Eudora used to be the hero you picked when you wanted an easy kill in lower ranks and forgot about past Platinum. The Patch 2.1.47 revamp, which went live on January 29, 2026, changed that. She is now a mid-lane mage worth taking seriously, with a kit that rewards smart mark management over raw mechanical speed.
This guide covers everything you need to play Eudora in the current meta: her updated skills, the builds that work in solo queue, the combos that deal the most damage, and the matchups you need to know before locking her in.
#What Actually Changed in the Revamp
The short version: Superconductor is no longer a passive that happens in the background. It is now the engine of her entire kit.
Every skill she throws applies a 3-second Superconductor mark on enemy heroes. Land a follow-up skill on a marked target and you unlock bonus effects that make each ability significantly stronger. Miss the window or skip the mark entirely, and her damage feels underwhelming for a mage.
Skill 1: Forked Lightning
Forked Lightning now fires in a fan-shaped area instead of a narrow beam, which makes it far better for wave clear and poking grouped enemies. Against a marked target, it forms a lightning chain that deals damage over time followed by a burst explosion, gives Eudora 40% movement speed for 1 second, and reduces the skill's cooldown by 1.5 seconds.
That cooldown reduction is significant. At max level, Forked Lightning has a 5-second base cooldown. When you consistently hit marked targets, it drops to 3.5 seconds, letting you pressure the lane far more aggressively than old Eudora ever could.
Skill 2: Ball Lightning
Ball Lightning still stuns and reduces Magic Defense. The change is what happens when the target is already marked. Instead of single-target CC, the orb bounces to nearby enemies, applying the stun and Magic Defense reduction to everyone caught in the spread.
This is the skill that makes her threatening in grouped fights. A well-placed Ball Lightning into a clustered team can stun three targets at once, which sets up your ultimate for maximum impact.
Ultimate: Thunder's Wrath
Thunder's Wrath now has two damage zones (center and outer ring) plus a delayed Thunderburst that triggers on every marked enemy it hits. Against a single marked target, the center damage plus Thunderburst is already a clean delete. Against multiple marked enemies caught in the blast, the overlapping explosions can wipe an entire team in seconds.
The key shift: stop treating your ultimate as a button you press immediately after landing Ball Lightning. The Thunderburst adds a meaningful chunk of damage, so you want enemies marked before the ultimate lands, not after.
#Superconductor: The One Habit That Decides Your Games
Players who struggle with revamped Eudora almost always have the same problem: they are playing old Eudora. They stun first, then dump everything, then wonder why the damage feels weak.
The correct mindset is to apply Superconductor before your heavy hitting skills land, not after.
In a pick-off situation, that means hitting Forked Lightning first from max range to mark the target, then closing with Ball Lightning for the stun, then dropping Thunder's Wrath while the mark is active. The stun guarantees the ultimate centers, and the mark guarantees the Thunderburst fires.
In a teamfight, lead with Thunder's Wrath on a clustered group to mark multiple enemies simultaneously, then follow with Ball Lightning to spread the stun across the marked targets, then clean up with Forked Lightning while collecting cooldown reductions.
#Combos
Single-Target Burst (Patch Standard)
S1 > S2 > Ult
Open with Forked Lightning to apply the mark from safe range, immediately follow with Ball Lightning for the stun and Magic Defense reduction, drop Thunder's Wrath centered on the stunned target. At level 8 with Arcane Boots and Holy Crystal (around 200 Magic Power), this combo totals approximately 3,290 raw damage before Magic Defense calculations. Against a marksman with 50 Magic Defense reduced by Ball Lightning's 25-point debuff, you land around 2,500 to 2,700 effective damage. Most marksmen and mages do not survive it.
Teamfight Opener
Ult > S2 > S1
Wait for enemies to clump around an objective. Drop Thunder's Wrath on the cluster to mark everyone, follow immediately with Ball Lightning to spread the stun and Magic Defense reduction across multiple marked targets, then chain Forked Lightning for cooldown resets and repositioning speed. This is your highest damage sequence when you catch two or more enemies.
Flicker Engage
Flicker > S2 > Ult > S1
For situations where the enemy carry is sitting just out of your range. Flicker into Ball Lightning range, stun immediately, drop the ultimate on the stunned target, clean up with Forked Lightning. You sacrifice the mark for the element of surprise. Use this when your team needs you to initiate or when the target is playing far back behind their frontline.
#Best Build
The goal is burst magic power plus enough penetration to cut through any Magic Defense they rush in response to you being meta.
| Order | Item | Why |
|---|---|---|
| 1 | Arcane Boots | Early magic penetration for lane aggression |
| 2 | Genius Wand | Cheap pen, movement speed, stacks with Ball Lightning's defense reduction |
| 3 | Holy Crystal | 35% Magic Power amplification across all skills |
| 4 | Divine Glaive | True penetration once enemies itemize Magic Defense |
| 5 | Concentrated Energy | Spell vamp sustain for extended fights |
| 6 | Blood Wings | Shield and massive Magic Power to cap your damage |
Situational swaps: If you're getting dove constantly, replace Concentrated Energy with Winter Truncheon. Against a magic-defense-stacking tank line, move Divine Glaive up to item 2 or 3.
Emblem: Mage emblem with Inspire (movement speed and penetration after dealing damage, syncs with the 3-second Superconductor window), Bargain Hunter (10% item cost reduction accelerates your Holy Crystal timing), and Lethal Ignition for burst stacking.
Battle spell: Flicker is the default. It opens up the Flicker-engage combo and gives you an escape against assassins. Take Flameshot only if your team has a strong enough frontline that you can safely sit at backline range for the whole fight.
#Skill Leveling Order
Prioritize Forked Lightning (S1) first for wave clear and poke. Level Ball Lightning (S2) second for CC uptime. Ultimate whenever available.
The reason to max S1 first is the cooldown reduction per hit. By mid game, you want Forked Lightning cycling as fast as possible so you can maintain constant pressure in lane and generate movement speed throughout fights.
#Mid-Lane Gameplan
Levels 1 to 7: Your job is wave clear and poke. Forked Lightning's wide cone clears minions fast enough that you can apply pressure to the enemy mid while still managing the wave. Avoid all-ins until you have Ball Lightning leveled. If the enemy mid laner is mobile (Harley, Kagura), hold Ball Lightning for CC rather than using it as a harassment tool.
Level 4 roam window: Once you have both S1 and S2, you can rotate to the side lanes. Ball Lightning into Forked Lightning is a reliable two-skill kill setup at this level if the target has no defensive cooldowns. Coordinate with your jungler on turtle timing.
Level 8 onwards: Your single-target combo hits hard enough to delete squishies cleanly. Look for picks around objectives. If the enemy marksman pushes too far, punish it. Stay behind your frontline in open fights and let your tank initiate before you commit.
Late game: Play the backline strictly. You have no mobility outside of Flicker and the movement speed proc from Forked Lightning. If you are the first one caught, you are dead. Wait for your team to engage, find the opening, and drop your combo on the priority target.
#Counters
Heroes that deny Eudora her combo window are her hardest matchups:
- Ling and Fanny: Their mobility makes Ball Lightning unreliable. Focus on wave clear and stay near your tank rather than looking for picks.
- Benedetta and Lancelot: Immunity frames eat your entire combo. Bait their immunity before committing.
- Natalia: If she is in the enemy draft, ward constantly and never face-check a bush. Her silence prevents your combo entirely.
- Chou: His kick interrupts your cast animations and removes your teammate from position. Treat him as a dive threat, not just a fighter.
Against any of these, build Winter Truncheon third and prioritize self-preservation over aggressive plays.
#Team Composition
Eudora needs a frontline. She is not a pick-off mage you throw into a team with no tank. Her best partners are heroes with hard crowd control that group enemies together:
- Tigreal or Atlas: Their ultimates cluster enemies perfectly for Thunder's Wrath multi-target Thunderbursts.
- Khufra: Anti-dash protection keeps assassins off you while you set up your combo.
- Mathilda: Shields you and provides movement speed, which stacks with Forked Lightning's proc for repositioning.
Draft her third or fourth pick after you see the enemy jungle and mid. Early-picking her invites Ling, Fanny, or Natalia counter-picks that make her nearly unplayable.
#Is She Worth Picking in Ranked?
Yes, in the right game. Eudora is not a blind pick. She rewards players who read the draft, manage the Superconductor window correctly, and commit to the backline position. If your team has a frontline and the enemy does not have three mobile divers, she is a clean mid-lane choice with higher burst potential than most of the current mage pool.
The revamp made her Mythic-viable. That is not a statement old Eudora earned. New Eudora did.
Check the current MLBB tier list to see how she stacks up against the rest of the mid-lane mage pool this patch.