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Am I Not Just Magnificent! | Merlin Conquest S7

0 0 4,227
by MachineMagpie updated April 23, 2020

Smite God: Merlin

Build Guide Discussion 0 More Guides
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Merlin Build

Start

Notes Rush Boots In Spawn

Notes

Rush Boots In Spawn

Build Item Shoes of the Magi Shoes of the Magi

First Back

Notes The consumables are dependent on if you get first Tiki

Notes

The consumables are dependent on if you get first Tiki

Build Item Lost Artifact Lost Artifact
Build Item Ward Ward
2
Build Item Mana Potion Mana Potion

Standard Build

Build Item Shoes of the Magi Shoes of the Magi
Build Item Chronos' Pendant Chronos' Pendant
Build Item Soul Gem Soul Gem
Build Item Charon's Coin Charon's Coin
Build Item Soul Reaver Soul Reaver
Build Item Staff of Myrddin Staff of Myrddin

Sell boots for tanky enemy

Build Item Elixir of Speed Elixir of Speed
Build Item Warlock's Staff Warlock's Staff

Sell boots for squishy enemy

Build Item Elixir of Speed Elixir of Speed
Build Item Rod of Tahuti Rod of Tahuti

Sell boots for CCR/CC

Build Item Elixir of Speed Elixir of Speed
Build Item Gem of Isolation Gem of Isolation

Anti Heal

Notes Build Divine Ruin second if the enemy team has large scale healing. Build it third if they don’t have healing but they’re building lifesteal

Notes

Build Divine Ruin second if the enemy team has large scale healing. Build it third if they don’t have healing but they’re building lifesteal

Build Item Divine Ruin Divine Ruin

Actives

Notes Beads and Aegis are a good safe actives combination. Beads always being a must buy. Shell I would recommend purchasing against an AA reliant enemy team and I would recommend Heavenly against a heavy CC based enemy team

Notes

Beads and Aegis are a good safe actives combination. Beads always being a must buy. Shell I would recommend purchasing against an AA reliant enemy team and I would recommend Heavenly against a heavy CC based enemy team

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Magic Shell Magic Shell
Build Item Heavenly Wings Heavenly Wings

Merlin's Skill Order

Eclipse / Radiate / Frostbolt

1 X Y
Eclipse / Radiate / Frostbolt
2 6 7 8 10

Vortex / Dragonfire / Blizzard

2 A B
Vortex / Dragonfire / Blizzard
1 4 9 11 12

Flicker

3 B A
Flicker
3 15 17 19

Elemental Mastery

4 Y X
Elemental Mastery
5 13 14 16 18 20
Eclipse / Radiate / Frostbolt
2 6 7 8 10

Eclipse / Radiate / Frostbolt

1 X
Arcane: 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.

Fire: Merlin channels a beam of intense fire for 2s that deals damage every 0.25s. Each time Radiate hits an Enemy, it also applies a Burn, dealing additional damage over time.

Ice: Merlin hurls a Frostbolt that explodes if it hits an Enemy, dealing an additional 15% damage if they are slowed.

Ability Type: Line
Initial Arcane Damage: 40 / 60 / 80 / 100 / 120 (+55% of your Magical Power)
Arcane Damage Per Tick: 5 / 15 / 25 / 35 / 45 (+8% of your Magical Power)
Arcane Duration: 3s
Arcane Cooldown: 14s

Fire Damage Per Tick: 6 / 12 / 18 / 24 / 30 (+18% of your Magical Power)
Fire Burn Damage: 5 / 10 / 15 / 20 / 25 (+5% of your Magical Power)
Fire Duration: 2s
Fire Cooldown: 16 / 15 / 14 / 13 / 12s

Ice Damage: 60 / 95 / 130 / 165 / 200 (+55% of your Magical Power)
Ice Cooldown: 6s

Range: 60 / 45 / 70
Cost: 60
Vortex / Dragonfire / Blizzard
1 4 9 11 12

Vortex / Dragonfire / Blizzard

2 A
Vortex (Arcane): Merlin deploys a field of arcane energy at a location. After a delay, a Vortex deals damage and pulls Enemies towards the center.

Dragonfire (Fire): Merlin summons forth two ethereal dragons that spout flames towards each other, dealing damage to Enemies every 0.25s. If caught in the center of the area, enemy god's protections are reduced. The dragons last for 3s.

Blizzard (Ice): Merlin creates a Blizzard at a target location. After a brief delay, shards of ice start hurling down every 0.7s. Enemies hit take damage and progressively get more Slowed while they stay within the area.

Enemies hit take damage and progressively get more slowed while they stay within the area.

Ability Type: AoE
Arcane Damage: 50 / 80 / 110 / 140 / 170 (+60% of your Magical Power)
Fire Damage Per Tick: 8 / 11 / 14 / 17 / 20 (+20% of your Magical Power)
Fire Protection Reduction: 4%
Fire Max Stacks: 4
Fire Debuff Duration: 4s
Ice Damage Per Tick: 10 / 25 / 40 / 55 / 70 (+15% of your Magical Power)
Ice Slow Per Stack: 8%
Ice Max Stacks: 5
Ice Slow Duration: 2s
Range: 60 / 50 / 65
Radius: 20 / 30 / 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown (Vortex / Blizzard): 16 / 15 / 14 / 13 / 12s
Cooldown (Dragonfire): 18 / 17 / 16 / 15 / 14s
Flicker
3 15 17 19

Flicker

3 B
Merlin quickly teleports a short distance in front of him.

Ability Type: Teleport
Range: 30
Cost: 70
Cooldown: 24 / 23 / 22 / 21 / 20s
Elemental Mastery
5 13 14 16 18 20

Elemental Mastery

4 Y
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.

Ability Type: Buff and AoE
Damage: 100 / 140 / 180 / 220 / 260 (+15% of your Magical Power)
Arcane: Knockup
Fire Damage Per Tick: 5 / 10 / 15 / 20 / 25 (+5% of your Magical Power)
Ice Slow: 20%
Slow Duration: 1.5s
Radius: 25
Cost: 40 / 50 / 60 / 70 / 80
Cooldown: 30 / 27.5 / 25 / 22.5 / 20s

Merlin Threats

Tap each threat level to view Merlin’s threats

Max
3
Major
2
Even
1
Minor
1
Tiny
0

How to start with this build

Starting the game you want to instantly stance change into ice stance. Put a point in your two and stay in spawn to rush Power Boots. Once purchased walk close to the wall of speed buff and throw Blizzard over the buff to help your jungler. Stance change to fire stance and proceed to your wave where you will just be in time for the first enemy minion to basic attack. Place Dragon fire on the wave and finish off with your charged basics then put a point in your one and proceed to clearing your small harpies. Once you have hit level 3 I would recommend putting a point in your two again only if you feel safe to as this will allow you to full clear and get back to spawn quicker so you can purchase your wards and mana potion. If you are worried you will be ganked before this put a point in your 3 and clear wave then back for your First back item. Once you’ve purchased Chronos Pendant your main focus is clearing and stealing as much farm on the map as you can and only rotating when all the farm on your lane is gone.

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League of Legends Build Guide Author MachineMagpie
Am I Not Just Magnificent! | Merlin Conquest S7
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