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Season 8 Merlin the Battlemage

1 0 8,870
by CristiSmite updated March 18, 2021

Smite God: Merlin

Build Guide Discussion 2 More Guides
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Merlin Build

Full Build 1 Full front oriented

Notes This Build is quite average, never fails me I am a all up in their face type of mage, I do not like Archmage's Gem because anything can proc it with merlin including basics.

Notes

This Build is quite average, never fails me I am a all up in their face type of mage, I do not like Archmage's Gem because anything can proc it with merlin including basics.

Build Item Gem of Focus Gem of Focus
Build Item Shoes of Focus Shoes of Focus
Build Item Rod of Tahuti Rod of Tahuti
Build Item Spear of Desolation Spear of Desolation
Build Item Soul Gem Soul Gem
Build Item Obsidian Shard Obsidian Shard

Alternate starter

Notes So sundering axe for me is a sort of "Soul reaver" for tanks, this in turn dictates that i will need slightly more CDR oriented build.

My suggestion is to go with this item after you finish your soul gem (hitting lvl 20) but not buy the starter. This in turn gives a weaker start until you get spear of desolation.

BECAUSE OF AXE YOU DO NOT NEED EXTRA PEN.

7th item you can definitely go something with more damage, but if need be, you can get an Obsidian shard.

Notes

So sundering axe for me is a sort of "Soul reaver" for tanks, this in turn dictates that i will need slightly more CDR oriented build.

My suggestion is to go with this item after you finish your soul gem (hitting lvl 20) but not buy the starter. This in turn gives a weaker start until you get spear of desolation.

BECAUSE OF AXE YOU DO NOT NEED EXTRA PEN.

7th item you can definitely go something with more damage, but if need be, you can get an Obsidian shard.

Build Item Shoes of the Magi Shoes of the Magi
Build Item Spear of Desolation Spear of Desolation
Build Item Rod of Tahuti Rod of Tahuti
Build Item Soul Gem Soul Gem
Build Item Chronos' Pendant Chronos' Pendant
Build Item Sundering Axe Sundering Axe

Start builds

Build Item Conduit Gem Conduit Gem
Build Item Magic Focus Magic Focus
Build Item Mana Potion Mana Potion
Build Item Multi Potion Multi Potion

Start Build With AXE

Build Item Magic Shoes Magic Shoes
Build Item Mana Potion Mana Potion
2
Build Item Multi Potion Multi Potion
2

Situational Items

Notes -Soul reaver for health oriented tanks that dont have many magical prots

-Divine for anti healers (can be kept for later use)

-Obisidian in case you can't make face to their defenses

Notes

-Soul reaver for health oriented tanks that dont have many magical prots

-Divine for anti healers (can be kept for later use)

-Obisidian in case you can't make face to their defenses

Build Item Soul Reaver Soul Reaver
Build Item Divine Ruin Divine Ruin
Build Item Obsidian Shard Obsidian Shard

Merlin's Skill Order Notes The previous start on merlin in season 7 was switching stance onto ice and upgrading Blizzard but that is because you'd throw it over the wall and run. This time you need to pick it up and stand to fight a little. Upgrading your Eclipse is the best choice Compared to the other two, because for ice you have a low cooldown and spam it, but once you get to the wave you'll be at a disadvantage. Same applies to the Fire stance, because it doesn't go on cooldown until it finished casting. So by the time you get to the wave, you'll again be at a disadvantage.

Back in season 7 arachne would choose to gank you with blink in middle lane and the usual choice was to get your 3 after your 1, now it's no longer an issue unless the jungler chooses a different start(that i am not aware of) so if you feel in danger and unsafe, you can upgrade your 3 before your 2 and stay under tower for 1 lvl.

Upgrading your ultimate over maxing your 3 is a personal preference. I don't find myself in danger all that often and have to keep reusing my 3 to get out. I use it as a last resort, but my ulti i find using a lot more for the damage but also need to switch stances more often too (because of the combo i will explain).

Notes

The previous start on merlin in season 7 was switching stance onto ice and upgrading Blizzard but that is because you'd throw it over the wall and run. This time you need to pick it up and stand to fight a little. Upgrading your Eclipse is the best choice Compared to the other two, because for ice you have a low cooldown and spam it, but once you get to the wave you'll be at a disadvantage. Same applies to the Fire stance, because it doesn't go on cooldown until it finished casting. So by the time you get to the wave, you'll again be at a disadvantage.

Back in season 7 arachne would choose to gank you with blink in middle lane and the usual choice was to get your 3 after your 1, now it's no longer an issue unless the jungler chooses a different start(that i am not aware of) so if you feel in danger and unsafe, you can upgrade your 3 before your 2 and stay under tower for 1 lvl.

Upgrading your ultimate over maxing your 3 is a personal preference. I don't find myself in danger all that often and have to keep reusing my 3 to get out. I use it as a last resort, but my ulti i find using a lot more for the damage but also need to switch stances more often too (because of the combo i will explain).

Eclipse / Radiate / Frostbolt

1 X Y
Eclipse / Radiate / Frostbolt
1 4 6 7 9

Vortex / Dragonfire / Blizzard

2 A B
Vortex / Dragonfire / Blizzard
2 8 10 11 12

Flicker

3 B A
Flicker
3 15 16 18 19

Elemental Mastery

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

Eclipse / Radiate / Frostbolt

1 X
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
Vortex / Dragonfire / Blizzard
2 8 10 11 12

Vortex / Dragonfire / Blizzard

2 A
Vortex (Arcane): 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: Circle, Knockup, Damage
Arcane Damage: 50 / 80 / 110 / 140 / 170 (+60% of your Magical Power)
Range/Radius: 60 / 20
Cooldown: 16 / 15 / 14 / 13 / 12s

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 gods have their protections reduced. The dragons last for 3s.

Ability Type: Area, Debuff, Damage
Fire Damage Per Tick: 8 / 11 / 14 / 17 / 20 (+20% of your Magical Power)
Fire Protection Reduction: 4%
Fire Max Stacks: 4
Fire Duration: 4s
Range: 50
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s

Blizzard (Ice): Merlin creates a Blizzard at a target location that lasts for 4s. After a brief delay, shards of ice start hurling down every 0.5s. 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: Circle, Slow, Damage
Ice Damage Per Tick: 10 / 25 / 40 / 55 / 70 (+15% of your Magical Power)
Ice Slow Per Stack: 8%
Ice Max Stacks: 5
Ice Duration: 2s
Range/Radius: 65 / 20
Cooldown (Vortex / Blizzard): 16 / 15 / 14 / 13 / 12s

Cost: 60 / 65 / 70 / 75 / 80
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 13 14 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: Circle, Crowd Control, Damage
Damage: 80 / 110 / 140 / 170 / 210 (+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: 2s
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
0
Major
6
Even
2
Minor
1
Tiny
0

Merlin Synergies

Tap each synergy level to view Merlin’s synergies

Ideal
0
Strong
0
OK
0
Low
3
None
0

Starting gameplay-it's important

First 5 minutes of the game are really crucial, from the moment you start till the moment you reach your second item built or lvl 9.

1) Starting: Go to the red buff, upgrade Eclipse and wait till Red Buff spawns. DONT HIT IT YET. Wait until the ADC starts it and only then you hit it with your 1. Make sure your ADC does not leave you alone until the monster is at most 80HP

2) Pick up the red and go to middle, do not line up with the wave, use the increasing size of Eclipse to hit the back archers as well.
IMMEDIATLY AFTER YOU CASTED IT, switch stances to either ICE or FIRE to clear the remaining minions.
2.1) Note if you are going the sundering axe build, you will be behind on damage dealt, it's better to go with ice stance and retreat under tower than take the extra poke damage.

3)After the second wave, the jungler should already be on his way to rotate, this is a choice moment based on how well your team does.
3.1) Pressure the Solo-side harpies and force them to go for ADC-side ones
3.2) Give up the Solo-side harpies and go straight for the ADC-side ones
3.3) Quickly clear midlane with your Jungler and push the mid under his tower then rotate for ADC-Side harpies and Oracles.

Stance Summaries

Merlin is a god made for taking control from distance not fighting up-close, the moment someone gets close, Merlin doesn’t have a lot of ways to avoid damage but a small teleport. He of course has his fire stance for quicker damage output and fighting up-close but don’t rely on it to instantly kill someone if you blink in, it’s for kill confirms or self-defense.

The best poking stance is ice of course, with the 1 having the lowest cooldown, fastest projectile and having a really long range that ends in a small AOE. The Ability 2 is for zoning so you can better poke someone but even then, they usually get hit by 2 ticks (around 200 damage) so again still good for poking or quick kill confirms.

The void stance is the best for crowd control and zoning. With the center pull and the persistent 1 this stance can make someone think twice. It does do a lot of damage and can hit multiple people but usually try to keep it for team fights instead of poke damage. If you don’t have success with your Ice stance then you can switch to the void stance and poke with it but be weary that it has a longer cooldown.

Fire stance is only for kill confirms, protection shreds, an obstacle or if someone jumps on you. This stance is not very good for poking because it’s a channeled ability and it won’t go on cooldown until it has expired. That’s why this stance is the least used unless needed for lane clearing or close combat

Most damaging Combo

The combo starts with void stance, throw your 1, pull them in, throw a basic attack before teleporting and switch stance to ice for a double knock up in a short period of time and use your 1 for instant damage, they will be slowed for 25% at that point throw your 2 if they are still alive and they will be slowed for 30% and increasing for about 1 to 2 seconds wile inside of your 2.

The dash is not necessary to complete the combo if they are close enough.

If at any point of the combo, the enemy stops it (either running away, aegis or beads) do recall that you just dashed in so there might not be any counterplay you can add to run away. So be careful before you do this.

The most full optimal(and situational) combo is:
Start Void Eclipse > basic attack > Vortex > basic attack > Flicker > basic attack > Elemental Mastery ice > Frostbolt > Blizzard. All this needs to be done within 3 seconds.

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1
Kriega1 (143) | March 18, 2021 12:15pm
For your sundering axe start I think it's better if you do either the tier 2 tahuti start + pots, or tier 2 boots tier 1 lost artifact + 1 pot start.

Also for your sundering axe build I don't really think it makes sense to pair soul gem with sundering axe seeing as it's a low power item, and I think Soul Reaver should really be present in the build as Merlin is one of the best users of it. Saying Sundering means you don't "get more pen" is very questionable to me, as in the lategame percent pen is highly relevant to all targets.

Atm, for sundering, i'd probably go: CDR Boots > Tahuti > Divine/Deso > Coin/Shard > Reaver > Sundering (Sundering when you can get it ofc) > boots for Deso (Or estaff / myrddin if you didn't need divine).

With the recent buff to Divine also you'll probably be running it pretty often again.
1
CristiSmite | March 21, 2021 12:55am
Soul gem on merlin is a core item in my eyes, i've tried going without it in the sundering axe variation and maintain just the sustain from it that i get late game, however the feel on impact i have is not the same, especially i get a 200+ heal every 2 abilities(and 2 basics) and some change damage. The boots rush I found to be more efficient in trying to clear camps and wave once you buy them and the movement speed does change the gameplay a slight amount because you're usually able to chase/run until they get theirs. The pen late game is really dependent on what the enemy team has, noticed lately that most solos and tanks just build 1 item for magical defense (of course if they go 2-3 you're kinda forced into pen) but if they start having 3 hybrid items then there's no need for 2 %pen items and some 10 pen and sundering axe for just a thebes or a stone of binding and a pridwen.

Getting 4th item 30%/40% pen into reaver and then into sunder is of course a smart choice but how often will you be able to deal that 300 extra damage on squishies? Because i'd rather have soul gem which also heals me but does a little less damage and 40% cdr with chronos.

But i consider trying to implement myrddin now.
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