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 (2)
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
Tiamat gathers power, allowing her to fire orbs of energy at the end of the channel. Each orb damages enemies and stops on enemy gods. Hitting the same enemy deals 15% less damage each time, to a minimum of 70% reduction. This ability can fire additional projectiles at ranks 3 and 5.
Damage: 60/70/80/90/100 (+55% of your Magical Power)
Tiamat creates an energy field dealing low damage to enemies in the entire area and then a larger amount in the inner area. The inner area of the field also stuns enemies for a short duration.
Area Damage: 40/55/70/85/100 (+30% of your Magical Power)
Inner Damage: 60/95/130/165/200 (+40% of your Magical Power)
Stun Duration: 1s
Tiamat dives into the fight landing on all fours, dealing damage and switching to her Ground stance. This ability also provides Tiamat one Hardened Scale.
Damage: 40/80/120/160/200 (+40% of your Magical Power)
Tiamat is able to summon one of her children onto the battlefield. Summon Serpents: Serpents that travel down lanes and act as minions. Summon Beast: Kusarikku who stands guard waiting for enemy gods. Summon Storm: Umu Dabrutu, the storm that chases enemies.
Children of Creation
While in Flying stance Tiamat gains health from nearby ally and enemy deaths, less from minions. In Ground stance she gains up to 5 Hardened Scales, damage mitigation that breaks after a certain amount of damage is taken. Normal minions do not provide Hardened Scales.
Large heal: 40 + 8 per level
Small heal: 5 + 0.5 per level
Scale Mitigation: 60%
Shield value: 50 + 10 per level
Death Begets Life
1st Maxed Ability:
2nd Maxed Ability:
3rd Maxed Ability:
Last Maxed Ability:
START TIER 2 OF ROD OF TAHUTI. FINISH BOOTS FIRST. THEN FINISH TAHUTI AND CONTINUE WITH BUILD