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Merlin General Guide

0 2 5,237
by Weirdmageddon updated April 9, 2019

Smite God: Merlin

Build Guide Discussion 11 More Guides
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Merlin Build

Arena

Notes In the arena, focus on the continuous killing of waves, unless someone makes stacks. Try to harass and hurt your enemies, look where you are needed and which form will be the best at the moment.

Notes

In the arena, focus on the continuous killing of waves, unless someone makes stacks. Try to harass and hurt your enemies, look where you are needed and which form will be the best at the moment.

Build Item Magic Shoes Magic Shoes
Build Item Lost Artifact Lost Artifact
Build Item Shoes of Focus Shoes of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of Desolation Spear of Desolation
Build Item Rod of Tahuti Rod of Tahuti
Build Item Obsidian Shard Obsidian Shard
Build Item Gem of Isolation Gem of Isolation
Build Item Potion of Magical Might Potion of Magical Might
Build Item Elixir of Power Elixir of Power
Build Item Aegis Amulet Aegis Amulet
Build Item Heavenly Wings Heavenly Wings

Conquest/Siege

Notes In conquest or siege remember that you can buy potions. They will allow you to stay on the line longer. Focus more on mana potions because Merlin needs a lot of it.

Notes

In conquest or siege remember that you can buy potions. They will allow you to stay on the line longer. Focus more on mana potions because Merlin needs a lot of it.

Build Item Magic Shoes Magic Shoes
Build Item Lost Artifact Lost Artifact
Build Item Mana Potion Mana Potion
Build Item Shoes of Focus Shoes of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Rod of Tahuti Rod of Tahuti
Build Item Spear of Desolation Spear of Desolation
Build Item Obsidian Shard Obsidian Shard
Build Item Gem of Isolation Gem of Isolation
Build Item Potion of Magical Might Potion of Magical Might
Build Item Aegis Amulet Aegis Amulet
Build Item Heavenly Wings Heavenly Wings

Assault

Notes In the assault remember that you can buy potions. They will allow you to stay on the line longer. Focus more on mana potions because Merlin needs a lot of it. Additionally, remember that you can not return to the base and heal yourself. A mixture that combines mane and life can also be a solution.

Notes

In the assault remember that you can buy potions. They will allow you to stay on the line longer. Focus more on mana potions because Merlin needs a lot of it. Additionally, remember that you can not return to the base and heal yourself. A mixture that combines mane and life can also be a solution.

Build Item Chronos' Pendant Chronos' Pendant
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2
Build Item Shoes of Focus Shoes of Focus
Build Item Rod of Tahuti Rod of Tahuti
Build Item Gem of Isolation Gem of Isolation
Build Item Spear of Desolation Spear of Desolation
Build Item Obsidian Shard Obsidian Shard
Build Item Potion of Magical Might Potion of Magical Might
Build Item Elixir of Power Elixir of Power
Build Item Cloak of Meditation Cloak of Meditation

Merlin's Skill Order

Eclipse / Radiate / Frostbolt

1 X Y
Eclipse / Radiate / Frostbolt
1 4 6 7 10

Vortex / Dragonfire / Blizzard

2 A B
Vortex / Dragonfire / Blizzard
2 8 11 12 14

Flicker

3 B A
Flicker
3 15 16 18 19

Elemental Mastery

4 Y X
Elemental Mastery
5 9 13 17 20
Eclipse / Radiate / Frostbolt
1 4 6 7 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
2 8 11 12 14

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 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 9 13 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

Merlin Threats

Tap each threat level to view Merlin’s threats

Max
3
Major
3
Even
5
Minor
1
Tiny
0

Who's Merlin for me?

For me, Merlin is a more supportive magician who controls the battlefield, supporting the allies by harassing and weakening enemies. His abilities, apart from a few exceptions, deal a lot of damage, but in slightly larger intervals. As Merlin, we control the battlefield by constantly controlling enemy movements, either by cutting off the escape route or by hindering the fight.
When I play it, I stick to the back, casting spells, not even to hurt, to scare and move enemies. To play it effectively, try also to flank the enemy. Thanks to this you get more possibilities. Merlin is a character who in my opinion is Easy to Play, hard to Master. We need to think about where and how to cast the given spell and carefully choose the form, because it may seem like little change, but even the smallest additional percentage of victory is important. Are you fighting with a tank? Use a fiery form on it, and get yourself a hostile magician close by and then switch to another form.
This hero gives us many possibilities and it really depends on us how we use it.

Skills

Hello guys! So, playing the Merlin is instinctive. What does it mean? Here's the guide.
Merlin has three forms that at least have different roles and uses for me. The mystical form with which we start is good in the initial phase of the team fight because it allows - if we manage to hit - to catch, hurt and stun enemies in one place at a time which will allow our comrades to better damage or use abilities (For example, Ares) . It is also a good ability against the melee fighting gods, whether in the arena or on the line because of the ability to clean the wave and harass the opponent. My advice: When we see that it begins to gather for a team fight, get ready or even immediately slightly weak enemies. You will take damage or at least move them a bit. The basic skill combination is 2 + 1. The Vortex will charge and explode when the eclipse reaches its destination and maximizes the damage. On the line, let's try to make the enemy and the minions be in the largest possible area of ​​destruction of the abilities, which will allow us to get leads in the alley.

The second form - fiery - has many uses and can be considered universal, but I prefer to use it when it comes to a close encounter, or we care about mobility and simultaneous injuries. When the team fight starts, or the opponent approaches you, remember to keep him in area 2 of the abilities. It is area-specific and, in addition, it reduces protection against magic. After casting 2, use 1 and try to stay as mobile as possible. Using 1 you are able to keep moving. It is a good fighting ability when the opponents and your companions are already mixed up in the middle of the fight or when you are being chased. It is also worth using it during the prosecution because it can provoke the enemy to use the ability or relic. Then change quickly to a mystical or ice form and finish the enemy. Even if you do not want to get too involved in a fight or have been saved and you have to retreat, try to throw 2, it will certainly help your ally.


The third form - ice - is used by me most often because of its universalism and harassment. It is good for cutting off escaping enemies, constantly dealing damage on a given battlefield, fighting 1 on 1 with opponents on close, due to the large area of ​​action and damage. 2 skill deals damage to the area and further slows enemies, while 1 is a bullet whose damage increases when the enemy is slowed down. In the middle of the game and in the later game it allows us to deal a lot of damage in a short time due to the low cooldown. When in ice form, use 2 to harass enemies at a distance and clean the line. During solo battles, try to cast the ability so that it hurts the enemy as much as possible or leaves him a way to escape / chase. (If you are chased and want to cut off the road, remember to aim slightly ahead for the enemy to be longer in the firing field). When the opponent is under a slowdown, try to hit constantly 1. Remember that when you hit the enemy, you deal additional damage around the hit.

3 ability works the same in every form and it is quickly teleporting to the indicated place. Use this ability to escape from the enemy, abilities or to kill the enemy (read: shorten the distance, but remember that you can safely escape because of the long cooldown).
4 ability is used to change forms. After clicking on it, we have the opportunity to choose which one we want to choose from, for example click 4 and for a second we have three abilities on the spot 1, 2, and 3. Additionally, using 4, we cause an explosion around us, depending on which form we were: Rejects, incinerates or slows down. Remember this because it can be your rescue or murder.

Items

This build does not have very huge power resources, but it is very effective and universal. Thanks to Chrono's Pendant, Rod of Tahuti and shoes, we have a large mana regeneration and slightly increased its resources. This will allow us to return to the base more rarely to complete it. By adding a spear, we have a maximum of 40% cooldown and a bit of penetration, which is additionally increased by the shard, and the gem of Isolation gives us a bit of life, odors for crowd control and increases the efficiency of our skills by slowing down. As relics, I prefer Aegis and H. Wings. (This is my own choice)

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2
Gulfwulf (81) | April 10, 2019 7:52am
Where's Spear of the Magus? Merlin has quite a few ticking abilities so you're not getting the most DPS if you don't have spear. And, no, Obsidian Shard doesn't cut it.
0
DarkAngel5Q | April 10, 2019 3:49am
I really like your guide however all the green and red words gave me a seizure. Also I dont think you should run shoes of focus on him . I mean you can but it isnt the best choice
1
Kriega1 (143) | April 11, 2019 6:03am
Considering they just nerfed his escape cooldown you definitely need cdr boots
1
DarkAngel5Q | April 11, 2019 4:57pm
I know but his build doesn’t have enough pen (edit : didn’t have enough pen) I think Shoes of the Magi should at least be situational.
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2
Branmuffin17 (394) | April 10, 2019 8:47am
Actually, Focus is preferred in most cases. He needs early CDR, and when he rushes Spear of the Magus within the first 3 items, he's got the majority of his pen covered, at least until late game.
1
Gulfwulf (81) | April 10, 2019 9:38am
Yeah. The extra 5 power and 10 flat pen aren't as good as the extra mana and cdr.
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League of Legends Build Guide Author Weirdmageddon
Merlin General Guide
Table of Contents

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