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LoL Evade Script Settings: Dodge CC, Not Everything

CADO

Quick verdict: Dodge only dangerous crowd control (hard CC that leads to death) and let the rest hit. Dodging everything looks inhuman, wastes your own cooldowns, and gets you reported. Tune danger levels, dodge delay, and humanizer values so your evade looks like good reactions, not a robot.

Most players install a lol evade script, crank every slider to maximum, and then wonder why their account gets flagged and their lane opponent types 'nice scripts' in all chat. The problem is almost never the evade engine itself. It's the settings. Dodging everything is not the same as dodging well, and in real games the difference between those two things is the entire ballgame.

This guide breaks down the two philosophies (dangerous CC only vs dodge-everything), the exact values we run in our testing, and why the perfect-dodge highlight reel is the fastest way to get reported. If you want the deeper mechanical background, our evade mechanics breakdown covers how the prediction layer works under the hood.

The Two Evade Philosophies: Dangerous CC Only vs Dodge Everything

Every evade engine has a threat list. The question is what you let into it. Dodge-everything mode treats every enemy skillshot as lethal: Morgana Q, Ezreal Q, Nidalee spear, Karma Q, even a random Janna tornado that was never going to hit you. Dangerous-CC-only mode filters the list down to spells that actually kill you or your lane state: stuns, roots, knockups, suppression, and the handful of high-damage skillshots that set up a kill.

On paper, dodging everything sounds stronger. In practice it's a disaster. Your champion starts moonwalking out of every minor poke, you lose CS, you blow your own mobility spell on a Lux E that was going to miss anyway, and your movement pattern looks like nothing a human has ever produced. The engine is doing exactly what you told it to do. You told it wrong.

Why Dodge-Everything Gets You Reported

League players are pattern-recognition machines. They've seen thousands of dodges. A human dodges a Blitzcrank hook by reacting to the animation, and there's a visible delay: the hook fires, the player's character starts moving a beat later, and the dodge is slightly imperfect. A dodge-everything script sidesteps the hook the frame it leaves Blitzcrank's hand, every single time, from max range, while last-hitting a caster minion. Nobody does that.

Low-elo lobbies won't notice. In Emerald and Diamond, people start typing. In Master+, your lane opponent will review the replay. The report itself is trivial (one click), but a stack of reports on the same account over weeks is exactly the pattern that gets a manual review. This is the same reason our safety and humanizer guide puts so much weight on movement realism, not just on the script staying undetected.

Danger Level Settings: The Numbers That Matter

LoL evade script settings menu showing dangerous CC only mode and dodge delay values

Most evade menus expose a danger level per spell, usually on a 1-5 scale. Here's how we set it in our testing, and what each tier actually means in a fight.

  • Level 5 (always dodge): hard CC that guarantees death. Blitzcrank Q, Thresh Q, Morgana Q, Ahri E, Lux Q. These lead to a kill if they land.
  • Level 4 (dodge if safe): heavy damage skillshots with CC attached. Syndra stun, Zoe bubble, Xerath E. Dodge when your escape is up, eat it when it isn't.
  • Level 3 (situational): pure damage skillshots that chunk 20%+ HP. Ezreal Q, Karma Q, Corki missiles. Usually let these hit if dodging costs you a cannon minion.
  • Level 2 (rarely dodge): low-damage poke. Janna tornado, Lulu Q. Eating these is fine and looks human.
  • Level 1 (never dodge): auto-attacks, minion damage, anything that isn't a spell. Turn these off entirely.

The default 'dangerous CC only' preset in most engines sits around level 4-5. That's the right starting point. If you're getting caught by something repeatedly, bump that specific spell up one level rather than raising the global threshold. A global threshold of 5 turns your engine into a dodge-everything bot with extra steps.

Dodge Delay and Humanizer: Why Faster Isn't Better

This is where most players get it wrong. They set dodge delay to 0 ms because 'faster is better'. It isn't. A 0 ms dodge means your character starts moving the instant the enemy spell's cast animation begins, which is physically impossible for a human reacting to a visual cue. Real human reaction time to a visual stimulus is roughly 180-250 ms, and in League, with ping and animation reading, a good player's dodge delay on a Blitz hook is 150-220 ms.

Set your dodge delay to 80-140 ms. That's fast enough to beat most skillshots (a Blitz hook travels 1,850 units at 1,800 speed, so it takes roughly a second to reach you from max range) but slow enough that the movement looks like a read, not a frame-perfect input. Pair it with a humanizer reaction window of 120-200 ms so the delay varies between dodges instead of being identical every time. Identical timing is the signature of a script.

Recommended Humanizer Values

  • Reaction window: 120-200 ms (randomized per dodge)
  • Movement jitter: on, low to medium
  • Occasional missed dodge: 5-10% of threats (yes, really)
  • Dodge cooldown after a successful dodge: 400-800 ms
  • Auto-Flash to dodge: off (manual only)

That last one trips people up. If your evade engine auto-Flashes to dodge a Morgana Q, you've just burned a 300-second summoner to avoid a spell you could have walked out of. Worse, it looks insane. Turn auto-Flash off and let the engine dodge with movement or your champion's own mobility spell. You press Flash.

Real Game Scenarios: What Good Evade Settings Look Like

Bot lane dodge of Blitzcrank hook with evade script dangerous CC whitelist enabled

Scenario one: you're playing Jinx into Blitzcrank and Draven in bot lane. Blitzcrank walks up, threatening a hook. With dodge-everything on, your Jinx starts jittering away from every Draven axe and every minion, which pulls you off the wave and lets Draven free-farm. With dangerous-CC-only settings, you hold your position, farm normally, and only move when Blitzcrank actually commits to a hook. You dodge it with a 120 ms delay, keep your wave, and Draven has nothing. That's the difference between a 30 CS lead and a 30 CS deficit.

Scenario two: mid lane, you're playing Orianna into Ahri. Ahri throws Charm (E). If your engine dodges it perfectly at 0 ms every time, Ahri's player will notice within two waves. If your engine dodges it 85% of the time with a 150 ms delay and occasionally eats one (because your humanizer missed the read), Ahri's player thinks you're just good. The 15% of charms that land are what make the 85% that don't look real. This is the same principle behind the humanizer settings we recommend in our ranked climbing setup guide.

Spell Whitelist: What to Include and What to Exclude

A good evade configuration is a whitelist, not a blacklist. Start with nothing enabled and add spells as you learn the matchup. Here's the shortlist we run by default.

  • Include: Blitzcrank Q, Thresh Q, Morgana Q, Ahri E, Lux Q, Zoe E, Syndra E, Xerath E, Nautilus Q, Pyke Q.
  • Include: high-damage setup skillshots like Ezreal R, Ashe R, Varus R, Jhin W (only when it would root you into a kill).
  • Exclude: pure poke with no CC. Karma Q, Ezreal Q, Corki Q, Janna Q. Let these hit.
  • Exclude: anything with a cast time longer than 0.5s that you can react to manually. You don't need the engine for those.
  • Exclude: minion and monster abilities. Obvious, but people forget to uncheck them.

If your engine supports per-spell danger levels, set the included spells to 4-5 and everything else to 1-2. That's it. You now have an evade that dodges the spells that matter and ignores the noise.

Common Evade Mistakes That Cost Games and Accounts

The biggest mistake is dodging with your only escape. If you're playing Vayne and the engine Tumbles out of a Lux Q, that's fine, Tumble is on a 4-second cooldown. If the engine Tumbles out of a Janna tornado, you now have no Tumble for the Leona engage that follows. Set your engine to only use mobility spells for level 4-5 threats. For everything else, walk.

The second mistake is dodging into worse positions. A script that dodges a skillshot by walking toward the enemy jungle is not helping you. Set your evade to prefer movement that stays near your wave and your support. Most engines have a 'safe direction' or 'prefer away from enemy' toggle. Use it.

The third mistake is ignoring your own cooldowns. If your Flash is down and your engine tries to dodge a hook by walking into melee range of Draven, you're dead anyway. A well-configured League of Legends script like Cado lets you tie evade behavior to summoner and ability cooldown states, so the engine knows when you can afford to dodge aggressively and when you should just eat the spell and hope for the best.

How to Test Your Evade Settings Without Inting

Don't test in ranked. Load a practice tool game against a Blitzcrank bot on max difficulty and watch the replay at 0.25x speed. Look for three things: the delay between the hook animation starting and your character moving, whether the movement direction makes sense (away from the enemy, not into them), and whether the timing is identical every time. If it's identical, your humanizer isn't working. If the direction is wrong, your safe-direction setting is off.

Then play five normal games with the settings and watch your own replays. You're looking for moments where you dodged something you shouldn't have bothered with. Every one of those is a setting to lower. The goal is an evade that a Diamond player would watch and think 'decent reactions, maybe a bit lucky'. Not 'that's a script'.

Final Evade Configuration for Climbing

Dangerous CC only. Danger level 3-5 on the whitelist. Dodge delay 80-140 ms. Humanizer reaction 120-200 ms with a 5-10% miss rate. Auto-Flash off. Mobility spells reserved for level 4-5 threats. Safe direction on. That's the entire setup, and it will out-perform any dodge-everything config because it keeps your wave, your cooldowns, and your account intact.

If you're serious about climbing, pair these evade settings with a solid orbwalker and target selector. Our 2026 setup guide walks through the whole configuration from scratch. And if you're coming back after a hardware flag, an HWID spoofer can reset your identifiers before you jump back in.

Cado ships with all of these settings exposed and a default profile that's already close to what we've described here. Grab it, load the dangerous-CC-only preset, tune the humanizer to your ping, and go win some lanes. Your evade should look like good reactions. Nothing more.

FAQ

Should I set my LoL evade script to dodge everything?

No. Dodging everything pulls you off waves, burns your own cooldowns on harmless poke, and produces movement patterns that get you reported. Set your evade to dodge only dangerous crowd control (stuns, roots, knockups, suppression) and high-damage setup skillshots.

What dodge delay should I use in my evade script?

80-140 ms is the sweet spot. It's fast enough to beat most skillshots but slow enough to look like human reaction time. Pair it with a randomized humanizer window of 120-200 ms so the timing varies between dodges.

Why does dodging every skillshot get you reported?

Because it looks impossible. Players expect a visible reaction delay and occasional misses. A script that dodges frame-perfectly, every time, from max range, while farming, is obvious in replay review. That's why a 5-10% miss rate is part of a good configuration.

Should my evade script auto-Flash to dodge?

Turn it off. Auto-Flashing to dodge a Morgana Q burns a 300-second summoner on a spell you could walk out of, and it looks unnatural. Let the engine dodge with movement or your champion's mobility spell. You press Flash.