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Runes for the jungle early > late game and we should rely on maximaizing early damage on the ganks.
9x
So, if that 24 hp is just nothing in jungle sustain and can't save you (maybe can, but in chance of 0.00001). Thats the first reason why its bad rune choice. The second is...
So that 10AP looks like nothing too, but if you will look at the Q scales, you will see :
MAGIC DAMAGE: 30 / 45 / 60 / 75 / 90 (+35 / 40 / 45 / 50 / 55 % AP) and (+50 / 55 / 60 / 65 / 70 % bonus AD)
The scale of AD in early much worse compare to AP.
With the same reason you should take
Result:
I might change the masteries at some point later - or perhaps try a different route, but so far this seems okay. I did try your suggestion of going 14/2/14 and it works very well early game in the jungle - with a good pull, Eve can get quite a few camps before
As for your bonus point, I did turn on C2V - I was unsure as to whether this was a good idea or not, but I have as per your recommendation. Thank you!
Runes: Don't think you needs in 3x
Masteries: Yes, your masteries is standart, but she taking a lot of damage in the jungle before she will start gank. So reccomend to test this mastery page:
Yeash, here a lot of utility and sustain but less DEF on the ganks. If you would be focused, you will die. So, your rune page: DEF on ganks > sustain. DEF on ganks < sustain in my rune page.
Bonus: Torn on C2V in your edit section guide. That will prevent troll votes.