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Sands of Time not the best starter for the early game but with cooldown and mana regen to survive.
Gem gives a little amount of intelligence to deal more damage to minions and gods.
Purification Beads as
Merlin doesnt have any kind of CC inmune ability we will need this relic in most games to be safe enough.
Sands of Time
Gem
Health Potion
Purification Beads
Pendulum of Ages best starter on the late game we get massive cooldown + intelligence that allows us to spam abilities without losing mana.
Book of Thoth its going to be our main sustain, with this item we wont have any issue with mana for the rest of the game and appart of that with his passive we will be scaling on the intelligence stat during the full game.
Spear of Desolation for great intelligence and flat penetration on the early game.
Soul Gem for lifesteal more cooldown and flat penetration to destroy mages.
Rod of Tahuti gives us our power spike because of his massive passive, this item is core in every mage build and will make us destroy every other carry in the game.
Spear of the Magus for a great extra damage with his passive that is very usefull for
Merlin as his kit is based on ticks.
Obsidian Shard gives us the neccesary penetration to shred tanks in seconds, another core item for every mage build next to
Rod of Tahuti.
Pendulum of Ages
Book of Thoth
Spear of Desolation
Soul Gem
Rod of Tahuti
Spear of the Magus
Obsidian Shard
Purification Beads
Divine Ruin instead of
Soul Gem if the enemy has heavy healing (e.g.,
Aphrodite,
Baron Samedi, or high Lifesteal builds).
The Cosmic Horror instead of
Soul Gem in case they dont have much tanks so you can do more flat damage.
Time-Lock Aegis or
Blinking Abyss in case they have gods like
Tsukuyomi,
Vulcan, etc so you need a second passive relic to survive their ults.
Divine Ruin
The Cosmic Horror
Time-Lock Aegis
Blinking Abyss

We will start upgrading
Eclipse / Radiate / Frostbolt as is going to give us the best push for the early game and poke damage. Then, we upgrade
Vortex / Dragonfire / Blizzard for a better combo damage. Appart from that, we upgrade
Elemental Mastery every time we can so can change stances every time sooner and for the last
Flicker to be able to dash sooner.
Tap each threat level to view Merlin’s threats
Tap each synergy level to view Merlin’s synergies
Hi, my name is Ragna and I started playing Smite 1 on PC in 2021. I started playing in little community tournaments and after a lot of training and work I manage to play professional tournaments on Atlanta as the Smite Content Cup in 2024.
Now, in Smite 2 I have reached Deity every single split and I have competed in tournaments like Smite Vegas Qualifiers (ending in 5th position of EU) and right now Smite Prime, so Im always getting updated about the best metas on the game.
Apart from that I have a Twitch channel Ragna_smite where we play Smite 2 every single day and we do coaching for the subs to help them to improve on Smite 2, answering questions, talking about the game, etc.
Hope you find this guide as a good starting point for the midlane and to improve your
Merlin skills.
Here are my socials:
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Passive - Using an ability provides 1 stack of Overload, up to a maximum of 3 stacks. Firing a Basic Attack consumes a stack to deal bonus Magical Damage that can also trigger Ability Item effects. Because of this passive, you should always try to weave Basic Attacks between your ability casts. The fact that it triggers ability effects makes it incredibly powerful when paired with items like |
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Ability 1 - Arcane ( Fire ( Ice ( This slot is your primary damage and wave clear tool across all stances. You want to prioritize maximizing this ability's output depending on the stance you are currently using. |
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Ability 2 - Arcane ( Fire ( Ice ( This is your setup and area-denial ability. You will generally cast this ability before your Ability 1 to guarantee maximum damage (e.g., using Blizzard to slow an enemy so your Frostbolt deals bonus damage). |
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Ability 3 - A short-range Teleport that provides different bonus effects depending on your stance. Arcane: Heals you based on a percentage of recent damage taken. Fire: Causes your Basic Attacks to apply a Burn for 4 seconds. Ice: Reduces your other ability cooldowns by 5 seconds. This is your only escape, so use it carefully. However, for advanced players, the Ice Stance cooldown reduction allows you to play aggressively, teleporting forward to instantly refresh your abilities for a surprise burst kill. |
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Ultimate - Unlike other stance switchers, this ability actually does massive area damage and crowd control. Dropping this in the middle of a team fight before transitioning to a new element is crucial for maximizing your impact. |
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