Oct 30, 2021
Mid Movement build
PASSIVE - Every time you cast an ability that costs mana you gain a stack of Focus for 10s, providing 3% Movement Speed, 3% Damage Increase, and 2% Damage Taken Reduction, stacking up to 3 times.
+90 MAGICAL POWER
Gem of Focus
PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.
+100 MAGICAL POWER
+20% COOLDOWN REDUCTION
PASSIVE - Enemies hit by your abilities have 40% reduced healing and regeneration for 8 seconds.
+90 MAGICAL POWER
+10 MAGICAL PENETRATION
PASSIVE - On successful hit of an Ability you gain 1 stack. At 4 Stacks your next Ability that damages an enemy God will deal bonus damage equal to 30% of your Magical power to each God hit, and will heal yourself and allies within 20 units for 40% of your Magical Power and will consume the 4 stacks.
+80 MAGICAL POWER
+12% MAGICAL LIFESTEAL
+10% COOLDOWN REDUCTION
PASSIVE - Your abilities deal an additional 2% of the target's maximum Health as Magical Damage. If the target has over 2000 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.
+95 MAGICAL POWER
PASSIVE - Your first ability cast gains 10% Magical Penetration. This can only occur once every 10 seconds.
+80 MAGICAL POWER
+20% MAGICAL PENETRATION
+30 Magical Power +15 MP5 PASSIVE - Every second you gain a stack of Arcane Energy, causing your next damaging ability to deal an additional 2 True Damage and remove all stacks. This effect stacks up to 20 times. Can be upgraded at level 20.
+20 MAGICAL POWER
This consumable heals 150 Mana over 25 seconds.
Mana Potion (1)
This consumable heals 250 Health over 25 seconds.
Healing Potion (2)
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.
Using this item makes you invulnerable to damage and healing for 1.5s, and prevents you from taking any actions. You may still move. Cooldown - 180s.
7th Item Options
Abilities & Leveling Order
Merlin conjures an orb of condensed celestial energy that grows in size as it travels, dealing damage every 0.4s and marking Enemies hit. Enemies marked take additional damage if they stay within the outer range of Eclipse. (Change stance to Fire/Ice for more information)
Initial Damage: 40/60/80/100/120 (+55% of your magical power)
Damage per tick: 5/15/25/35/45 (+8% of your magical power)
Duration: 3s when fully deployed
Merlin deploys a field of arcane energy at a location. After a delay, the Vortex deals damage and pulls Enemies towards the center. (Change stance to Fire/Ice for more information)
Damage: 50/80/110/140/170 (+60% of your magical power)
Merlin quickly teleports a short distance in front of him.
Merlin taps into his inner potential, exploding with energy in the stance he is currently attuned to. During this time Merlin can choose which stance to enter into next. After the explosion reaches its apex, it collapses in on itself. Enemies are dealt damage from the both the explosion and the implosion and suffer different effects depending on which stance's energy they are being hit by.
Damage: 80/110/140/170/210 (+15% of your magical power)
Fire Damage per Tick: 5/10/15/20/25 (+5% of your magical power)
Ice Slow: 20%
Slow duration: 1.5s
Every time Merlin casts a spell he gains a stack of Overload. When Merlin next fires a basic attack it will be augmented with lightning, dealing extra damage to the first Enemy.
Damage: 10 (+15% of your magical power)
1st Maxed Ability:
2nd Maxed Ability:
3rd Maxed Ability:
Last Maxed Ability:
START CONDUIT GEM AND LOST ARTIFACT. BUY BOOTS ON FIRST BACK.