Wave management and trading windows for Evelynn, built from its real range, resource and ability costs.
At 125 attack range Evelynn has to walk into damage to deal it, so every trade begins with a decision about whether you can afford the walk.
Evelynn is mana-gated, which is the real limit on how often you can contest a wave early.

When out of combat, Evelynn enters Demon Shade. Demon Shade heals Evelynn when she is low on health and grants Camouflage after level 6.
Evelynn strikes out with her Lasher, dealing damage to the first unit hit. Then, Evelynn can shoot a line of spikes at nearby foes a few times.
Evelynn curses her target, causing her next attack or spell after a delay to charm her target and reduce their magic resist.
Evelynn whips her target with her Lasher, dealing damage. She then gains Move Speed for a short duration.
Evelynn briefly goes untargetable and decimates the area in front of her before warping backwards a long distance.
Trades are won by the wave before they are won by the champion. Standing in the larger minion wave means taking chip damage for every second the exchange lasts.
Evelynn wants to delete one target and leave, which makes target selection matter more than the fight, so the good window is the one where the wave is not helping them and your key cooldown is up.
Backing on a shoved wave is free. Backing on a wave crashing into your own tower costs you the next two minutes. It is the most transferable habit in the game and the one that moves a smurf's MMR fastest.
These are the designers' words, not ours — the tips shipped in the client for Evelynn.
| Stat | Level 1 | Level 18 |
|---|---|---|
| Health | 642 | 2308 |
| Attack damage | 61 | 61 |
| Armour | 37 | 116.9 |
| Magic resist | 32 | 66.9 |
Movement speed 335 and attack range 125 do not grow with levels — they are the two numbers that stay true all game.
Full Evelynn page — abilities, stats and every skin →