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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.
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.
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.
Tap each threat level to view Merlin’s threats
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.
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.
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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