Merlin

Merlin

Jul 15, 2021

Mid Movement build

Final Items

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
+150 HEALTH
+15 MP5

Gem of Focus

Gem of Focus

PASSIVE - If you receive a kill or assist on an Enemy God all of you non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 8s.

+110 MAGICAL POWER
+10 MAGICAL PENETRATION
+10% COOLDOWN REDUCTION

Spear of Desolation

Spear of Desolation

PASSIVE - On god kill or assist a coin is flipped. If heads, you gain a stack of 7 HP5. If tails, you gain a stack of 2% Movement Speed. Each effect can stack up to 4 times and at 8 stacks this item evolves. You also gain 1 gold every time the coin is flipped.

+80 MAGICAL POWER
+20% MAGICAL PENETRATION
+7 HP5
+20 MP5

Charon's Coin

Charon's Coin

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
+150 HEALTH
+12% MAGICAL LIFESTEAL
+10% COOLDOWN REDUCTION

Soul Gem

Soul Gem

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
+300 MANA

Soul Reaver

Soul Reaver

PASSIVE - Basic Attacks and Abilities gain 25% additional Magical Power against targets below 50% Health.

+160 MAGICAL POWER
+30 MP5
+10% MAGICAL PENETRATION

Rod of Tahuti

Rod of Tahuti

Starter Items

+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.

Conduit Gem

Conduit Gem

+20 MAGICAL POWER
+5 MP5

Lost Artifact

Lost Artifact

This consumable heals 150 Mana over 25 seconds.

Mana Potion (1)

Mana Potion (1)

This consumable heals 250 Health over 25 seconds.

Healing Potion (2)

Healing Potion (2)

Relic 1

Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.

Purification Beads

Purification Beads

Relic 2

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.

Aegis Amulet

Aegis Amulet

7th Item Options

Abilities & Leveling Order

Starting Ability:

1

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

Eclipse (Radiate/Frostbolt)

Eclipse (Radiate/Frostbolt)

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)

Vortex (Dragonfire/Blizzard)

Vortex (Dragonfire/Blizzard)

Merlin quickly teleports a short distance in front of him.

Flicker

Flicker

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
Arcane: Knockup

Elemental Mastery

Elemental Mastery

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)
Charges: 3
Duration: 5s

Overload

Overload

1st Maxed Ability:

1

2nd Maxed Ability:

2

3rd Maxed Ability:

Ult

Last Maxed Ability:

3

Additional Comments:

START CONDUIT GEM AND LOST ARTIFACT. BUY BOOTS ON FIRST BACK.