge of your ultimate range.
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        • Lux

          LuxEven

          Evelynn wins if she dodges Light Binding, but Lux can delete or escape her if the root lands before the all-in.

          Watch for Light Binding roots you long enough for Lucent Singularity and Finales Funkeln to land together.

          How to beat

          Approach from diagonal fog angles so Light Binding cannot be aimed down an obvious line. If she misses Q, commit immediately with Dark Frenzy movement and Agony's Embrace; if it hits, do not keep walking through her full combo unless she is already dead.

          Later Lux is poor in side-lane duels without vision, but her teamfight range makes blind approaches dangerous. Evelynn should sweep flanks, wait for Light Binding to be used, then dive before Prismatic Barrier can cover the whole team.

          • Minions can block the first Light Binding target; use them to narrow her clean shot.
          • Lucent Singularity slow makes a missed Q less punishable if you walk through its center.
          • Finales Funkeln is easiest for her after root, so your dodge priority is Q first, beam second.
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        • Malphite

          MalphiteUnfavoured

          Malphite's shield, armor-based damage, attack-speed slow, and unstoppable engage make him too durable for Evelynn to duel cleanly.

          Watch for Unstoppable Force knocks you up and guarantees Malphite's full rotation before you can kite or finish your burst.

          How to beat

          Break Granite Shield with Hate Spike before committing, then back away until it cannot refresh for free. Avoid all-ins while Unstoppable Force is ready unless he is already low; after he ults, use Agony's Embrace defensively to slow his follow-up and disengage.

          Later Malphite is stronger in teamfights because his engage can start on Evelynn or peel her off a carry, and he is hard to kill in side lane. Evelynn should ignore him as a primary target and attack the backline after he spends Unstoppable Force.

          • Do not waste Ravage into a fresh Granite Shield unless you are forcing a short trade only.
          • Ground Slam matters less for your spells, but the damage plus slow keeps you in his Sunfire-style range.
          • If Seismic Shard steals your movement speed before you reveal, delay the engage and re-path.
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        • Malzahar

          MalzaharUnfavoured

          Malzahar wins the clean duel if Nether Grasp is available because Evelynn has to enter his cast range and cannot move or burst while suppressed on Null Zone.

          Watch for Nether Grasp suppresses you in place and lets Null Zone and Malefic Visions finish the trade before you can reset.

          How to beat

          Do not open by walking straight into 550 range unless you know his ultimate is down. Hover just outside his cast range, make him spend Call of the Void or Malefic Visions on the wave, then commit with Ravage and Agony's Embrace before he can kite backward. If he holds Nether Grasp, treat the duel as unwinnable without Quicksilver Sash or help.

          Later Finished Malzahar is much stronger in grouped fights because one suppression can delete Evelynn through her engage. In side lane he is vulnerable when Nether Grasp is down, but otherwise Evelynn should flank fights, force his ult on someone else, or buy cleanse tech before diving him.

          • Do not fight him inside Null Zone after he starts Nether Grasp.
          • Voidling damage matters in extended trades, so keep the fight short.
          • Call of the Void missing is your best window to approach without being silenced first.
          • Quicksilver Sash changes the matchup more than raw damage does.
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        • Master Yi

          Master YiEven

          Evelynn can burst Master Yi before he ramps, but if he dodges key damage with Alpha Strike or survives into Highlander autos, he runs her down.

          Watch for Alpha Strike can dodge Agony's Embrace or Hate Spike damage and reappear on top of you.

          How to beat

          Hold Agony's Embrace until after Alpha Strike unless he is already locked into attacking you. Kite with Hate Spike at the edge of melee range, then Ravage once Alpha Strike is spent and he cannot avoid the burst. If he starts Meditate early, stop committing damage into the reduction and reposition for the recast window.

          Later Finished Yi wins longer side-lane fights and ignores your slow during Highlander, while Evelynn is better at picking him before he presses R. In teamfights, wait for Alpha Strike to land, then burst him with teammates instead of dueling through resets.

          • Agony's Embrace slow does nothing while Highlander is active.
          • Do not dump your full combo into Meditate's damage reduction.
          • If Alpha Strike is used on minions, punish the landing spot immediately.
          • Short trades favor Evelynn; repeated autos favor Yi.
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        • Miss Fortune

          Miss FortuneFavoured

          Miss Fortune has high channel damage but no hard escape, so Evelynn wins if she reaches her from camouflage and does not stand in Bullet Time.

          Watch for Bullet Time punishes a straight chase or a bad all-in by forcing you to eat the full cone while closing.

          How to beat

          Approach from the side, not through the minion line, so Double Up and Bullet Time are harder to aim. Bait Make It Rain, then use the slow ending as the moment to commit with Ravage and Agony's Embrace. If she channels Bullet Time, step out of the cone before continuing the kill.

          Later Miss Fortune contributes more front-to-back teamfight damage, but she remains fragile in side lanes and rotations. Evelynn should flank from fog, force her to cancel Bullet Time, and kill her before Impure Shots stacks matter.

          • Do not stand behind a low minion where Double Up can bounce into you.
          • A side angle makes Bullet Time much weaker than a frontal engage.
          • Make It Rain spent on waveclear is your entry window.
          • Her Strut falls off as soon as you tag her with Hate Spike.
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        • Morgana

          MorganaEven

          Morgana can deny Evelynn's magic burst and crowd control with Black Shield, but she dies if Dark Binding misses and the shield breaks early.

          Watch for Black Shield absorbs your magic damage and blocks the slow from Agony's Embrace while it holds.

          How to beat

          Do not open with your full combo into a fresh Black Shield. Walk at an angle to bait Dark Binding, use Hate Spike to chip or break shield, then commit with Ravage once Binding is down. If she starts Soul Shackles, either finish instantly or leave tether range before the second hit stuns.

          Later Morgana is stronger in grouped fights because Black Shield protects carries from Evelynn's pick pattern. Evelynn can still win side-lane duels when Binding misses, but late fights are about flanking after Black Shield is used on someone else.

          • Dark Binding missing is the clearest green light in the matchup.
          • Black Shield can make Agony's Embrace feel wasted if you cast too early.
          • Do not chase through Tormented Soil during Soul Shackles.
          • If she shields herself before you reveal, wait it out instead of forcing.
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        • Nasus

          NasusUnfavoured

          Nasus outlasts Evelynn with lifesteal, Wither, and Fury of the Sands unless she is far enough ahead to burst him before his ultimate takes over.

          Watch for Wither removes your ability to disengage and lets Nasus keep you inside Fury of the Sands.

          How to beat

          Keep the fight short and do not chase through his ultimate. Poke with Hate Spike from just outside melee, bait Wither, then back away until it falls before re-entering. Commit only when Fury of the Sands is down or when he is already low enough for Agony's Embrace to finish.

          Later Finished Nasus owns the side lane against Evelynn and becomes too durable for a solo pick. Evelynn should avoid matching him alone, pressure his backline in teamfights, and use slows to peel him rather than trying to kill him first.

          • If he ults at high health, leave; that is not your kill window.
          • Wither turns failed burst into a lost duel.
          • Do not fight on Spirit Fire if you are taking repeated Siphoning Strike hits.
          • Agony's Embrace is better used to disengage than to start when he has R.
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        • Nidalee

          NidaleeEven

          Evelynn wins if she dodges the spear and catches Nidalee before she can kite through brush, but marked or trapped Evelynn loses to cougar burst and resist shred.

          Watch for Bushwhack reveals you and reduces your Armor and Magic Resist, ruining the camouflage approach and making cougar all-in lethal.

          How to beat

          Do not path through obvious trap lines around brush and jungle entrances. Approach from a side angle, dodge Javelin Toss first, then commit while her human-form cooldowns are down. If she swaps to cougar to fight, kite backward with Hate Spike until Pounce is spent, then Ravage on her landing.

          Later Nidalee is stronger at poke and siege, while Evelynn is better at forcing picks when Nidalee misses spear. In side lane the duel stays skill-based, but Evelynn must respect traps because one reveal removes her main advantage.

          • A trap proc is usually a reason to disengage, not fight harder.
          • Do not chase Nidalee through brush unless you know Pounce is down.
          • Long spear hit before the duel flips it heavily against Evelynn.
          • Human E heal can buy enough time for cougar cooldowns, so finish quickly.
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        • Nunu & Willump

          Nunu & WillumpEven

          Nunu is hard for Evelynn to kill because Ice Blast and Consume stretch the fight, but he also lacks the damage to reliably finish her alone if Absolute Zero is avoided.

          Watch for Absolute Zero forces you to either leave its radius or take the one burst window that lets Nunu win.

          How to beat

          Stay close enough to trade with Hate Spike but far enough that you can step out when he begins Absolute Zero. Bait Ice Blast before committing, because the attack-speed and movement slow makes your chase weak. Fight away from minions and monsters when possible so Consume cannot reset his health mid-duel.

          Later Nunu is more valuable in grouped fights by enabling carries with Blood Boil and zoning with Absolute Zero. Evelynn rarely needs to duel him late; she should ignore him, flank the carry he is buffing, and interrupt or leave his ultimate channel.

          • Do not duel him next to a jungle camp if Consume is up.
          • Agony's Embrace can help you exit Absolute Zero instead of finishing the all-in.
          • Ice Blast spent on poke gives you a short chase window.
          • He wins by wasting your time, not by bursting first.
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        • Olaf

          OlafUnfavoured

          Olaf beats Evelynn in an honest duel because Ragnarok ignores her slow, Reckless Swing cuts through defenses, and low-health Berserker Rage makes extended fights worse.

          Watch for Ragnarok makes him immune to Agony's Embrace slow and lets him run straight through your disengage.

          How to beat

          Do not commit into a healthy Olaf with Ragnarok available. Harass with Hate Spike from max range, bait Undertow, and disengage if he picks up the axe for repeated slows. Only all-in after Ragnarok ends or when he is already too low to benefit from Vicious Strikes and Berserker Rage.

          Later Finished Olaf wins the side lane and can force Evelynn out of any isolated fight. In teamfights, Evelynn should avoid being his first target and instead wait until Ragnarok is spent before peeling or diving the backline.

          • Agony's Embrace slow does not save you during Ragnarok.
          • Reckless Swing makes resistance-only answers unreliable.
          • Do not fight him at low health unless you can kill immediately.
          • Repeated Undertow pickups mean the chase is already lost.
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        • Pantheon

          PantheonUnfavoured

          Pantheon's point-click stun and front-loaded physical burst punish Evelynn before she can finish her own rotation.

          Watch for Aegis of Zeonia stuns you long enough for Heartseeker Strike and Spear Shot to land before you can kite.

          How to beat

          Track Aegis Protection and avoid wasting Ravage into the block if his shield is ready. Hover outside Aegis of Zeonia range until he uses Spear Shot or commits to another target, then trade quickly and leave before the second Spear Shot. If he stuns first, use Agony's Embrace defensively after the burst to slow his follow-up.

          Later Pantheon falls off harder than many duelists, but he can still delete Evelynn if he catches her with stun first. Evelynn becomes better at assassinating carries, while Pantheon is more about picks and Grand Skyfall angles; do not take the isolated fight on his terms.

          • His passive can block one Ravage hit, so watch the shield before engaging.
          • Do not stand in Heartseeker Strike after Aegis of Zeonia.
          • If he uses Grand Skyfall to enter a fight, his duel cooldowns are still dangerous on landing.
          • Armor is more valuable here than extra damage if he is snowballing.
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        • Rammus

          RammusUnfavoured

          Rammus is a poor target for Evelynn because Puncturing Taunt forces attacks into Defensive Ball Curl while his resistances blunt her burst.

          Watch for Puncturing Taunt makes you attack Rammus during Defensive Ball Curl and removes your ability to kite or choose targets.

          How to beat

          Do not duel him while Defensive Ball Curl is active. Bait Powerball or Taunt, back away, then use the cooldown window to escape or chip with Hate Spike rather than hard committing. In real games, pass him and attack his carries unless he has already used Taunt.

          Later Rammus remains much better in direct engages and can lock Evelynn out of assassinations. Evelynn does not win the side-lane duel cleanly when he has armor and MR; in teamfights she should wait for Taunt on another target before entering.

          • Defensive Ball Curl is your signal to stop attacking, not burst harder.
          • Taunt can pull you out of a flank before you reach the carry.
          • Powerball missing is useful mostly for escape, not a guaranteed kill.
          • Tremors makes standing near him a losing extended trade.
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        • Ryze

          RyzeUnfavoured

          Ryze wins if he survives the first burst because Rune Prison guarantees his combo and Desperate Power gives him spell vamp and movement to continue the fight.

          Watch for Rune Prison roots you in his spell range and guarantees Overload plus Spell Flux damage while you cannot disengage.

          How to beat

          Do not reveal inside his full combo range unless you can kill through the first rotation. Bait Rune Prison by stepping in and out of range, then commit during its cooldown with Agony's Embrace first to keep him from spacing. If he activates Desperate Power early, back off and re-engage after the spell-vamp window ends.

          Later Finished Ryze is a stronger side-lane duelist and a dangerous grouped battlemage. Evelynn should avoid fair late duels, flank after Rune Prison is used, or buy spell-shield/cleanse tools before trying to assassinate him.

          • Rune Prison is targeted, so dodging is about range, not sidestepping.
          • Do not fight through Desperate Power unless he is already killable.
          • Spell Flux MR shred makes extended magic trades worse for you.
          • Banshee's Veil can block the root and create a real engage window.
          BuyBanshee's VeilQuicksilver SashMercury's Treads
        • Shaco

          ShacoEven

          The duel depends on vision and patience: Evelynn can burst Shaco if Deceive and boxes are managed, but Shaco wins if she chases into Jack In The Box or hits the clone.

          Watch for Jack In The Box fears you during the chase and gives Shaco time to backstab or escape.

          How to beat

          Do not follow Shaco into fog or brush without revealing the path. Let him use Deceive first if possible, then punish the landing with Agony's Embrace and Ravage before he can reset behind boxes. When Hallucinate appears, stop dumping damage until you identify the real Shaco by movement and damage taken.

          Later Shaco is better at split pressure and trap control, while Evelynn is more reliable in direct teamfight flanks. In side lanes neither wants a fair duel without setup; Evelynn should use true sight and force fights away from prepared boxes.

          • A box fear usually means the duel has become Shaco-favored.
          • Do not use your full combo on the Hallucinate clone.
          • If Deceive is down, Shaco is much easier to pin with Agony's Embrace.
          • Camouflage does not protect you from walking into prepared traps.
          BuyTwin ShadowsFeral FlareSightstone
        • Shen

          ShenUnfavoured

          Shen outlasts Evelynn with shields, sustain, and taunt, while Evelynn struggles to kill him before his cooldowns cycle again.

          Watch for Shadow Dash taunts you and forces you to spend your burst window attacking Shen instead of kiting or disengaging.

          How to beat

          Bait Shadow Dash sideways before committing; if he lands it, the trade is usually his. Use Hate Spike to chip through Feint, then Ravage only after the shield falls. If Stand United is available, be ready to cancel your chase because he may turn the map rather than finish the duel.

          Later Shen is stronger in side lane because he can hold Evelynn and still join fights with Stand United. Evelynn should not waste time trying to kill him late; pressure fog around his backline and punish his team when he ults away or uses Shadow Dash defensively.

          • Do not Ravage into Feint unless you only need to break shield.
          • Shadow Dash missing is your only clean duel window.
          • Vorpal Blade sustain makes slow poke less effective than short burst cycles.
          • If he channels Stand United, decide quickly whether you can kill before the shield saves him.
          BuyMercury's TreadsSpirit Visage
        • Singed

          SingedUnfavoured

          Singed wins most extended duels because Fling and Mega Adhesive keep Evelynn in Poison Trail while Insanity Potion outstats her burst.

          Watch for Fling throws you behind Singed into Poison Trail and turns your chase into his damage pattern.

          How to beat

          Do not chase directly behind him. Approach from the side, bait Fling, and only commit when Mega Adhesive is down or placed poorly. If he activates Insanity Potion, disengage with Agony's Embrace slow and wait it out instead of fighting through the stat boost.

          Later Finished Singed wins side-lane attrition and forces Evelynn to waste too much time chasing. Evelynn is better used finding carries before Singed starts the fight, then leaving his poison zone rather than trying to duel him front-to-back.

          • Following Poison Trail is the matchup trap.
          • Mega Adhesive can keep you in range for Fling even after you slow him.
          • Insanity Potion turns close fights into losing extended trades.
          • Hit from angles, not from the lane directly behind him.
          BuyBoots of SwiftnessSpirit VisageBanshee's Veil
        • Sion

          SionUnfavoured

          Sion's targeted stun, shield burst, and Cannibalism sustain make him difficult for Evelynn to kill before he turns the fight with autos.

          Watch for Cryptic Gaze stuns you long enough for Death's Caress detonation and empowered attacks to swing the duel.

          How to beat

          Try to break or wait out Death's Caress before committing Ravage. Stay just outside Cryptic Gaze range until he uses it, then use your full combo during the cooldown window. If Cannibalism starts and he can keep autoing, disengage unless anti-heal is available and he is already low.

          Later Finished Sion is stronger in direct side-lane duels because lifesteal and stun punish Evelynn's melee commitment. Evelynn should avoid him in front-to-back fights and pick targets away from his Cannibalism aura and point-click stun.

          • Death's Caress is both shield and damage; respect the detonation timer.
          • Cryptic Gaze is targeted, so range control decides the engage.
          • Cannibalism makes half-hearted all-ins bad for Evelynn.
          • Anti-heal matters only if you are actually forced to duel him.
          BuyQuicksilver SashMercury's TreadsMorellonomicon
        • Sivir

          SivirEven

          Evelynn can kill Sivir if Spell Shield is baited first, but Sivir can block the key spell and kite with On The Hunt if Evelynn commits too early.

          Watch for Spell Shield blocks one Evelynn ability and can deny the Agony's Embrace slow or a key burst spell.

          How to beat

          Open with a low-commitment Hate Spike or movement pressure to draw Spell Shield, then wait it out before using Agony's Embrace. Avoid standing in the full return path of Boomerang Blade while closing. If she casts On The Hunt, use your ultimate slow after her shield is gone or disengage until the speed window fades.

          Later Sivir is much stronger in grouped fights because On The Hunt starts team engages and Spell Shield can block the assassination opener. Evelynn can still win isolated fights from fog, but late she should flank after Spell Shield is down rather than reveal into it.

          • Do not throw Agony's Embrace into a ready Spell Shield.
          • Boomerang Blade hurts most when you eat both passes in a straight line.
          • On The Hunt can turn a pick attempt into a chase against you.
          • Her short range makes side-angle camouflage approaches strong.
          BuyZhonya's HourglassNinja Tabi
        • Skarner

          SkarnerUnfavoured

          Skarner is too durable for Evelynn to burst cleanly, and if he reaches her he can lock her down long enough to win the extended fight.

          Watch for Impale suppresses Evelynn and removes her ability to kite or finish her burst window.

          How to beat

          Stay just outside melee and make him spend Crystalline Exoskeleton before you commit; if the shield is up, his speed lets him force the fight. Poke with Hate Spike while backing away, then re-enter only when his shield has broken and Impale is unavailable or wasted. Do not stand in sustained Crystal Slash range unless he is already low enough to die to Ravage plus Agony's Embrace.

          Later Skarner wins the side lane if he can force a long chase, while Evelynn is more valuable finding backline angles before he can peel. In teamfights, do not be the first champion he sees; flank after Impale is used or force him to choose between suppressing you and protecting his carries.

          • Breaking Crystalline Exoskeleton matters more than damaging his health bar early.
          • If he walks at you with shield active, kite first and trade second.
          • Agony's Embrace is best used after Impale, not before, unless it guarantees disengage.
          • Do not fight him in a minion wave where repeated basic attacks fuel Energize.
          BuyQuicksilver SashBanshee's VeilMercury's Treads
        • Sona

          SonaFavoured

          Sona is fragile enough that Evelynn can kill her through aura buffs if Crescendo is avoided or already down.

          Watch for Crescendo stuns Evelynn in place and buys Sona enough time for allies or a retreat.

          How to beat

          Approach from camouflage at an angle rather than straight down the lane, because Sona's only real answer is landing Crescendo as you enter. Bait an aura cast or Power Chord timing, then commit with Agony's Embrace to slow her before she can kite with Song of Celerity. If Crescendo is down, stay on top of her and finish quickly instead of trading poke.

          Later Sona should not be dueling Evelynn late; she matters by grouping and turning dives with Crescendo. Evelynn should threaten flanks, force Sona to hold ultimate defensively, and kill her if she is ever warding alone.

          • Wait for Power Chord to be spent if it is glowing before you all-in.
          • Do not line up with her team when diving, or Crescendo turns the pick into a lost fight.
          • Her Aria of Perseverance reduces burst, so extended hesitation favors her escape.
          • A side-angle engage makes Crescendo much harder for her to hit cleanly.
          BuyMercury's TreadsQuicksilver Sash
        • Soraka

          SorakaFavoured

          Soraka can delay Evelynn with Infuse and Wish, but she lacks the damage and mobility to win a clean isolated duel.

          Watch for Infuse silences Evelynn during her burst and can deny Ravage or Agony's Embrace at the critical moment.

          How to beat

          Do not open with every cooldown if Infuse is ready; tag her with Hate Spike and force the silence before committing the full combo. Stay close enough that she cannot simply walk out after Wish, but avoid taking repeated Starcall stacks for free. Once Infuse is gone, Ravage and Agony's Embrace should finish the fight before her next heal cycle matters.

          Later Soraka almost never wants the side-lane duel, and Evelynn wins it unless she lets the fight drag through multiple heals. In teamfights, Soraka's value is saving targets globally and locally, so Evelynn should either kill her first from fog or force Wish before diving a carry.

          • Count Infuse as her real defensive cooldown, not Wish.
          • Starcall becomes dangerous only if you sit beside her after your burst is spent.
          • If she uses Wish early, keep chasing; she has no dash to reset distance.
          • Silence can stop your ultimate, so do not hold Agony's Embrace too long at low health.
          BuyMorellonomicon
        • Taric

          TaricUnfavoured

          Taric's armor aura, heal, stun, and close-range damage make him much better than Evelynn in a fair melee brawl.

          Watch for Dazzle stuns Evelynn and lets Taric force his close-range Shatter and Radiance trade.

          How to beat

          Do not walk straight into melee while Dazzle is ready; make him throw it at max range, then back off during the stun and re-engage after it expires. Use Hate Spike to chip while avoiding a full Shatter trade, and only commit when his heal or stun is down. If he stays healthy, leave the duel and look for a softer target.

          Later Taric remains hard to kill alone because his kit is built to punish melee divers, but he is not a side-lane threat unless Evelynn accepts a slow brawl. In teamfights, ignore him unless he mispositions; wait out Dazzle, then attack the carry he is trying to protect.

          • Max-range Dazzle hurts less, but the stun is still enough to ruin your engage.
          • Shatter's armor makes Ravage less rewarding than it looks.
          • If he holds Dazzle, do not force the fight; make him protect someone else first.
          • His sustain beats your poke if you trade without an exit.
          BuyMercury's TreadsQuicksilver Sash
        • Teemo

          TeemoEven

          Evelynn can burst Teemo if she reaches him cleanly, but blind, poison, Move Quick, and mushrooms punish careless chases.

          Watch for Noxious Trap reveals the path, slows Evelynn, and turns her camouflage engage into a losing chase.

          How to beat

          Approach from unexpected angles and avoid common mushroom lines before revealing yourself. Open with spells rather than relying on basic attacks into Blinding Dart, then use Agony's Embrace to keep him in Ravage range after Move Quick breaks. If he blinds and kites through traps, disengage instead of chasing through poison damage.

          Later Teemo can make side lanes miserable with mushroom control, but Evelynn still kills him if she finds him away from his trap field. In teamfights, Evelynn should enter after traps have been swept or triggered and avoid spending the whole fight walking through his zone just to reach him.

          • Blinding Dart does not stop Hate Spike, so keep casting while blinded.
          • Do not chase in a straight line through his prepared escape path.
          • Breaking Move Quick with any champion damage is the start of the real fight.
          • If he vanishes with Camouflage, use area damage and movement patterns rather than standing still beside likely traps.
          BuyMercury's TreadsBoots of SwiftnessTwin Shadows
        • Tristana

          TristanaUnfavoured

          Tristana has enough range, disengage, and burst displacement to deny Evelynn's melee finish unless Evelynn catches her with Rocket Jump down.

          Watch for Rocket Jump creates distance and slows Evelynn, often ending the only window where Ravage can connect.

          How to beat

          Do not reveal until Rocket Jump has been used or until you can force it with Agony's Embrace immediately. Hold close after the jump if she lands aggressively, but if she jumps away cleanly, reset instead of eating Rapid Fire autos. Commit only when Buster Shot cannot knock you out of lethal range or when she is already slowed and low.

          Later Tristana becomes much harder in side lane as Draw a Bead gives her more space to hit before Evelynn reaches her. In teamfights, Evelynn should flank from fog and force Tristana's jump or ultimate before using the rest of her damage.

          • Rocket Jump down is the matchup's green light.
          • Do not Ravage before she has chosen whether to jump or Buster Shot.
          • Her late range makes front-to-back approaches fail.
          • If she uses Rocket Jump offensively, punish the landing point immediately.
          BuyNinja TabiZhonya's Hourglass
        • Tryndamere

          TryndamereUnfavoured

          Tryndamere survives Evelynn's burst with Undying Rage and then wins the extended melee fight with crits and sustain.

          Watch for Undying Rage denies the kill during Evelynn's burst window and lets Tryndamere turn the fight while she has no cooldowns.

          How to beat

          Never spend everything into him unless Undying Rage is down or you have a clear escape path for its duration. Kite with Hate Spike and Agony's Embrace slow, then disengage while his ultimate is active instead of trying to finish him. Re-enter only after Undying Rage ends and Spinning Slash is unavailable.

          Later Tryndamere wins most side-lane duels and forces Evelynn to answer waves without giving him an all-in. In teamfights, Evelynn should attack his backline or peel him with slows during Undying Rage rather than pretending she can burst him first.

          • His lowest health is often his strongest moment because of Battle Fury and Undying Rage.
          • Save movement cooldowns and slows for the five-second chase after he ults.
          • Do not turn your back inside Mocking Shout range if you need to escape.
          • Spinning Slash down is your only reliable window to reset distance.
          BuyZhonya's HourglassRanduin's OmenNinja Tabi
        • Twisted Fate

          Twisted FateFavoured

          Twisted Fate is fragile and immobile once Pick A Card is handled, so Evelynn can kill him before his sustained spell rotation matters.

          Watch for Gold Card from Pick A Card stuns Evelynn and gives Twisted Fate the spacing to land Wild Cards or escape.

          How to beat

          Watch his card cycle before revealing; if Gold Card is locked, wait it out or force him to throw it before committing. Approach from the side so Wild Cards are harder to line up, then use Agony's Embrace to keep him from walking out after the stun window. Once Pick A Card is down, stay in melee and finish quickly.

          Later Twisted Fate affects the map more than he beats Evelynn in a duel, especially with Destiny revealing her and enabling collapses. Evelynn should punish him when Gate is down and avoid starting picks while Destiny can expose her flank to the whole team.

          • Destiny reveals your setup, so assume the flank is dead while it is active.
          • Gold Card is the only card that should stop your commit.
          • Side-step Wild Cards after the stun rather than chasing directly behind him.
          • If he uses Gate aggressively, meet him at the arrival point from camouflage.
          BuyMercury's TreadsQuicksilver SashBanshee's Veil
        • Twitch

          TwitchEven

          The fight is volatile because both champions can ambush, but Twitch wins if he creates distance and stacks poison before Evelynn finishes him.

          Watch for Venom Cask slows Evelynn and gives Twitch time to stack Deadly Venom for a lethal Expunge.

          How to beat

          Do not chase blindly into Ambush; wait for Twitch to reveal or use detection from allies before committing. Once you reach him, use Agony's Embrace early enough to prevent Venom Cask plus Spray and Pray from spacing you out. If poison stacks are high and he still has Expunge, break off before the execute damage lands.

          Later Twitch is more dangerous in teamfights because Spray and Pray can shred grouped teams while Evelynn is diving. Evelynn should look for him before the fight starts; in side lanes, whoever opens first with the better angle usually wins.

          • Ambush versus Shadow Walk makes patience more valuable than guessing.
          • Do not stand in Spray and Pray's line while chasing through minions or teammates.
          • Count poison stacks; high stacks mean Expunge can finish you even as you retreat.
          • If Venom Cask misses, he is much easier to stick to.
          BuyNinja TabiZhonya's HourglassRanduin's Omen
        • Vayne

          VayneUnfavoured

          Vayne's knockback, invisibility during Final Hour, and Silver Bolts let her outplay Evelynn's melee all-in and win the extended duel.

          Watch for Condemn knocks Evelynn out of Ravage range and can stun her against terrain.

          How to beat

          Fight away from walls whenever possible, because wall Condemn usually decides the duel. Try to bait Tumble or Condemn before committing Agony's Embrace, then stick to her while Final Hour invisibility is unavailable or predictable. If she still has Condemn and open space to kite, do not force the engage.

          Later Vayne becomes a premier side-lane duelist and usually beats Evelynn if both have full kits available. In teamfights, Evelynn should attack from angles that deny wall Condemn and force Vayne's defensive cooldowns before committing fully.

          • Never path between Vayne and a wall during the first second of the fight.
          • Final Hour Tumble can break your target tracking; hold damage until she reappears if needed.
          • Agony's Embrace is strongest after Condemn, not before it.
          • If she tumbles forward, punish immediately before she resets spacing.
          BuyNinja TabiZhonya's HourglassRanduin's Omen
        • Veigar

          VeigarEven

          Evelynn kills Veigar if she dodges Event Horizon, but one cage into Primordial Burst can delete her before she finishes the dive.

          Watch for Event Horizon stuns Evelynn at the cage edge and sets up Dark Matter plus Primordial Burst.

          How to beat

          Approach from camouflage but do not run straight through the cage edge; wait for Event Horizon or enter from a close angle where you can stop before touching the wall. If he misses or wastes the cage, commit immediately with Agony's Embrace and Ravage. Avoid letting him cast Primordial Burst after stacking your AP against you unless you can finish first.

          Later Veigar's burst scales hard and makes face-check dives dangerous, but he remains vulnerable when Event Horizon is down. Evelynn should flank after the cage is used in teamfights, not start the engage through it.

          • The cage edge matters more than the center; do not panic-walk into the stun.
          • If Event Horizon is down, he is one of your cleanest mage kills.
          • Banshee's Veil can force him to spend a spell before the real combo.
          • His ultimate punishes AP-heavy Evelynn more than bruiser builds.
          BuyBanshee's VeilMercury's TreadsQuicksilver Sash
        • Warwick

          WarwickUnfavoured

          Warwick's suppression and self-healing make him favored in a direct duel that lasts beyond Evelynn's first burst.

          Watch for Infinite Duress suppresses Evelynn while Warwick heals through the trade and applies heavy single-target damage.

          How to beat

          Do not start a fair melee fight unless Infinite Duress is down or you have enough burst to finish immediately after it. Poke with Hate Spike and use Agony's Embrace as a disengage slow if he turns on you with Blood Scent. If he ults first and you survive, kite out Hunter's Call before re-entering.

          Later Warwick remains the better isolated duelist, especially with healing items, while Evelynn has stronger access to fragile backliners. In teamfights, avoid being his ultimate target; force him to suppress a tank or wait until Infinite Duress is used before diving.

          • Blood Scent makes low-health escapes unreliable, so leave earlier than usual.
          • His Hungering Strike makes small poke trades less valuable.
          • If Infinite Duress is down, his threat drops sharply.
          • Grievous Wounds matters only if you are committing to repeated fights into his sustain.
          BuyQuicksilver SashMercury's TreadsMorellonomicon
        • Wukong

          WukongUnfavoured

          Wukong's burst, clone, and knockup punish Evelynn in melee, and he can waste her damage with Decoy.

          Watch for Decoy makes Evelynn spend damage on the wrong target and lets Wukong reposition for Crushing Blow or Cyclone.

          How to beat

          Do not unload Ravage and Agony's Embrace the instant he stops moving; confirm whether Decoy has been used first. Keep moving after Nimbus Strike so Cyclone does not get full value, and use Hate Spike to track the real Wukong as he exits invisibility. Commit after Decoy or Cyclone is down, otherwise take the short trade and leave.

          Later Wukong is more reliable in teamfights because Cyclone can disrupt multiple targets, while Evelynn needs a cleaner flank. In side lanes he remains favored if he can bait cooldowns with Decoy; Evelynn should force short trades or play for picks elsewhere.

          • A sudden stop after Nimbus Strike often means Decoy is coming.
          • Do not cast your ultimate on the clone unless it also zones the real Wukong's escape.
          • Cyclone beats standing melee trades; step out, then re-enter.
          • His Stone Skin is weaker in true 1v1 than in grouped fights, but his cooldowns still favor him.
          BuyNinja TabiZhonya's Hourglass
        • Zilean

          ZileanEven

          Zilean cannot stand and fight Evelynn, but Time Warp and Chronoshift can deny the kill and turn the duel into a failed chase.

          Watch for Chronoshift revives Zilean after Evelynn's burst, wasting her cooldowns and forcing a second kill.

          How to beat

          Pressure him until he uses Time Warp defensively, then decide whether you can kill before Chronoshift or must back off and wait it out. Do not stack on top of him with Time Bomb attached if you are not finishing the fight. If Chronoshift is cast, stop spending damage unless you can safely remain for the revive.

          Later Zilean does not want isolated duels, but he heavily changes teamfights by reviving Evelynn's intended target. Evelynn should either force Chronoshift on Zilean before the real engage or switch targets the moment the revive mark appears.

          • Time Warp can be used as a slow on you or a speed boost on him; account for both.
          • Do not kill him under Chronoshift if his team is close enough to collapse after revive.
          • Bomb damage is delayed, so disengage before it detonates if the kill is not guaranteed.
          • His 600 range lets him tag you before most supports can, but he dies quickly without ultimate.
          BuyMercury's TreadsQuicksilver Sash
        18
        Attack damage
        111
        Ability power
        403.2
        Armor
        153
        Magic resist
        67.1
        Attack speed
        1.008
        Cooldown reduction
        13%
        Critical strike chance
        0%
        Move speed
        402.33
        Yellow Trinket
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,827
        Health regen
        18.8 / 5s
        Mana
        1,000
        Resource regen
        27.9 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        24
        Magic pen, percent
        43%

        Ability damage

        at this build's ranks
        • Q

          Hate Spikerank 5/5

          Damage
          307
        • E

          Ravagerank 5/5

          Damage
          646
        • R

          Agony's Embracerank 3/3

          Damage
          30

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second134.8
        Attacks per second
        1.008
        Average hit
        133.8
        Normal hit
        133.8
        Critical hit
        247
        On-hit damage
        20.6
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +2%
        Time to kill
        7.4s

        On-hit

        • Spellsword20.6

          5% of ability power · magic damage

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        111
        Ability power
        0
        Armor
        88
        Magic resist
        52.5
        Attack speed
        1.008
        Cooldown reduction
        0%
        Critical strike chance
        0%
        Move speed
        340
        18

        Resources

        Health
        2,000
        Health regen
        18.8 / 5s
        Mana
        1,000
        Resource regen
        17.9 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at max rank
        • Q

          Hate Spikerank 5/5

          Damage
          120
        • E

          Ravagerank 5/5

          Damage
          230
        • R

          Agony's Embracerank 3/3

          Damage
          25

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second111.8
        Attacks per second
        1.008
        Average hit
        111
        Normal hit
        111
        Critical hit
        222
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        8.9s

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        111
        Ability power
        124.95
        Armor
        88
        Magic resist
        97.5
        Attack speed
        1.008
        Cooldown reduction
        3%
        Critical strike chance
        0%
        Move speed
        385
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,200
        Health regen
        18.8 / 5s
        Mana
        1,000
        Resource regen
        17.9 / 5s

        Offense

        Attack range
        125
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        15
        Magic pen, percent
        8%

        Ability damage

        at this build's ranks
        • Q

          Hate Spikerank 5/5

          Damage
          180
        • E

          Ravagerank 5/5

          Damage
          362
        • R

          Agony's Embracerank 3/3

          Damage
          27

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second120.5
        Attacks per second
        1.008
        Average hit
        119.6
        Normal hit
        119.6
        Critical hit
        232.8
        On-hit damage
        6.4
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +2%
        Time to kill
        8.3s

        On-hit

        • Spellsword6.4

          5% of ability power · magic damage

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.