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The Heat, The Chill, The Unknown | Merlin: In-Depth Conquest Mid Build/Guide (S7)

69 6 158,600
9.4
by Draisaitl updated January 5, 2021

Smite God: Merlin

Build Guide Discussion 46 More Guides
Tap Mouse over an item or ability icon for detailed info

Merlin Build

CDR Start

Build Item Mage's Blessing Mage's Blessing
Build Item Lost Artifact Lost Artifact
Build Item Mana Potion Mana Potion
3
Build Item Healing Potion Healing Potion
2

Penetration Start

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

CDR Build

Notes If you need anti-heal, buy Divine Ruin in place of Spear of the Magus.

If the game goes long enough to buy an Elixir of Speed, sell your boots and buy whatever else you might need in your build. You can opt for some CDR with Soul Gem, more power with Doom Orb, Mantle of Discord if you need defense. Staff of Myrddin is also a solid option if you're able to utilize the item's passive well.

Notes

If you need anti-heal, buy Divine Ruin in place of Spear of the Magus.

If the game goes long enough to buy an Elixir of Speed, sell your boots and buy whatever else you might need in your build. You can opt for some CDR with Soul Gem, more power with Doom Orb, Mantle of Discord if you need defense. Staff of Myrddin is also a solid option if you're able to utilize the item's passive well.

Build Item Shoes of Focus Shoes of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of the Magus Spear of the Magus
Build Item Soul Reaver Soul Reaver
Build Item Charon's Coin Charon's Coin
Build Item Rod of Tahuti Rod of Tahuti

Penetration Build

Notes Divine Ruin can be swapped out if you don't need anti-heal. Spear of Desolation can go here for some more CDR. You could also opt for Pythagorem's Piece if you want to get percent pen earlier.

If the game lasts long enough to buy an Elixir of Speed, you can replace boots with something else you feel you might need. A good option is Chronos' Pendant which allows you to spam your abilities. Rod of Tahuti will also be a massive power spike. You can also opt for some defense in Mantle of Discord.

Notes

Divine Ruin can be swapped out if you don't need anti-heal. Spear of Desolation can go here for some more CDR. You could also opt for Pythagorem's Piece if you want to get percent pen earlier.

If the game lasts long enough to buy an Elixir of Speed, you can replace boots with something else you feel you might need. A good option is Chronos' Pendant which allows you to spam your abilities. Rod of Tahuti will also be a massive power spike. You can also opt for some defense in Mantle of Discord.

Build Item Shoes of Focus Shoes of Focus
Build Item Doom Orb Doom Orb
Build Item Spear of the Magus Spear of the Magus
Build Item Divine Ruin Divine Ruin
Build Item Soul Reaver Soul Reaver
Build Item Obsidian Shard Obsidian Shard

Physical Dive Counter

Notes This is an EXTREMELY situational build. I'll pull this out only if the enemy team comp has 3+ physical gods that can dive the backline well. Keep in mind that Breastplate's usefulness lessens the longer the game goes, so once your build is complete, I would sell Breastplate and pick up Mantle of Discord if you still need the defense. Divine Ruin can also be replaced with Spear of the Magus if you don't need to buy anti-heal.

Once the game has gone late enough to sell your boots and buy an Elixir of Speed, you have a few options. Given this is a counter-dive build, Soul Gem can be helpful for sustaining through the dive. Otherwise, you can opt for Chronos' Pendant for the CDR or Rod of Tahuti for even more power.

Notes

This is an EXTREMELY situational build. I'll pull this out only if the enemy team comp has 3+ physical gods that can dive the backline well. Keep in mind that Breastplate's usefulness lessens the longer the game goes, so once your build is complete, I would sell Breastplate and pick up Mantle of Discord if you still need the defense. Divine Ruin can also be replaced with Spear of the Magus if you don't need to buy anti-heal.

Once the game has gone late enough to sell your boots and buy an Elixir of Speed, you have a few options. Given this is a counter-dive build, Soul Gem can be helpful for sustaining through the dive. Otherwise, you can opt for Chronos' Pendant for the CDR or Rod of Tahuti for even more power.

Build Item Shoes of Focus Shoes of Focus
Build Item Doom Orb Doom Orb
Build Item Breastplate of Valor Breastplate of Valor
Build Item Divine Ruin Divine Ruin
Build Item Soul Reaver Soul Reaver
Build Item Obsidian Shard Obsidian Shard

Relics

Notes There's really no reason to buy anything other than Beads and Aegis. On certain occasions, I will purchase Aegis first depending on the scenario. When in doubt, default to Purification Beads first.

Notes

There's really no reason to buy anything other than Beads and Aegis. On certain occasions, I will purchase Aegis first depending on the scenario. When in doubt, default to Purification Beads first.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet

Merlin's Skill Order Notes A common misconception is that you should prioritize the 2nd ability in leveling since it's your wave clear. However, you get the best results and damage output from prioritizing the 1st ability before the 2nd.

Elemental Mastery should always be leveled when possible since the damage from the stance switch can easily turn a fight in your favor.

Notes

A common misconception is that you should prioritize the 2nd ability in leveling since it's your wave clear. However, you get the best results and damage output from prioritizing the 1st ability before the 2nd.

Elemental Mastery should always be leveled when possible since the damage from the stance switch can easily turn a fight in your favor.

Eclipse / Radiate / Frostbolt

1 X Y
Eclipse / Radiate / Frostbolt
2 4 6 7 10

Vortex / Dragonfire / Blizzard

2 A B
Vortex / Dragonfire / Blizzard
1 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
2 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
1 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
2
Major
5
Even
4
Minor
0
Tiny
0

Introduction


Hello. My name is Draisaitl (Drai for short). You may know me from my Ripped to Shreds Fenrir guide (which is currently outdated). I've been on hiatus from Smitefire since Season 5 and since then I have transitioned from the Jungle to the Mid lane. And during that time, the mage I've played the most and have fallen in love with is Merlin.



Merlin, like other stance switchers, can be extremely intimidating for players unfamiliar with him, especially since he has 3 stances at his disposal. Make no mistake, this god takes some practice to be good with. His kit is extremely strong, especially in team fights. But like any other god, he has weaknesses and vulnerabilities that you will have to learn to play around sooner or later. In this guide, I will explain how to do all of that.

Changelog

Change Log

Pros / Cons


Merlin - Pros & Cons


........ Pros ........

+ Strong Teamfight
+ High Counterplay Potential
+ Instant Mobility
+ 7 High Damage Abilities
+ Strong objective burn
....... Cons .......

- Easy to dive
- No built in CC immunity
- Predictable Mobility
- Weak early game
- Requires good positioning
- Weak objective secure

Skills


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."

I think of this ability as a built-in magical Hydra's Lament. Though this passive may seem weak at first glance, even borderline useless for a backline AOE mage, there have been certain scenarios where it was the difference between getting the kill and the enemy getting out with low HP. While it's not make or break, keep this ability in the back of your mind, especially in the early game.

Eclipse (1)
"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."

One of Merlin's many tick-damaging abilities, Eclipse is one of your lesser options in terms of early game wave clear. However it will also be your strongest tool in most team fights not only due to its damage but also because of its large AOE effect.

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

This ability is most effectively used in combination with Eclipse (see combos section for more details). Aside from the combo in team fights, this ability is also amazing if you need to peel someone off your teammate, or even yourself, by creating a bit more distance.

Radiate (1)
"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."

One of two of Merlin's abilities that are designed to do one thing and one thing only: deal a lot of damage. This ability has a noticeably shorter range than the abilities in Merlin's other two stances, so it should be used wisely and with caution. This being said, it's his strongest tool both for burning down objectives as well as enemies. Keep in mind that this ability applies a burn effect as well as the tick damage.

Dragonfire (2)
"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."

Just like Radiate, this ability is built to shred whatever is in it. It's like a ground AOE version of Radiate. The difference, though, is that instead of applying a burn effect, it gives Magical Protection Shred to enemies caught in the center of the ability.

Frostbolt (1)
"Merlin hurls a Frostbolt that explodes if it hits an Enemy, dealing an additional 15% damage if they are slowed."

Frostbolt is great for instant burst damage that can be actually be used from pretty far away. It is also a relatively low cooldown compared to the rest of his abilities. It is important to know that it deals additional damage to enemies who are slowed (regardless of the slowing source). That being said, it is most commonly used after using Blizzard.

Blizzard (2)
"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."

This ability, beyond the first couple levels, will be your bread and butter for both wave clear as well as long-range poke. This ability can be cast from far away and can be used over walls.

Flicker
"Merlin quickly teleports a short distance in front of him."

Known more popularly as a combat blink, flicker does exactly what it says. This is Merlin's 1 and only mobility. While you shouldn't be afraid to use it to get away, it has a relatively long cooldown even with full CDR so for that reason it's extremely important to pay close attention to your positioning. It should be noted that this ability shares a cooldown no matter what stance you are in. It can also be used for aggression or to chase (especially to proc Overload), but do so with extreme caution. A pro tip, that has made the world of difference for me, is to set this ability to instant cast. I highly recommend doing this.

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. 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."

This ability is Merlin's stance switch. The ability description can be confusing, so allow me to explain in a more simplified way.

This ability will switch you to one of his three stances: Arcane, Fire, or Ice (you will always start in Arcane at the start of the game). How they are listed above is also the order they will go in automatically when you switch stances. However you can, of course, choose which stance to switch to by selecting the stance while switching. The order is, again, as follows: Arcane (1/X/Square), Fire (2/Y/Triangle), and Ice (3/B/Circle).

When you switch stances, you will have 2 effects, an Implosion and an Explosion. Not only do these do damage, but depending on the stance you are in and the stance you're switching to, they will have different effects as well as dealing damage. The Arcane stance will apply a small knockup, the Fire stance will apply a burning tick damage effect, and the Ice stance will slow enemies. Utilizing this effect properly is extremely important. It is extra damage and effects that can make the world of difference, but you don't want to put yourself out of position in order to apply these effects.


So as an example, let's say I'm in Arcane stance and I'm switching to Ice. On the Implosion, I will apply a small knockup to enemies within range. On the explosion, I will apply a slow and deal damage from the explosion. Once I'm in Ice, if I switch to Fire, I will apply a slow on the Implosion, apply a burning tick damage on the explosion, then deal damage to enemies in range.

Combos



Arcane



Fire



Ice



Objectives

Items


Something that Merlin does well is he's able to easily proc the passives on certain items, which can be extremely potent. This being said, you also need to build properly in order to fill the role that your team needs you to. The builds I've listed are what you can default to, but it is extremely important to counter build and not get into a mindset that you will build the exact same thing every game.


Relics


Cooldown


Power


Penetration


Defense


Lifesteal

Laning


Note that this section is the standard start for Merlin in the Mid lane, and it's basically the same as any other Mid laner. This is NOT a Midding guide. The map will assume that you and your jungler are doing the standard start in Conquest in S7.

Here are a few things to note in the first few waves:

First Waves Information


Starting Mid Route
Help your Jungler with Speed (1). Starting in your Ice stance, use Blizzard to help kill the Speed Buff. If your jungler has slow level 1 clear, you may need to use a few Auto Attacks on the big minion before going to lane to make sure you get the XP and Gold for it.

Clear first Minion wave (2). Use Blizzard to hit the entire minion wave, switch to Fire stance, then use Dragonfire. This, combined with a few autos combined with Overload procs, should be enough to clear the wave and hit level 2.

Clear side Mid camp (3). As soon as you clear the first wave, put a point in your Radiate and use it to clear the side Mid camp. As of patch 7.7, this camp is now one harpy is a bit tankier. Don't be afraid to go ahead and pop a potion of healing or to use multiple abilities to clear this (since you should be level 2 after the first wave).

Clear 2nd Minion wave(4). Use your abilities to clear the second wave. You can get some poke off if the enemy mid pushes up, but be extremely careful. This is around the time the Junglers are headed towards mid and pushing up too far is asking to get blinked on and first blooded.

Clear the Neutral Mid camp. (5). Place your ward down either on the enemy side to get vision on their rotation or on your own for safety and proceed to the Neutral Mid camp. You can expect the enemy mid to contest (maybe even their jungler as well), so proceed with caution. Something to note is Frostbolt is a great utility to steal away one or both of the harpies if the enemy has pressure there over you.

After this point, rotations depend on the flow of the game.

Additional Tips

Gameplay



Here are some good gameplay videos from high-ranked players:

Credits


Thank you for taking the time to read my guide. Hopefully, you learned something. Helpful feedback is always welcome if you may have a different opinion about something or just a helpful tip to make the guide better. I always appreciate constructive feedback. If you really liked the guide and would like to show appreciation, an upvote on the guide and a comment letting me know your feedback goes a long way.

Shoutout to boogiebass who helped me out when I hit a wall with some coding issues.

Leave a Comment

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Collapse All Comments

1
Kriega1 (143) | September 6, 2020 4:22pm
Consider mentioning the Arcane 1 Start
1
Draisaitl (7) | September 7, 2020 9:37pm
I assume you mean starting with Arcane 1 then switching to Fire stance and using Radiate.

I could mention it, but what are the advantages of doing it this way? Testing it, there's not a massive difference in the time it takes to clear the wave. Also comparing the damage of Eclipse to Blizzard at level 1 with Mage's Blessing and Lost Artifact on a speed buff, there's a difference of 3 damage.

This being said, using Blizzard into Dragonfire seems safer since you don't have to position yourself in line with the minion wave.
1
Kriega1 (143) | September 8, 2020 3:53am
Load more comments (2 more replies) →
1
reallyAK | July 25, 2020 11:53am
Which one of these builds should I use for Arena? According to the newest patch? Thank you
1
Draisaitl (7) | July 26, 2020 3:45pm
Both of these builds will transition perfectly fine into any other game mode (besides maybe Duel since Duel requires counterbuilding your opponent). The only thing with Arena is you can just go right into the build instead of bothering with potions and starter items.
1
Kriega1 (143) | July 25, 2020 12:22pm
Any of them. In Arena start tier 2 boots though.
1
Leon Breed | July 1, 2020 12:35am
How do you use the ult on console? I cannot pick my stance, even when I press it quickly. Is there a setting I'm missing?
1
Draisaitl (7) | July 1, 2020 2:29pm
Devampi wrote:
the stance switch should be on your regular abilities (Also for console I believe) just after pressing your ult key.
Arcane stance for your 1st ability key.
Fire for the 2nd ability key.
ice for the 3rd ability key.
you don't shuffle them with your ult key.

^ basically this.

Your ult is your stance switch. If you're using default controls, it's Y on an Xbox controller and Triangle on a PS4 controller. When you're switching stances, you have roughly a second to choose which stance you switch to. So you use your ult then you press the button for which stance you wanna switch to. Ability 1 (X/Square) for Arcane, Ability 2 (A/X) for Fire, Ability 3 (B/Circle) for Ice.
1
Devampi (105) | July 1, 2020 1:20am
the stance switch should be on your regular abilities (Also for console I believe) just after pressing your ult key.
Arcane stance for your 1st ability key.
Fire for the 2nd ability key.
ice for the 3rd ability key.
you don't shuffle them with your ult key.
2
xmysterionz (71) | June 14, 2020 8:56am
Seems pretty solid to me in every aspect, including the BBCode and the visual.
My only suggestion would be switch Divine Ruin and Charon's Coin position on your CDR Build. Divine due the flat pen is way more effective early game. I can understand your point in get the charon's stack asap, but honestly, I don't feel the stacks make that huge impact during the gameplay, and if you get it as 4th item, you still finishing your build with it fully stacked.

Anyway, great job.
2
Draisaitl (7) | June 15, 2020 9:48am
That's a very good point and I completely agree. I've changed those around for better power curve (and noted that Spear of Desolation can replace Divine Ruin in that slot if anti-heal isn't needed).

Thanks for the feedback.
2
ThePerfectPrism (56) | June 12, 2020 8:37am
I didn't know this was a thing. It did put a smile on my face though.

Really well put and informative guide, sweet on where most players seek help with: Skill usage and building a lead. I honestly see you build Obsidian Shard but I didn't think you would include it here in the guide, it could be worth for me to consider it on Nu Wa more often. Regardless, amazing guide, criminally underrated.
1
Draisaitl (7) | June 12, 2020 12:04pm
Thanks for the kind words! Yeah, I don't build the same way every game so some games you might see me use Obsidian Shard, others Charon's Coin (mostly depending on how I need to build and if I can fit coin in the build early enough or not). That's kind of my way of building right now with all of the mages I pick up, not just Merlin and I personally think it's a good thing to fall back on.
1
Kriega1 (143) | June 12, 2020 8:52am
Obs Shard and Reaver are pretty much core on Nu wa
1
ThePerfectPrism (56) | June 12, 2020 4:24pm
Reaver I can agree, but ObShard is an item I have abandoned ever since Charon's came around.
Load more comments (1 more replies) →
1
Kriega1 (143) | June 11, 2020 2:00pm
Better power curve for "CDR build" (also you don't need charons if you're building that much MP5):

CDR Boots > Chronos' Pendant > Divine Ruin > Soul Reaver > Obsidian Shard > Rod of Tahuti
1
Draisaitl (7) | June 12, 2020 12:00pm
Charon's Coin has a better passive, 10 extra power (while minuscule is still better), and the same amount of Penetration as Obsidian Shard for 50 extra gold. I don't build Charon's in that build for the MP5, I build it because it's a better item. Just because you don't need the extra MP5 from it doesn't mean it's bad in the build.
1
boogiebass (46) | June 12, 2020 5:05pm
Slight correction. Doesn't Obs shard passive actually give it more pen than charons coin? Wouldn't you value the obs shard more against a tank comp?
Load more comments (1 more replies) →
1
Branmuffin17 (394) | June 12, 2020 12:56pm
Also has HP5 which is probably somewhat helpful when you're not building lifesteal, and the MS is nice for a god like Merlin with only a short blink for mobility with a long CD.
1
Kriega1 (143) | June 12, 2020 12:03pm
Shard's tier 2 has pen on it, and considering the build only has 30% base pen you should value Shard more.

At the very least adjust the build order, swapping out shard for charon's.
Load more comments (4 more replies) →
1
Branmuffin17 (394) | June 11, 2020 3:14pm
And along comes Agni. XD
1
Kriega1 (143) | April 21, 2020 4:49am
Don't get pythags in the lifesteal build if you already have Shard + Typhon's + Reaver. Either swap out the shard for pythags or just sell your boots for either Soul Gem, Tahuti, Deso or Myrddin.
1
Draisaitl (7) | April 21, 2020 11:17am
I've removed Pythag's. I was negligent thinking about the Percent Pen cap. That's my mistake.
1
Kriega1 (143) | April 19, 2020 2:27am
Also the lifesteal start I wouldn't bother throwing your ice/fire 2 over the wall, just run to mid and hug the speed wall for the assist xp.
1
Draisaitl (7) | April 19, 2020 10:32am
Yeah, you're probably right. I'm going to remove that from the start notes. I'm not sure why I thought you would be passing the Speed Buff around 0:24, just tested in a bot game and it's about 0:28 and by then the Jungler will be about done with the camp anyways.

Thanks for the feedback.
2
Branmuffin17 (394) | April 18, 2020 7:37pm
Yo Drai,

Solid guide, some great tips. I especially like the detail for the first portion of laning.

I think it is important for you to list all of your alternative/optional items at the top too...not just example builds and starting items.

Also think, even if you don't prefer it much, Spear of the Magus should at least be listed as a pen option. He's one of the very few gods it's still relatively viable on.
1
Draisaitl (7) | April 19, 2020 10:30am
Thanks. I could but I think that would clutter the top portion up way too much putting every situational item there that can be built. That's why I added the Items section. The way I see it is some people are here to learn about Merlin, others are just looking for a build. Those looking for just a build will have it at the top with easy access, and those who want to know more about it have the items section going into detail about the items I think are good on him.

Regarding Spear of the Magus, I have to disagree. I think this item is in a really bad place. For almost 2500 gold you only get 75 power and 10 pen with a relatively weak passive. The only god who I think might be able to make it work well would be Anubis but even then, that's questionable. I don't build this item on Merlin and can't recommend anyone else to build it in its current state.
1
boogiebass (46) | April 19, 2020 6:56pm
CC: Devampi, GulfWulf, XMysterionz

I have to agree with Bran on this. I understand not wanting to clutter the top, but from what I hear, I think the majority of players are just going to quickly look up SF Builds on their phone before the start of a match. They won't bother reading the items section.

So I propose a compromise:
Only add the important items to the top.
For example, you talk about Book of Thoth in your write up as not "necessarily a BAD item, but there are other items that can accomplish the same goal that are just better".
So just don't add items like Book of Thoth to the top.
Other really good items, such as Rod of Tahuti and situational defense can be considered for addition to the top.

Again, the choice is completely yours. Just listing my preference. I've CCed others into this thread to see what their opinions are (would they prefer some items listed in the top, or do they think just listing the build is best?)
Load more comments (1 more replies) →
1
Branmuffin17 (394) | April 19, 2020 11:13am
I don't personally think adding a few key items is clutter...not saying to list every single potential item. But this is your guide and if you prefer it clean up top, I would suggest renaming to "Example CDR Build" and "Example Lifesteal Build" just to indicate those builds aren't set in stone and there are other options to consider.

And if you don't like Magus, that's fine too. Was just a suggestion.
1
Kriega1 (143) | April 19, 2020 1:38am
I wouldn't say Magus is that viable on Merlin except on Fire Stance, and is mainly best for objective shredding since you're guaranteed to hit all the ticks on the fire 1 and fire 2. For Ice and Arcane it doesen't do much at all.
2
boogiebass (46) | April 18, 2020 5:51pm
Well done! I have Merlin unlocked. I'll use this guide to learn him.
+1 for good guide.
1
Kriega1 (143) | April 19, 2020 11:14am
Haithi Merlin guide on youtube is also decent: https://www.youtube.com/watch?v=NGTPbao3FJQ&feature=emb_title
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League of Legends Build Guide Author Draisaitl
The Heat, The Chill, The Unknown | Merlin: In-Depth Conquest Mid Build/Guide (S7)
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