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This is my main build. Sands offers immediate cooldown to pressure enemies and farm with stance switches. Doom orb offers early power, mana, and speed (mana and speed are huge for merlin). Deso for cooldown and pen. Soul gem mainly for cooldown with added bonus of some sustain from the health and lifesteal. Tahuti for big power and to finish enemies. Pendulum over alternate timeline to cap our oooldown. Magus for the pen to shred tanks late game, again you get the bonus of some lifesteal and team damage buff in team fights.
If you want more pen you can build Charon's over doom orb. It still offer's you the speed boost you need for merlin. I think this is a viable move in nonconquest modes as the coin evolves quicker. But in conquest I think you get more out of doom orb early game than you will form Charon's. Additionally if you are worried abot getting dove a lot and want a defensive item then I would build mantle over soul gem (build rod before this and push mantle back in your build).
Conduit gem is a less aggresive start without the cooldown that comes from sands but it potentially offers better early farm with the mana spike. The downside is you have to give up your magus for a chronos because we need CDR for merlin.
If you know you have to build antiheal then I think you want to start sands. Additionally I like to build divine early if I am going to need it, but you could build it after Deso if you want. You could also swap Rod and Soul Gem based on personal preference.
I think antiheal is less viable with a conduit start. You can swap the order of chronos, divine, and doom as you see fit. I think you want rod for late game team fights, but you could swap soul gem to cap your CDR without the need of a power pot.
PEN PEN PEN!!!
You could switch Rod out for Bancroft's if you want to full commit to a lifesteal build. You could also switch rod out for a Deso to cap you CDR without a power pot.
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