Kill Stealer

by Tacolina
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Over the Moon
Increase the damage you deal with your weapon shots by 25% for 3s after Soar ends.
Soar
Swift Witch
Increase your Movement Speed during Soar by 7-35%.
Soar
4
Great Distance
Increase the duration of Soar by 0.55-2.75s.
Soar
3
Riftwalk
Increase your Movement Speed by 10-50% for 2s after using Blink.
Blink
2
Cantrip
Generate 1-5 Ammo after activating Soar.
Soar
1
Killing Frost
Reduce the Cooldown of Soar by 20-100% after getting a Killing Blow.
Soar
5

Guide

First deck I built for Evie and I find it difficult to change anything after learning and understanding the character. This is a hit-and-run style build that I was inspired to make after watching a wormhole Evie dance around my Rei (bias after experiencing it, I don't like blink because it's predictable for veterans.. I hope?). She seemed like she had so much more potential than what was being used.

The damage boost from [OVER THE MOON] assists Evie in blasting a (before reductions) 1050 damage nuke. With two direct hits, anyone you flank is very likely to die and it'll help cover you when you whiff and hit beside them. Additionally, the big damage will help delete tanks that find it difficult to aim when you're {BLINKing/SOARing} around them for stat boosts... if they even notice you standing perfectly still from their 6. They're tanks, very simple creatures.

[SWIFT WITCH] is an essential choice for any build as {SOAR} is arguably Evie's most useful gimmick, allowing Evie to engage and flee at will with minimal risk if planned and executed properly. Level 5 is overkill and level 3 doesn't cut it. We keep it at 4 because this is that sweet spot where players have difficulty aiming at you w/proper mobility and it's not terrible to control. Utilize this to reach point faster - you're as fast as your horse now (kinda) but you can fly over objects making it situationally faster and you can even shoot enemies coming from corners before you land since everyone ant trails in this game. ahahaha boom boom! Free ult.

[GREAT DISTANCE] {SOAR} is Evies gimmick and we're going to use the skill almost constantly, self explanitory, slap it into the {SOAR} deck. 2s is a lot, but 4.5s (number is out of me bum, I can't see lvl 3 card atm) is consistent help and the value from that alone makes it a must. You can fly around and over obstacles your dope-head attackers can't chase you around, so you can always disengage for self-heals behind cover (You probably won't see your healer for a long time should this deck work for you.)

[RIFT WALK] is great. I like to stack the 20% buff from this with a lvl 2 mobility item. You're not going to be zooming on foot often, but when you have to it WILL save your life... assuming you're not completely out of position, you deserve the lesson then. Another consistent card with many options, I'd include this in any variation of Evie decks mobility or no. Flank life, ya kow?

[CANTRIP] ESSENTIAL. This level 1 card really do make this deck smooth like a well oiled cog, and it'll keep turning out ammo for you as you keep moving and picking off stinky players. Imagine this: You soared right behind an enemy with a sliver of health, and... start reloading. Guess what? Probably you, dying, that's what. Aside from helping you bounce from place to place on the enemy back lines as you steal kills from your mates doing the hard work, this is a prime clutch skill for seige point. If your spirit hasn't broken and your allies are marching to point, you're also ice cubed and relating to Piper Perri as 5 towering figures are thirsting over you, and a SPLASH of luck comes your way, you can escape with a blink, soar around and pick off squishies to continue soaring. As long as you dip up and down and mix up your movement so at 0 point your direction is predictable, you might buy enough time for your team. Never give up, that's the motto of cantrip; your ace in the sleeve.

[KILLING FROST] Finally almost done this write-up. I'm so thirsty and he won't let me lea- WHAT A GREAT CARD!
Seriously, this is the end of the deck and also the core of why this hit-and-run style even works. [KILLING FROST] should be self-explanatory - at level 5, anyone you kill fully refreshes your cool-down. This is why the above scenario works and how you're going to escape every situation. The cool-down is, what, above 7 seconds? That's absolutely silly, even 80% is going to leave you far too open and restricts you to cautious plays waaaay in the back lines. This also puts you at risk to enemies returning to point, forcing you into a whole new dimension of 'out-of-position.' Call for your healer, there's no god to help you now. At 100%, you're not restricted to anything. Any position is playable, even directly behind 5 enemies. What are they going to do, hit something as obnoxious as a fly multiple times? No. Go enjoy your heals with your blood-coated staff. (It'd be more like blood-dust from instantly freezing, right? Hmm....)


UGH well here's what I've been doing. People seem to DESPISE what I do, so this works. I might tweak it for more blink plays (impact > great distance), but if you've never played Evie I HIGHLY HIGHLY HIGHLY recommend this build.

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