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Merlin 100-0 Build

68 8 181,957
8.9
by thesecondmistake updated July 5, 2020

Smite God: Merlin

Build Guide Discussion 19 More Guides
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Merlin Build

Start

Notes

Notes

Build Item Mage's Blessing Mage's Blessing
Build Item Magic Focus Magic Focus
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2

Main Build (Start Lost Artifact but build Boots before Chronos')

Notes Start lost artifact but buy boots before finishing Chronos'

Notes

Start lost artifact but buy boots before finishing Chronos'

Build Item Shoes of the Magi Shoes of the Magi
Build Item Spear of the Magus Spear of the Magus
Build Item Bancroft's Talon Bancroft's Talon
Build Item Chronos' Pendant Chronos' Pendant
Build Item Charon's Coin Charon's Coin
Build Item Soul Reaver Soul Reaver

Anti heal- If needed

Build Item Divine Ruin Divine Ruin

Boots Replacement- Take Your Pick

Build Item Gem of Isolation Gem of Isolation
Build Item Staff of Myrddin Staff of Myrddin
Build Item Spear of Desolation Spear of Desolation
Build Item Elixir of Speed Elixir of Speed

Merlin's Skill Order

Eclipse / Radiate / Frostbolt

1 X Y
Eclipse / Radiate / Frostbolt
1 3 6 7 9

Vortex / Dragonfire / Blizzard

2 A B
Vortex / Dragonfire / Blizzard
2 8 10 11 12

Flicker

3 B A
Flicker
4 15 16 18 19

Elemental Mastery

4 Y X
Elemental Mastery
5 13 14 17 20
Eclipse / Radiate / Frostbolt
1 3 6 7 9

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
2 8 10 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
4 15 16 18 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 17 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

Introduction

-This is just the build I like to play.

General Talk

Merlin has a pretty solid kit. I use the Arcane stance and Fire stance mainly. I don't think Ice is that useful. If you really want cooldown to build Chronos after magus.

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1
Jaystorm199 | August 11, 2019 1:32am
Shaman's Ring is not gonna be as viable for merlin in next patch
1
Kriega1 (143) | August 11, 2019 2:47am
Why not? You lose movement speed sure, but the passive lasts longer, you get 10% cdr and it has 10 extra power. The tier 1 ring is also being buffed to have 5 extra power which makes it slightly better for early clear, and similar to tier 1 spear which also has 25 power. With mage’s blessing, cdr boots, and shaman’s Ring you will have 30% CDR in your build early to mid game. Lategame you can sell cdr boots for Myrddin, and get the 10% missing from mage’s blessing from power pot.
1
andreyz5z | July 26, 2019 2:10am
Who wants to create build first with Staff of Myrddin? I tried and did not like it...
1
Kriega1 (143) | July 26, 2019 4:41am
I would probably consider it only as a boots replacement. The stats are just too mediocre for the price. It’s a very lategame luxury item.
1
andreyz5z | July 26, 2019 7:17am
Just watched streamers - they collected it as 3rd item in conquest... And it is unclear whether the advantage to throw a skill with 70% dmg, when Merlin get reduction damage in this patch... I did not feel that this one skill decides something.
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1
Kriega1 (143) | July 22, 2019 5:55am
You should mention what to replace Shoes of Focus for lategame when you get Elixir of Speed. I suggest Gem of Isolation or Rod of Tahuti.
1
Kriega1 (143) | February 18, 2019 9:08pm
Start should be mage's blessing, tier 1 chronos' pendant (not tier 1 boots) for the better early clear and mp5.

Should be getting spear of magus before shaman's ring, especially since your first 2 items don't have any pen and spear of magus is core on Merlin.
1
thesecondmistake | February 19, 2019 2:49am
I updated the start for the build.

I haven't found the pen to be necessary early on in most games. Merlin can typically do much better with the power and MS. The tanky characters aren't really that big of a focus for Merlin as early on. And, both items are relatively cheap so both get up fairly quick. By the time Merlin actually needs spear he should have it if you haven't got far behind.
1
Kriega1 (143) | February 19, 2019 8:54pm

Merlin can typically do much better with the power and MS. The tanky characters aren't really that big of a focus for Merlin as early on.


You have no idea what base protections are, do you? All characters, squishy or tank, have base magical protections. Take Ra for instance, he has 30 magical protections at level 1 (+0.9 per level until level 20), you increase your damage massively by having Spear of Magus, which is why I suggested Shaman's ring later in the build. By having Spear of Magus after getting a few ticks of from one of his DoT abilities your next abilities that hit with the passive of magus active will effectively deal basically true damage. And by the time you have pendant + boots and you're building into your third item the support/solo and/or maybe even the jungle may have a magical protection item in their build. Please stop being stubborn.

At the very least get shoes of the magi if you're going to delay magus (a core item on him) to 4th item (not including blessing).
1
UPLAR (9) | February 17, 2019 6:02am
Build is good however I would change a few things:

Your start can be easily made a lot stronger if you replaced Shoes with Lost Artifact as the power and MP5 you gain from it is much more worth it than the 6% MS you get with Shoes, as this would help out your early game a lot better. 6% MS won't help you in escaping ganks or do more poke damage so I'd pick Mage's Blessing, Lost Artifact, Healing Potion's and Mana Potion's.

Furthermore, I'd adjust the PO a little. You should make Spear of the Magus your 3rd item instead of Shaman's Ring as it's passive won't be utilised effectively until later on in the game when teamfights are more abundant. To further justify this, getting Spear of the Magus 3rd would help you tremendously in the early/mid game as you would have all your abilities unlocked (and levelled a few ranks) so you can take advantage of Spear of the Magus's passive.

However apart from that, (sorry if that sounded arsey), add in a couple of situationals such as Obsidian Shard for tank shred or Divine Ruin for anti- heal.

Hope this helps - UPLAR
1
thesecondmistake | February 17, 2019 8:42pm
I appreciate the feedback to this guide. I did some more testing and I do find the movement speed useful to poke more effectively against aggressive gods with a stronger early game against Merlin. As well, the early mana and cooldown from a completed shoes of focus is cheap and very good. Merlin struggles with mana early on and cooldowns are a little longer than preferred, so the early boots provide a better boost than rushing a Chronos' pendant. That being said, Lost Artifact could be a safer start for most players, especially versus gods who have weak early game lane clear. For PO I find the 100 power and movement enable Merlin to hit harder while playing safer. I would only do spear as item 3 if you desperately need to shred protection. As for situationals, I think the build is made of necessary items that I wouldn't outright trade unless you absolutely need to. Merlin does enough damage even without Obsidian shard and the only thing id replace would be rod if you have too much trouble with too many enemies being too tanky. As for divine ruin, it has to wait for the late game once you can sell shoes and get the elixir mentioned in the guide. In non-conquest modes, you could consider not building rod and building divine ruin instead but rod providses so much power that Merlin otherwise lacks.
1
UPLAR (9) | February 18, 2019 4:34pm
Hey again,

What I meant was to buy Lost Artifact instead of Shoes but buy Shoes of Focus before getting Chronos' Pendant on your first back, (hope that makes sense lol).

Therefore you're able to finish your boots on your first back as well receive the power/MP5 from Lost Artifact. Also this start will lighten the expensive cost of Chronos' Pendant on your second back. Everything else you've said I agree with.
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League of Legends Build Guide Author thesecondmistake
Merlin 100-0 Build
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