Eclipse / Radiate / Frostbolt
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Eclipse (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.
Ability Type: Circle, Damage
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 Range/Radius: 60/15,25)
Arcane Duration: 3s
Arcane Cooldown: 14s
Radiate (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.
Ability Type: Line, Damage
Fire Damage Per Tick:
8 /
14 /
20 /
26 /
32 (+18% of your Magical Power)
Fire Burn Damage:
5 /
10 /
15 /
20 /
25 (+5% of your Magical Power)
Fire Duration: 2s
Fire Range: 45
Fire Cooldown:
14 /
13.5 /
13 /
12.5 /
12s
Frostbolt (Ice): Merlin hurls a Frostbolt that explodes if it hits an Enemy, dealing an additional 15% damage if they are slowed.
Ability Type: Line, Damage
Ice Damage:
60 /
95 /
130 /
165 /
200 (+55% of your Magical Power)
Ice Range/Radius:
70 /
15
Ice Cooldown: 6s
Cost: 60
Instead of copy-pasting all of the ability information, you list combinations and when to use what ability in what stance. I can look at the abilities via hyperlinks or on Merlin's main page, but that doesn't tell me what are good combinations.
Also it's terrible on Arcane stance for Merlin, and outclassed by deso unless you get like 5+ ticks in fire stance or something and even then deso has cdr.
>"Charons Coin should be situational" - nope. It has 20% pen and should be built most games.
Deso bad lategame? What?
However I heavily disagree that it's worse then Divine Ruin. It's indeed more expensive, however it does give you 30 more magic power and 10% cdr. If you don't need the antiheal and are not going with Chronos' Pendant (but for example Doom Orb) it is still a valid option.
Also yes % pen is better than flat pen, if the opponent has build protections (aka most tanks). Against the squishies (which will usually have only base protections of 30-48) one 15 pen item provides roughly the same pen as 40% pen from 2-3 % pen items (plus % and flat stacks).
Since most team comps include at least 2 tanks and usually 3 squishies (heavily dependent on the jungle) it is not really bad.