Eudora Revamp Guide 2026: Best Superconductor Combos

Eudora's comprehensive revamp in Patch 2.1.47 (released January 28, 2026) introduces the Superconductor passive, fundamentally changing her playstyle. Marking targets enhances Forked Lightning with 40% movement speed and 1.5s cooldown reduction. This guide covers skill scaling Level 1-6, combos dealing 2500+ damage at level 8, and Mythic-tested builds with Arcane Boots, Holy Crystal, Divine Glaive, and Mage Emblem configurations.

Author: BitTopup Publish at: 2026/02/01

Patch 2.1.47 Revamp Overview

Superconductor marks enemy heroes for 3 seconds, creating enhanced interaction windows with Forked Lightning. Hit marked targets to gain 40% movement speed for 1s and reduce skill cooldown by 1.5s—transforming Eudora from one-rotation mage into sustained damage dealer.

Ball Lightning now reduces enemy Magic Defense for 1.8s after its 1s stun. Thunder's Wrath triggers delayed Thunderburst on marked targets, effectively doubling ultimate impact in single-target scenarios.

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Superconductor Passive Breakdown

Superconductor applies 3s mark to heroes hit by Ball Lightning or Thunder's Wrath. Mark duration refreshes with each application, allowing permanent uptime during extended trades.

Mobile Legends Bang Bang Eudora Superconductor mark effect screenshot

Forked Lightning interaction provides two benefits:

  • 40% movement speed enables aggressive repositioning or safe retreats
  • 1.5s cooldown reduction transforms 7s base cooldown into rapid-fire potential

At max level, Forked Lightning's 5s cooldown drops to 3.5s when hitting marked targets—creating oppressive poke patterns.

Ball Lightning bounces to nearby enemies when hitting marked targets, applying stun and Magic Defense reduction across multiple targets in clustered fights.

Ability Adjustments and Damage

Forked Lightning: 275 base (+100% Magic Power) at Level 1 to 500 base (+100% Magic Power) at Level 6. DoT effect: 10/sec (+4% Magic Power) at Level 1, reaching 20/sec at Level 6. Explosion matches initial damage.

Ball Lightning: 300 (+50% Magic Power) at Level 1 to 400 (+50% Magic Power) at Level 6. Magic Defense reduction scales 10 to 25. Cooldown decreases 11s to 8.5s, mana cost rises 70 to 95.

Thunder's Wrath damage zones:

  • Center: 600 (+160% Magic Power) Level 1 → 1000 (+160% Magic Power) Level 2
  • Outer: 300 (+100% Magic Power) Level 1 → 500 (+100% Magic Power) Level 2
  • Thunderburst: 300 (+110% Magic Power) Level 1 → 550 (+110% Magic Power) Level 2

Cooldown reduces 32s to 26s, mana cost increases 130 to 190.

Meta Impact

Superconductor elevates Eudora from situational burst mage to Mythic-viable pick. Enhanced mobility through Forked Lightning helps navigate assassin-heavy meta, while cooldown reduction enables sustained pressure.

Against mobile assassins like Ling and Fanny, movement speed bonus provides crucial repositioning after landing Ball Lightning. Magic Defense reduction synergizes with magic-heavy comps, making Eudora a force multiplier.

Superconductor System: Stack Management

Superconductor operates on mark-and-trigger system. Ball Lightning and Thunder's Wrath apply marks, Forked Lightning consumes for enhanced effects. 3s duration creates specific timing windows.

Optimal sequence: Ball Lightning first in most scenarios. 1s stun guarantees Forked Lightning connects, immediately granting movement speed for repositioning. In team fights, Thunder's Wrath marks multiple enemies, allowing Forked Lightning chains for continuous cooldown reduction.

How Marks Work

Superconductor doesn't stack—applies binary marked/unmarked state. Each application refreshes 3s timer rather than adding duration. Hitting marked target with Thunder's Wrath resets countdown to 3s, not extending to 6s.

Multiple enemies carry marks simultaneously. Thunder's Wrath on clustered team marks all hit targets for 3s each. Mark persists through crowd control on Eudora.

Optimal Sequences

Primary combo (Skill 2 > Ultimate > Skill 1): Delivers 2500+ damage at level 8. Ball Lightning applies mark and reduces Magic Defense, Thunder's Wrath deals massive damage and refreshes mark, Forked Lightning consumes mark for cooldown reduction and movement speed.

Mobile Legends Bang Bang Eudora primary combo guide

Poke combo (Skill 1 > Skill 2 > Skill 1): First Forked Lightning harasses from max range, Ball Lightning marks if they stay, second Forked Lightning benefits from cooldown reduction.

Team fight: Wait for tank engage, apply Thunder's Wrath to mark multiple enemies, chain Forked Lightning across marks using movement speed to kite backward.

Common Mistakes

  • Wasting Forked Lightning on unmarked targets during all-ins (sacrifices 1.5s cooldown reduction and movement speed)
  • Using Thunder's Wrath immediately after Ball Lightning without confirming stun landed
  • Ignoring mark duration in extended fights—reapply before 3s expires

Best Build Paths (Mythic Tested)

Core prioritizes magic penetration and Magic Power. Arcane Boots (+40 movement speed, +10 Magic Penetration), Holy Crystal (+35% Magic Power amplification), Divine Glaive (true penetration against high Magic Defense).

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Core Build: Penetration Priority

Arcane Boots > Holy Crystal > Divine Glaive > Genius Wand > Concentrated Energy > Blood Wings

Mobile Legends Bang Bang Eudora core item build equipment

Arcane Boots rush provides early penetration. Holy Crystal amplifies damage across all abilities (35% increase applies after item calculations). Divine Glaive third penetrates enemy Magic Defense items completing around 12-15 minutes. Genius Wand adds movement speed and further reduces defenses. Concentrated Energy provides spell vamp sustain. Blood Wings caps with massive Magic Power and damage shield.

Early Dominance Build

Arcane Boots > Genius Wand > Holy Crystal

Genius Wand second provides cheaper penetration with movement speed for aggressive laning. Magic Defense reduction stacks with Ball Lightning's debuff. Suits aggressive playstyles prioritizing early kills over scaling.

Against High Magic Defense

Arcane Boots > Divine Glaive > Genius Wand > Holy Crystal

Rush Divine Glaive second when facing multiple Magic Defense-stacking enemies. True penetration becomes exponentially valuable against high Magic Defense. Genius Wand third compounds penetration. Holy Crystal third delays amplification but ensures damage through defenses.

Cooldown Reduction Build

Arcane Boots > Holy Crystal > Clock of Destiny > Lightning Truncheon > Divine Glaive

Clock of Destiny provides scaling Magic Power and health. Lightning Truncheon adds cooldown reduction and damage proc synergizing with rapid Forked Lightning. Excels in extended team fights with strong frontlines.

Emblem Configuration and Battle Spells

Mage Emblem with Inspire talent optimal. Inspire grants adaptive penetration and movement speed after damaging enemies, synergizing with Superconductor mobility.

Mage Emblem Talents

Primary: Inspire - 6% movement speed and 6-20 adaptive penetration (scales with level) for 3s after dealing damage. Duration aligns with Superconductor's 3s mark window.

Secondary: Bargain Hunter - Reduces item costs 10%, saving 1500-2000 gold across full build. Accelerates Holy Crystal and Divine Glaive by 1-2 minutes.

Alternative: Lethal Ignition - Adds burn damage stacking with Forked Lightning's DoT.

Attribute Distribution

Allocate into Magic Penetration and Magic Power for pure damage. Magic Penetration stacks with Arcane Boots for near-true damage against targets without Magic Defense items. Alternative: Movement Speed points for positioning priority.

Flash vs Flameshot

Flicker (default): Instant repositioning enables Flash + Ball Lightning initiations. Defensive utility against assassins—Flicker over walls when Ling/Fanny dive. 120s cooldown aligns with major objectives.

Flameshot (alternative): Additional poke damage extends range. Minor knockback interrupts dashes. Choose when team has strong frontline and you can safely backline position.

Choose Flicker against high-mobility assassins or when team lacks initiation. Choose Flameshot with strong frontline for safe positioning.

Superconductor Combo Guide

Primary combo (Skill 2 > Ultimate > Skill 1) deals 2500+ damage at level 8. Ball Lightning applies Superconductor and reduces Magic Defense, Thunder's Wrath deals center damage (600-1000) plus Thunderburst (300-550), Forked Lightning adds 275-500 base plus explosion while granting movement speed.

Basic Burst Combo

Execution:

  1. Position at max Ball Lightning range (~8 meters)
  2. Cast Skill 2 on target
  3. Confirm stun animation begins
  4. Immediately cast Ultimate centered on stunned target
  5. As Ultimate completes, cast Skill 1
  6. Use movement speed to retreat/reposition

Mobile Legends Bang Bang Eudora skill damage comparison

At level 8 with Arcane Boots + Holy Crystal (~200 Magic Power):

  • Ball Lightning: 400 + (50% × 200) = 500
  • Thunder's Wrath center: 1000 + (160% × 200) = 1320
  • Thunderburst: 550 + (110% × 200) = 770
  • Forked Lightning: 500 + (100% × 200) = 700
  • Total: 3290 damage before Magic Defense

Against 50 Magic Defense reduced by 25 (25 remaining): ~2500-2700 effective damage—eliminates most marksmen/mages instantly.

Advanced Flash + Ultimate Initiation

Flicker + Thunder's Wrath catches enemies without marks but delivers massive area damage.

Execution:

  1. Position near wall/outside vision
  2. Flicker into optimal Thunder's Wrath range
  3. Immediately cast Ultimate on clustered enemies
  4. Follow with Ball Lightning on priority target
  5. Cast Forked Lightning on marked target
  6. Use movement speed to retreat

Trades guaranteed Superconductor benefits for surprise and area damage. Use when team needs initiation or for game-winning multi-kill opportunities.

Poke Combo

Skill 1 > Skill 2 > Skill 1 establishes lane dominance without committing ultimate. First Forked Lightning harasses from max range (~9 meters), Ball Lightning marks if they stay, second Forked Lightning benefits from cooldown reduction.

Forces enemies to choose between farming and avoiding harassment. Track enemy cooldowns—escalate to full burst when mobility/defensive abilities on cooldown.

Team Fight AOE Setup

Prioritize marking multiple enemies with Thunder's Wrath before Forked Lightning. Position behind frontline, wait for enemy cluster, cast Ultimate to mark 3-5 enemies. Ball Lightning bounces to marked targets, stunning/debuffing multiple enemies.

Chain Forked Lightning across marks, using movement speed to kite backward. Each hit reduces cooldown 1.5s, allowing 3-4 casts per fight. Focus priority targets (marksmen/mages) over tanks.

Draft Strategy

Eudora functions best as third/fourth pick after enemy assassins reveal. Early-picking invites counter-picks like Ling, Fanny, Benedetta. Late-picking allows assessment of dive threats.

Ideal comps include strong frontline (Tigreal, Atlas, Khufra) creating space and peeling. Supports with CC (Mathilda, Angela, Rafaela) enable guaranteed combos.

Avoid picking into heavy-dive comps with multiple assassins or when team lacks frontline.

Optimal Pick Timing

Third/fourth pick after enemy jungle and mid reveal. Assess dive threats and counter-pick potential. If enemies select immobile mages (Pharsa, Yve) or low-mobility marksmen (Layla, Hanabi), Eudora excels.

First-pick only when confident in team's peel/frontline or accepting counter-pick disadvantages.

Synergy Heroes

  • Tigreal: Ultimate clusters enemies for Thunder's Wrath multi-target marks
  • Atlas: Pulls enemies together with follow-up CC
  • Mathilda: Grants movement speed and shields
  • Angela: Ultimate provides immunity and damage
  • Khufra: Anti-dash protects from assassins

Hard Counters

  • Ling: Wall mobility bypasses vision; ultimate immunity negates burst
  • Fanny: Extreme mobility makes skills unreliable
  • Benedetta: Immunity frames dodge abilities
  • Natalia: Invisibility enables guaranteed initiation; silence prevents combos
  • Lancelot: Multiple dashes and immunity frames

Against counters: Stay near tank, save Flicker for engages, build Concentrated Energy early, consider Winter Truncheon. Position at max range, wait for enemies to commit gap-closers before entering fights.

Matchup Analysis

Against Mobile Assassins

Ling:

  • Ward jungle entrances for early rotation spots
  • Stay near walls to limit ultimate positioning
  • Save Flicker for ultimate engage
  • Build Winter Truncheon third
  • Focus wave clear and tower defense

Fanny:

  • Track energy levels—low energy = vulnerable
  • Position near tank to body-block cables
  • Poke with Forked Lightning when farming
  • Avoid face-checking bushes
  • Request jungle assistance pre-scaling

Benedetta:

  • Bait immunity before full combo
  • Poke with Forked Lightning to force defensive cooldowns
  • Position behind minions to block dash
  • Save Ball Lightning for after immunity expires

Against Popular Mages

Valentina: Track ultimate cooldown. Bait copy, retreat until expires. Your items give damage advantage. Position aggressively when her ultimate down.

Lylia: Avoid area denial zones. Poke from outside range. All-in when escape on cooldown. Build penetration against natural Magic Defense.

Pharsa: Dodge skills through movement speed. Close distance during ultimate channel. Your burst faster than sustained damage. Force close-range fights.

Against Tanky Fighters

Penetration priority: Divine Glaive + Genius Wand core against Balmond, Fredrinn, Khaleed stacking Magic Defense.

Divine Glaive's true penetration ignores percentage-based Magic Defense. Genius Wand reduction stacks with Ball Lightning debuff.

In team fights, mark/debuff frontline tanks, switch Forked Lightning to backline. Magic Defense reduction helps team damage tanks while you eliminate carries.

Against Marksmen

Marksmen present ideal burst targets. Most build minimal Magic Defense, vulnerable to full combo at all stages.

Strategy:

  • Wait for mobility skills before engaging
  • Flicker past frontline when opportunity arises
  • Poke with Forked Lightning to force defensive positioning
  • Coordinate with tank for simultaneous engage
  • Track support positions to avoid interruption

Against Beatrix, Melissa, Wanwan: Wait for mobility use, Flicker forward, execute combo before reposition. 2500+ damage at level 8 eliminates most instantly.

Advanced Techniques

Vision Control for Ambushes

Ward priorities:

  1. River entrances near mid (spots jungle rotations)
  2. Enemy blue buff (identifies mage farming)
  3. Lord/Turtle pit entrances (objective vision)
  4. Side lane bushes when pushing (prevents ganks)

Ambush combo: Wait in bush > Ball Lightning as enemy enters > Thunder's Wrath > Forked Lightning. Element of surprise prevents defensive abilities.

Mana Management

Conservation:

  • Forked Lightning for wave clear (50-70 mana)
  • Ball Lightning for poke/engage (70-95 mana)
  • Thunder's Wrath only for guaranteed kills/critical fights (130-190 mana)
  • Recall below 40% mana to ensure ultimate availability

Thunder's Wrath depletes pool in 3-4 casts. Avoid for wave clear. Forked Lightning allows 8-10 casts, making it primary sustained pressure tool.

Positioning Adjustments

Matrix:

  • No dive threats: Aggressive mid-range for max damage
  • Single assassin: Near tank, save Flicker
  • Multiple divers: Max range, focus poke over all-ins
  • Heavy frontline: Aggressive to threaten backline
  • Poke comp: Match range, trade with Forked Lightning

Against dive-heavy: Accept reduced damage for survival. Position 2-3 meters behind tank.

Macro Rotation Timing

Forked Lightning's reduced cooldown (5s max level, 3.5s hitting marks) enables faster wave clear and rotations.

Priorities:

  1. Clear mid with Forked Lightning
  2. Check minimap for gankable sides (pushed without vision)
  3. Rotate through jungle avoiding vision
  4. Position in side bush
  5. Execute combo when enemy enters range
  6. Return before next wave

Late Game Win Condition

Full build combo exceeds 4000 damage—eliminates moderately-tanky targets.

Priorities:

  • Ward aggressively around Lord/enemy jungle
  • Position for picks on isolated enemies
  • Save combo for carries, not tanks
  • Coordinate simultaneous engage
  • Zone with Forked Lightning

Position safely, wait for enemy ability commits, Flicker forward to eliminate marksman/mage. Even if you die, removing primary damage creates favorable 4v4.

Common Mistakes

Superconductor Wastage

Scenarios:

  • Casting Forked Lightning first in all-ins
  • Using on unmarked targets in team fights
  • Allowing marks to expire before consuming
  • Marking minions instead of heroes
  • Forgetting to reapply during extended fights

Each wasted mark = lost damage and mobility. 1.5s cooldown reduction allows additional cast every 3-4 marks, adding 500+ damage over fights.

Poor Ultimate Timing

Mistakes:

  • Using immediately when fight starts (hits only tanks)
  • Waiting too long (enemies spread)
  • Casting without marks applied
  • Wave clear instead of reserving
  • Panicking without confirming positions

Optimal timing: 2-3s after fights begin when enemies cluster. Cast to hit 3+ enemies, prioritizing marksmen/mages.

Itemization Errors

Adjustments:

  • Against dive: Winter Truncheon/Immortality third
  • Against tanks: Divine Glaive second, Genius Wand third
  • Against poke: Concentrated Energy second
  • Against burst: Athena's Shield
  • Against physical dive: Antique Cuirass

Rigid builds create disadvantages. Adapt to enemy comps.

Positioning Failures

Fatal errors:

  • Standing forward without vision of assassins
  • Face-checking bushes without tank
  • Positioning near walls against Ling
  • Staying in lane low health
  • Grouping closely against area damage

Never face-check without tank. Use Forked Lightning from max range to reveal. Against Ling, avoid walls—stay in open areas.

FAQ

What is Superconductor in Patch 2.1.47?

Marks enemy heroes 3s when hit by Ball Lightning or Thunder's Wrath. Forked Lightning on marks grants 40% movement speed for 1s and reduces cooldown 1.5s. Ball Lightning bounces to nearby enemies on marks, Thunder's Wrath triggers delayed Thunderburst on marks.

Best build after revamp?

Arcane Boots > Holy Crystal > Divine Glaive > Genius Wand > Concentrated Energy > Blood Wings. Against dive: Winter Truncheon third. Against tanks: Divine Glaive second.

How to combo?

Skill 2 > Ultimate > Skill 1 deals 2500+ damage at level 8. Ball Lightning stuns and marks, Thunder's Wrath deals massive damage, Forked Lightning consumes mark. For poke: Skill 1 > Skill 2 > Skill 1.

Which heroes counter Eudora?

Ling, Fanny, Benedetta, Natalia, Lancelot through mobility and dive. Counter with defensive positioning, Winter Truncheon, staying near tank.

Best emblem setup?

Mage Emblem with Inspire. Grants 6% movement speed and 6-20 adaptive penetration after damaging. Allocate Magic Penetration and Magic Power. Bargain Hunter alternative for faster items.

When to pick in draft?

Third/fourth pick after enemy assassins reveal. Early-picking invites counters. Late-picking allows dive threat assessment. First-pick only with confident team peel/frontline.


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