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HELLO

HELLO

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EVE

HEALER

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FANTASY

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In the conflict between the realms of mortal and fantastical, Eve refused to choose a side. She chose instead to rise above and try to heal the hurt caused by the fighting, with the hope to bring peace and resolution to all. But when pushed to the limit, she is not afraid to unleash her angelic powers on those that relish the pain of others.

LORE

ABILITIES

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Eve sends out a beam of angelic energy towards the target direction. If the beam hits an ally, they are healed for a percentage of their maximum health; if it hits an enemy it deals a percent of their maximum health as damage.

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Angelic Shot

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Eve targets an ally within range, then flies up into the air after a brief channelling period. She lands next to the targeted ally and releases a Healing pulse, healing all friendly Troopers in the area for a brief duration.

Divine Intervention

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Restoration Rune

Eve summons a healing rune at the target location, which releases a healing pulse every few seconds, healing all allies in the radius. Only one Rune can be on the field at any one time, and it can be destroyed by enemies.

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STATS AND TACTICS

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Eve excels at healing her allies from the back line, using her abilities to give her allies a brief reprieve from the fight. Her damage and defensive stats means won’t stand up to a damage dealer or tank, so she’s best paired with at least one ally.

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Eve is a lifeline on the battlefield, maintaining her Squad’s health from the back line. Her Restoration Rune keeps nearby Troopers topped up on health, Angelic Shot heals allies or harms enemies, and Divine Intervention lets her travel to and heal a single ally.

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HEALTH

720

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SPEED

6.98

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DODGES

2

DAMAGE

39

FIRE RATE

2.5

RANGE

22.5

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LEVELS AND ITEMS

LEVEL I

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BACKLINE CARRY

Getting an Assist grants a 15% Damage and Movement Speed increase for 6 seconds, stacking up to 3 times.

15s

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HEALING PODS

Every 150 damage dealt and every kill spawns a pod that heals allies for 80HP, or slows enemies by 25% for 2 seconds. The Pods disappear after 8 seconds if not used.

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EMERGENCY AID

Every 3rd dodge casts a 10m healing pulse at the end, granting the Hero and any allies in the area 75HP a second for 5 seconds.

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MITIGATE FOES

When 2 or more enemies are within 15m for 3 seconds, gain a 20% Damage reduction for 10 seconds.

25s

LEVEL II

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TELEPORT STATION

Places a friendly 1000HP Teleporter- when two are placed they can be travelled through 5 times. Reactivating the ability destroys them.

15s

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CLEANSE

Calls down a 12m AoE cleanse bomb at a target location within 25m, removing all CC and DoT effects from allies.

13s

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HEALTH IS MY RESOURCE

Grants a 50% Healing and 80% Damage buff for 8 seconds, but also reduces the hero's max HP by 50% for the duration.

25s

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CATCH 22

Buffs the Hero's damage by 40%, but also causes them to take an additional 60% damage from all sources for 6 seconds.

25s

LEVEL III

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TRAILBLAZER

Every other dodge leaves behind flames that burn for 5 seconds. Enemies that touch the flames are dealt 55 damage every 0.5s for 2.5 seconds.

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STUN, WHAT STUN?

When hit by hard CC, gain a 300-value shield for 3 seconds, or until depleted.

12s

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REAR GUARD

When out of combat for 5 seconds, gain 20% Move Speed. This is cancelled when re-entering combat.

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ONE-TWO

Upon casting an ability, the next basic attack within 6 seconds gains an additional 125 damage.

16s

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