Hi! I'm frog, and I'm the blaster player for team Boork in the PML!
Left click: 850 damage a shot, blast shot projectile that fires every 1 second. Reload time is also 1 second.
Right click: Ice block. This gives you complete damage and CC immunity for 3 seconds, but denies you the ability to move, attack, or use any other skills. It can be canceled by right clicking again. 14 second cooldown.
F: Soar. Movement ability that allows you to get on your staff and fly around for (a base of) 2 seconds. Can be canceled while in use by pressing F again. 10 second cooldown.
Q: Blink. Movement ability that teleports you towards whatever direction you are facing. 4 second cooldown.
E: Ice storm. Ultimate ability. It deals 40 damage every .25 seconds, slows and cripples targets inside, and lasts 6 seconds. The Ice storm will continuously move towards whatever direction you were facing when you casted it. You gain 6% ultimate charge every time you land a direct shot.
Basics of Evie:
1.) You should (almost) always take the talent Wormhole. This allows you to blink back to the initial area you blinked from. It makes going deep into the fight much easier & much safer.
2.) You DO NOT have to get kills to be valuable. Being a constant eyesore and poking at the enemy team by blinking in, getting a shot or two, and blinking out, is much safer and you will find that they have a tougher time dealing with you.
3.) Evie thrives off of high ground. You basically always want to have a higher ground than the people you're firing at, especially since you're a blaster. This means if you can blink above someone and shoot the ground near them, they'll still take damage. The closer the better.
4.) You're playing a champion that relies almost completely on her mobility. Her overall DPS isn't very high, but she has a lot of outplay potential using cooldowns. This means you can't tank/trade shots and just expect to win a fight, especially noting that you have the lowest HP pool in the game. Don't be afraid to use cooldowns.
In depths of abilities and when/how to use them:
Blink: This is by far your most important cooldown. It is extremely big for taking angles, winning 1v1s, poking, and diving. First thing's first: Set your wormhole spot in a safe area. You're going to be blinking in and out VERY often (every 4 seconds), and if you have your initial blink spot in a spot that multiple people can see, it's very easy to collapse on and kill the Evie. However, if you blink from behind cover, you're basically guaranteed to be safe after blinking back, meaning you can be as aggressive as you want while still having the reassurance that you won't die. With that covered, another thing that is very prevalent in Evie gameplay is blinking above someone. Blinking into the air instead of straight forward in an area makes it MUCH easier to land your shots & slightly harder for you to be looked at. This is huge, especially when it comes to poking. Poking is just getting some damage on an enemy player without killing them. You're making them look at you, you're forcing them to back away from the angle they're playing, and you're one shot closer to getting a free pick. This is what Evie is most picked for, is her potential to blink in, poke, annoy, and take space away from the enemy team. The last and most direct tip about wormhole is that, if you're using one of the decks listed below, you heal for 375 on every single blink. That means with wormhole, you heal for 750 by using both blinks, which is almost half of your health pool. You're able to confidently heal yourself every 4 seconds. This is Evie's self sustain, and one of the things that makes her most viable. This makes reengaging in a fight much easier, so you can still be that constant annoyance.
Ice Block: This is one of Evie's most important abilities. Not only can you immune any form of CC and damage, but this is also extremely huge for winning 1v1s. The most important part of Ice Block is knowing when to use AND CANCEL it. Sure, being damage immune is great, but if you don't cancel it after Ice Block absorbs the damage, you're a sitting duck. This is something that you really have to learn and judge for yourself, but It's another way to avoid taking unnecessary damage, and gives a big outplay, especially against characters with a lower firerate, such as Sha Lin, Strix, or Kinessa. Being damage immune for just one those champions' shots is huge, especially given how much damage each of them does in one shot. Ice Block is also extremely potent against champions with large burst, such as Cassie, Lian, or Bomb King. What you'll notice is that Ice Block is one of the biggest ways to outplay your counters. Outside of damage immunity, you can also be immune for any CC-oriented ultimate ability, such as Mal Damba's Fear, Inara's Seismic Crash, or Bomb King's King Bomb. Ice Block timing is one of the highest skill gaps that Evie holds and will likely take some time to learn how to use it efficiently.
Soar: A pretty straightforward ability, but it is extremely versatile. Not only is this used for taking high ground areas you want to fight, but it's also used for diving, winning 1v1s, and retreating. I think one of the easiest things to understand about soaring is that you never want to fly in a straight pattern. You want to stutter your mouse in jagged, hard to track movements, so that you don't take unnecessary damage while soaring. This tip is especially useful against most of your counters, since they are hitscan and therefore can hit you much easier than another champions. Other than that, soar can be used to get closer to an enemy in a 1v1, especially in tight spaces where soaring can save you from taking damage and get you closer to the enemy to land a shot. There is also a minimum soar duration. You cannot cancel soar until you've used the ability for at least 1 second.
Ice Storm (ultimate): Evie's ultimate ability is a super valuable trait of the champion. Since this ultimate cripples & slows, champions that are caught in it are easier to hit, and denied from using any movement abilities. This can be very deadly, especially to champions that have reliable mobility on a low cooldown. Grover, who can use vine once and get it back when he falls under a certain %hp number, is a prime example of this. Being able to blink into and cripple the Grover stops him from escaping, even if he gets the cooldown back. This can easily turn a team fight in your favor, seeing as using this ultimate on any champion that relies on their mobility to escape can be shut down completely.
As Evie, your itemization is pretty standard. You essentially always want cauterize first buy, as Evie wrecker isn't that valuable. You usually have to judge for yourself what to pick in a match though, because sometimes you'll need items like resilience or illuminate. Haven is another big buy for Evie, since she's got a super low health pool and most of the champions that counter Evie are direct damage dealers. Assuming that you don't need an item to directly counter anything on the enemy team, you can usually flex for yourself and decide what you want. I'd usually recommend a yellow item, specifically morale boost or chronos.
Your weapon shots reduce the effect of healing on your target by 30% for 1.5s.
Reduce the Damage you take from Direct attacks by 7%.
Reduce the Cooldown of all your abilities by 10%.
Increase your Ultimate charge rate by 15%.
Evie builds can be pretty flexible person to person. This is the build that I've been using for quite a while now, and I've come to love it. Don't be afraid to experiment with different cards and stray from the pack.
Riftwalk 3: Gain 24% Movement Speed for 2s after using Blink. I've found this card to be extremely useful when getting caught out or blinking in to win a 1v1. It gives you mobility when you're not using cooldowns, and makes you harder to track in a fight. The movement speed does apply in the air too.
Flicker 5: Blink heals you for 375 health. Very standard. Heal on both blinks, 750 total healing. Explained above in the "in depth" section.
Teleport 4: The range of Blink is increased by 24%. Very standard card, usually ran at 4/5. You can blink to any of the same areas running Teleport 4 as you can with Teleport 5.
Swift Witch 2: Increase the flight speed of Soar by 10%. Another standard card, usually ran at 3, but I prefer running it at 2. I don't think having 5% extra speed is a big deal.
Great Distance 1: The duration of Soar is increased by 0.5 seconds. This card can be swapped out for cantrip as another good filler card, which gives you 1 ammo on soar. I prefer Great Distance but it's all preference.
Gain 24% Movement Speed for 2s after using Blink.
Blink heals you for 375 Health.
The range of Blink is increased by 24%
Increase the flight speed of Soar by 10%
The duration of Soar is increased by 0.5s.
Evie is a very squishy champion. Her health pool makes her a big target for champions with high burst, and her use of mobility makes her a big target for hitscan. Evie is also very good at poking tanks, but has a tough time dealing with them in a 1v1.
Evie has lots of mobility, which can make champions who can't really get away from her harder to play. She also has a way to cleanse all forms of CC, an ult that renders most forms of movement useless, and it takes her 3 seconds (3 shots) to kill all of the champions she counters.
That was as in depth as I really felt like going here, but Evie is a champion with a very high skill cap, and I'm still improving with her to this day. If you have any questions or would like more information about Evie, you can message me on discord at seb#0089 or hit me up on twitch at twitch.tv/froggers! Hope this guide helps!