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Season 7 Merlin Mid (WIP)

1 1 23,574
by nchardak updated February 1, 2020

Smite God: Merlin

Build Guide Discussion 7 More Guides
Choose a Build: Power Merlin
Power Merlin CDR Rush Merlin
Tap Mouse over an item or ability icon for detailed info

Merlin Build

Starter

Notes This build is mostly focused on late game, it can be punished early with your count with abilities off of cooldown.

Notes

This build is mostly focused on late game, it can be punished early with your count with abilities off of cooldown.

Build Item Book of Souls Book of Souls
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
2

Core Items

Build Item Book of Thoth Book of Thoth
Build Item Charon's Coin Charon's Coin
Build Item Chronos' Pendant Chronos' Pendant

(Flat Pen)

Build Item Divine Ruin Divine Ruin
Build Item Spear of Desolation Spear of Desolation

(% pen)

Build Item Soul Reaver Soul Reaver
Build Item Charon's Coin Charon's Coin
Build Item Obsidian Shard Obsidian Shard

Situational Items

Build Item Spear of the Magus Spear of the Magus
Build Item Soul Gem Soul Gem
Build Item Gem of Isolation Gem of Isolation
Build Item Staff of Myrddin Staff of Myrddin
Build Item Pythagorem's Piece Pythagorem's Piece

Full Build (Flat Pen)

Notes Sell boots for Tahuti.

Notes

Sell boots for Tahuti.

Build Item Book of Thoth Book of Thoth
Build Item Shoes of Focus Shoes of Focus
Build Item Divine Ruin Divine Ruin
Build Item Chronos' Pendant Chronos' Pendant
Build Item Charon's Coin Charon's Coin
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti

Full Build (% pen)

Notes Sell boots for .

Notes

Sell boots for .

Build Item Book of Thoth Book of Thoth
Build Item Shoes of Focus Shoes of Focus
Build Item Charon's Coin Charon's Coin
Build Item Chronos' Pendant Chronos' Pendant
Build Item Rod of Tahuti Rod of Tahuti
Build Item Soul Reaver Soul Reaver
Build Item Pythagorem's Piece Pythagorem's Piece

Merlin's Skill Order

Eclipse / Radiate / Frostbolt

1 X Y
Eclipse / Radiate / Frostbolt
2 7 8 10 11

Vortex / Dragonfire / Blizzard

2 A B
Vortex / Dragonfire / Blizzard
1 3 6 12 14

Flicker

3 B A
Flicker
4 15 16 18 19

Elemental Mastery

4 Y X
Elemental Mastery
5 9 13 17 20
Eclipse / Radiate / Frostbolt
2 7 8 10 11

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 3 6 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
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 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
4
Major
5
Even
2
Minor
0
Tiny
0

Preference------------------------------------------------------------------------------------


All things said in this Guide can be interpreted in anyway you like. These are my preferences that are based off of personal experiences as well as high lvl players. It's a new season as well so the META and shift extremely easily as well as new items could be nerfed or buffed. At this guide just overviews the start of Season 7 and might be updated at later points.

Furthermore all information that's is reflected on both builds e.g threats, defence items, will on the 'Power Merlin' build tab.

Item Overview------------------------------------------------------------------------------------

Abilities------------------------------------------------------------------------------------

Click abilities icon to watch YT video about ability. (Some links are missing)

Passive


Overload



Every time Merlin casts a spell he gains a stack of Overload. When Merlin next fires a basic attack it will be augmented with lightning, dealing extra damage to the first Enemy.

Damage: 10 (+15% of your magical power)
Max Charges: 3
Duration: 5 seconds

Notes: This passive also procs item effects such as Gem of iso

Arcane Stance



1st Ability


Eclipse



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.

Ability Type: Line
Initial Damage: 40/60/80/100/120 (+55% of your magical power)
Damage per tick: 5/15/25/35/45 (+8% of your magical power)
Duration: 3s
Range: 60
Cooldown: 14 seconds
Cost: 60 mana

Notes: Has a minimum radius of 5 and a maximum of 15.

2nd Ability


Vortex



Merlin deploys a field of arcane energy at a location. After a delay, the Vortex deals damage and pulls Enemies towards the center.

Ability Type: AoE
Damage: 50/80/110/140/170 (+60% of your magical power)
Range: 60
Radius: 20
Cooldown: 16/15/14/13/12 seconds
Cost: 60/65/70/75/80 mana

Notes: Has a deploy time of 0.5s. The damage/pull activates after 1s.

Fire Stance



1st Abilit


Radiate


Merlin channels a beam of intense fire for 2s that deals damage every 0.5s. Each time Radiate hits an Enemy, it also applies a Burn, dealing additional damage over time.

Ability Type: Line
Damage per tick: 10/20/30/40/50 (+30% of your magical power)
Burn Damage: 5/10/15/20/25 (+5% of your magical power)
Range: 45
Radius: 5
Cooldown: 16/15/14/13/12 seconds
Cost: 60 mana

Notes: The burn lasts for 2s. Each beam tick refreshes the duration.

2nd Ability


Dragonfire


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.

Ability Type: AoE
Damage per tick: 8/11/14/17/20 (+25% of your magical power)
Protection Reduction: .5/1/1.5/2/2.5% (max 8 stacks 4/8/12/16/20%)
Protection Reduction Duration: 4s
Dragon Duration: 3s
Cooldown: 16/15/14/13/12 seconds
Cost: 60/65/70/75/80 mana

Notes: Has a radius of 30. Has a cone angle of 80. Each tick refreshes the debuff.

Ice Stance



1st Ability


Frostbolt


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

Ability Type: Line
Damage: 60/95/130/165/200 (+70% of your magical power)
Bonus Slow Damage: 15%
Range: 70
Cooldown: 6 seconds
Cost: 60 mana

Notes: The projectile has a radius of 4; the explosion has a radius of 10.

2nd Ability


Blizzard


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.

Ability Type: AoE
Damage per tick: 10/25/40/55/70 (+20% of your magical power)
Slow per stack: 8%
Slow Duration: 2s
Max Stacks: 5
Ability Duration: 4s
Range: 65
Radius: 20
Cooldown: 16/15/14/13/12 seconds
Cost: 60/65/70/75/80 mana

Notes: Has a deploy time of 0.7s. Each tick refreshes the slow's duration.



3rd Ability


Flicker



Merlin quickly teleports a short distance in front of him.

Ability Type: Teleport
Range: 30
Cooldown: 24/23/22/21/20 seconds
Cost: 70 mana

Notes: Cooldown is shared in ALL stances.



4th Ability (Ultimate)


Elemental Mastery



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. (By pressing ability 1 2 or 3, stance order is Arcane/Fire/Ice.
After the explosion reaches its apex, it collapses in on itself. Enemies are dealt damage from 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 (+20% of your magical power)x2
Arcane: Knockup
Fire Damage per Tick: 5/10/15/20/25 (+5% of your magical power)
Burn Duration: Every .5s for 2s
Ice Slow: 20%
Slow duration: 1.5s
Radius: 25
Cooldown: 32/29/26/23/20 seconds
Cost: 40/50/60/70/80 mana

Notes: Arcane has a knockup strength of 100. If no specific stance is selected, it will cycle between Arcane > Fire > Ice.

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1
Perfxction (1) | January 30, 2020 11:38pm
First i think gem is just overall not worth the item slot anymore with the amount of good items that are in the game.
Second your build only has 20%pen which is pretty low especially considering the amount of good penetration options.
Third i don't think that magus is good as it only seems worth it for the fire stance which you will not be using a lot in conquest other than to finish off a kill for which the damage should already be high enough. Otherwise you mostly poke with ice which magus isn't good for because it only increases blizzard damage which should realistically not get that many ticks off and arcane for which it only increases the tick damage on the 1 which definetly does not seem worth it.
Soulreaver overall would just be a better item for your build as it fits merlins kit and playstyle way better and at least gets you to 30%pen.
I would say drop magus for divine/deso and then replace gem with reaver and your build will overall just be a lot better and fit merlin way better.
1
Kriega1 (143) | January 31, 2020 4:39am
Gem is an alternative to Estaff on Merlin but yeah it's a very situational pickup that i'd rather go Estaff instead.
1
nchardak | January 31, 2020 4:38am
Thanks for the feed back, like I said in at the start most of this is still just being tested I've just put what I've built or seen onto the primary build. But I do agree that deso might be better now, Magus seems to only be decent at clearing objectives. And I'll move gem into situational and soul into the primary build.
1
Kriega1 (143) | January 30, 2020 4:59am
Haven't tested but is new Spear > Deso on Merlin?
1
nchardak | January 30, 2020 5:13am
Deso is a good pick up but I'm preferring magus. Im still testing damage numbers but I think it depends on what you're going for. Deso will fit the place of magus in either build if you wanted more power but the extra damage amp of magus just seems better atm. Like I said tho ima still testing
1
Kriega1 (143) | January 30, 2020 5:58am
Also see how it is for each stance (e.g. Arcane and Fire vs Fire and Ice vs Arcane and Ice).
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