To learn more about Evolved One check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Evolved One check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review and ratings
Other information
Profile
Basic Attack
Valid hits: 2
Cooldown: -
Inflicts AoE damage on and around the target. Activates an enhanced attack that inflicts AoE damage 800 reach in front after performing a basic attack (Knockback, Strong Airborne). Inflicts target hit by enhanced attack's last strike with ATK and Skill Haste -30% debuffs for 6 seconds.
Level 2: Basic Attack DMG +5%
Level 3: Basic Attack DMG +5%
Level 4: Basic Attack DMG +5%
Level 5: Basic Attack DMG +5%
Evolving Attraction
Valid hits: 2
Cooldown: -
Permanently can't be healed, becomes immune to all Hitstuns, and nullifies removable buffs and debuffs. Upon deployment, inflicts HP loss per second 50% debuff for 1 second to ally Mechs on the battlefield (Cannot be canceled). Gains 2 Sacrifice (ATK +20% per stack) stacks per inflicted unit (up to 10 stacks, cannot be canceled). After deployment, gains 1 Sacrifice stack whenever an ally Mech is deployed or summoned. Removes 1 Sacrifice stack to restore 3% of Max HP when HP falls below 50% (Repeats until HP is at 100% or Sacrifice reaches 0 stacks).
Level 2: HP +5%
Level 3: HP +5%
Level 4: HP +10%
Level 5: Recharge 6% of Max HP instead
War Bringer
Valid hits: 3
Cooldown: 26 seconds
Fires a high-powered railgun, inflicting AoE damage in front to enemies within 1200 reach (Weak knockback). Targets hit are inflicted with Incoming Healing -100% for 8 seconds.
Level 2: DMG +5%
Level 3: DMG +5%
Level 4: DMG +15%
Level 5: Nullifies all removable buffs on targets. (Bosses excluded)
Anti-war Ender: Nemesis
Valid hits: 5
Cooldown: 56 seconds
Fires a tactical fusion projectile, inflicting AoE damage in front.
Level 2: DMG +5%
Level 3: DMG +5%
Level 4: DMG +15%
Level 5: Penetrates the target's DMG RES by 50%.
Evolved One stats aren't available yet. They will be added soon!
Review
PVE (Early)
PVE (Late)
PVP
Summary
Apex Predator Evolved One (E1) is a PVP-oriented, durable backline damage dealer that synergises with mech units. Both Ultimate and Special Skills damage the enemy backline and a variety of debuffs are scattered in different parts of her kit.
The focus of the E1 kit is the [Sacrifice] stack mechanic. Each stack gives 20% ATK to E1 (up to 10 stacks for a total of 200% ATK) and they are gained/lost in the following ways:
When deployed, E1 applies an uncancelable debuff to all allied mech units that deals 50% of their Max HP damage over 1 second. For every unit affected by this debuff, E1 gains 2 stacks.
Every mech that enters the battlefield while E1 is alive gives her 1 stack.
When E1 drops below 50% HP, she loses 1 stack per second while regaining 6% of her Max HP. This ends when E1 runs out of stacks or reaches full HP. As E1 can’t be healed, this effect is a direct HP change. This means it’s not affected by healing increase/reduction, healing reflux and extort effects.
E1 loses all stacks when she dies.
As of writing, E1 doesn’t have a modern Exclusive Equipment set. Instead, it has a relic of older times - an exclusive weapon that comes in 3 different colors and provides only 0.6% Anti-Ground DMG increase over basic Maze gear. A well-rolled Swift Relic weapon is better.
E1 has no PVE relevance.
In PVP, E1 is an Ultimate Skill-based win condition with a team-building constraint. Multiple [Sacrifice] stacks are required for E1 to be worth the cost, but gaining those stacks is not trivial. Mech faction as a whole has severe unit quality issues and all of its good units are expensive. As a result, E1 teams are forced to run otherwise suboptimal units (e.g. Glitch) just to gain stacks efficiently.
In addition to the aforementioned team-building issues, E1’s Ultimate Skill has a long cooldown. This makes her reliant on stalling, which is hard in modern high damage metagames. Most E1 teams default to Mors as their main frontline option, as both Mors and E1 benefit from a relatively low-quality rest of the team. On the other hand, this reliance on a single option for survivability means that the entire team falls apart if Mors gets countered.
Powerful wincondition.
Useless in PVE.
Harsh teambuilding constraints.
Other information
Set: CDR DPS
Ult faster
Set: CDR DPS
Ult faster
The gear recommendations have been simplified and you should use them in combination with this guide (for PVP) and this guide (for PVE).
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