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Change Bancroft's Talon to Spear of the Magus, and
Rod of Tahuti to Obsidian Shard if you want.
Tap each threat level to view Merlin’s threats
Basis instructions for play Merlin is not the presence of items, but an aggressive/safe style of play. You can buy many different other items, but your damage anytime will be the same. With good play-style you can have no items, but you will be top dmg :)
I tried to buy different combinations of items, but I think:
Chronos' Pendant 2nd not give me good burst. But need get it anyway as 2 or 3 item.
Spear of the Magus 2nd - we will be always without mana. Take Spear of the Magus if you want be more useful for team (not take, if yours team as 3 phys like warrior, adc, assassin + weak mage). You can replace with it Shaman's Ring or Obsidian Shard. Or replace Divine Ruin in main build if enemy heave weak heal.
Best 2nd I think - Gem of Isolation. He early helped your team kill same enemy's and they get more trouble to escape from Eclipse.
You can buy Shaman's Ring as 4 item it's can give you more average dmg. Now most teams play with more than 2 fat gods with good magic def, so I get Obsidian Shard most time.
Bancroft's Talon good in assault as 3rd item after 1st Chronos' Pendant and 2nd Divine Ruin.
I never take defensive items. They no need.
Vs. one player blink to him and use:
( Blizzard + Frostbolt) + Elemental Mastery (change to arcane ) + ( Eclipse + Vortex)
(or change to fire) ( Dragonfire+ Radiate)
vs. group players save Flicker and use him for escape after combo. You need maximize 1-st and 2-nd skill, ignore ultimate. Usually fire stance not really good. Radiate good vs. only one enemy, arcane skills more universal vs. several enemy's.
In long game sometimes useful change arcane skill order ( Eclipse + Vortex as Vortex + Eclipse). People get used to the usual skill order and make mistakes if it is changed. They bypass the Vortex (this skill usually missed), but get to the center Eclipse after.
You main team damage dealer - not use arcane combo in single target before main battle. Single target have 90% chance escape from Arcane combo and in main battle you do nothing. Use frost skills to them and change to Arcane when main battle start. After battle change to Fire and try kill low HP targets. You need initiate main battle (if your team have cowards xD) - look for good enemy group and use arcane combo in full HP targets. If you want get some kills - wait when good team will do all the work for you and you can kill targets with less than 50% HP (not recommended).
Success of your actions - true Flicker use and quick use combo between Flicker on cool-down. Flicker is an incredibly effective skill - you can escaped Hercules's Driving Strike before he hit you... need only good reaction... Except skills that block movement - Siphon Darkness, Whirlpool, Entangling Vines - they a some problem.
PROS:
Merlin will be nerfed in next patch... Now he is top dpm (damage per minutes) and gpm (gold per minutes) among all my heroes...
Upd:
After patch the average damage fell by ~10 thousand, but Merlin still strong.
After nerf Gem of Isolation - I not see fell damage. Still buy Gem.
02.08.19 Upd:
Remove Shaman's Ring to situation. Сhanged items buy order in main build. You can still change this order at your discretion.
Add additional situation items.
After 3-rd nerf:
Eclipse - Decreased Magical Power Scaling of the Initial Hit from 60% to 55%, Decreased Magical Power Scaling of the tick damage from10% scaling to 8%
Blizzard - Increased the Time to Deploy of this ability from 0.5 to 0.7
Elemental Mastery - Increased Cooldown from 28/26/24/22/20 to 32/29/26/23/20
It became more difficult to be top team dmg. But if play good - you can do this.
15.07.2020 Upd:
Remove Shaman's Ring from all builds. Remove Staff of Myrddin from situation items. Add Charon's Coin for some builds.
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But I'm not sure if you're considering one important aspect of Magus, and that is the protection reduction. Not only does it act as penetration for you, but as protection reduction, it reduces the protections of the enemy to also allow other magical teammates to also deal more damage. This is a very, very key aspect of protection reduction, making it a very useful team item, similar in utility to the control Gem of Isolation provides to your teammates as you mention.
If you're seeing similar damage between those two Spears, then, I would strongly suggest defaulting to Magus...you're already getting good CDR function out of Chronos' Pendant. If subbing it out, I would suggest it in place of Obsidian Shard...and if really high pen is needed, get Ob Shard as a Shoes replacement.
This is your build and your preference, but again, I think you're overlooking a key aspect of Magus, and it's probably because you don't get to see the actual effects of Magus in your numbers. That's a limited perspective that should be further considered.
Anyway...
Where is Spear of Magus in the main build? You know Magus is incredibly effective against squishies right?
Here is a revised build order: Shoes of the Magi, Chronos' Pendant, Spear of the Magus, Gem of Isolation, Divine Ruin/ Soul Gem/Situational, Shaman's Ring/ Rod of Tahuti/ Doom Orb/situational.
So an example build: Shoes of the Magi, Chronos' Pendant, Spear of the Magus, Gem of Isolation, Rod of Tahuti, Soul Gem.
Anyway Spear of the Magus is still good on Merlin, even after the nerf.
Ok andreyz5z, let's take Artemis for example. https://smite.gamepedia.com/Artemis
Artemis has 30 base magical protections at level 1, and gets 0.9 magical protection per level until level 20, leaving her with 48 magical protection at level 20, assuming she hasn't built any magical defense.
Spear of the Magus allows you to reduce those those magical protections while it's passive is active, to 0, allowing you to deal true damage with your abilities to her.
This is explained in the Word of Thoth mechanics guide: https://www.scribd.com/doc/166529015/The-Word-of-Thoth-A-Smite-Mechanics-Guide
Since you were so ignorant about Spear of the Magus I will assume you could do with some further assistance, so I leave you with this link: https://www.smitefire.com/smite/blog/kriega1/online-text-link-for-online-linking
My example -- vs. Hel without Spear of the Magus - 57k dmg.
What??!! Of course you have free space for Spear of the Magus, just because you got Divine Ruin doesen't mean anything...
Suprise suprise, you can still have both in your build, and Spear of the Magus and Divine Ruin, isn't that amazing?
I'll list an example build: Shoes of Focus, Spear of the Magus, Divine Ruin, Gem of Isolation, Chronos' Pendant, damage item (e.g. Shaman's Ring).
Alternatively: Shoes of the Magi, Divine Ruin, Chronos' Pendant, Spear of the Magus, Gem of Isolation, Shaman's Ring.
Look the build you used in the screenshot was fine. Perfect? No. Bad? No. Could Spear of the Magus have been fit in? Yes.