

- 10 (+15% of your magical power)
- Max. Charges 3
- Duration 5s
Ability 1 - Eclipse/Radiate/FrostboltEclipse (Arcane Stance): 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.
- Initial Damage: 40/60/80/100/120 (+70% of your magical power)
- Marked Damage: 5/15/25/35/45 (+10% of your magical power)
- Range: 60
- Mana: 60
- Initial Radius: 5
- Final Radius: 15
- Cooldown: 14s
- Persist time: 3s
- Interval Time: 0.4s
- Damage: 10/20/30/40/50 (+35% of your magical power)
- Damage per tick of burn: 5/10/15/20/25 (+5% of your magical power)
- Range: 45
- Mana: 60
- Radius: 5
- Cooldown: 16/15/14/13/12s
- Persist Time: 2s
- Interval Time 0.5s
- DoT Duration: 2s
- Damage: 60/100/140/180/220 (+60% of your magical power)
- Extra damage if slowed: 20%
- Range: 70
- Mana: 60
- Explosion AoE: 10
- Cooldown: 6s
- Radius 4
Ability 2 - Vortex/Dragonfire/BlizzardVortex (Arcane Stance): Merlin deploys a field of arcane energy at a location. After a delay, the Vortex deals damage and pulls Enemies towards the center.
- Damage: 50/80/110/140/170 (+60% of your magical power)
- Range: 60
- Mana: 60/65/70/75/80
- Radius: 20
- Cooldown: 16/15/14/13/12s
- Time to Deploy: 0.5s
- Duration/Persist time: 1s
- Damage per tick: 8/11/14/17/20 (+25% of your magical power)
- Effect Radius: 30
- Mana: 60/65/70/75/80
- Cone Angle: 80
- Cooldown: 16/15/14/13/12s
- Duration: 3s
- Interval Time: 0.25s
- Protection Shred: 0.5/1/1.5/2/2.5%
- Debuff Duration: 4s
- Stacks: 8
- Time to deploy: 0.5s
- Range: 50
- Damage per tick: 30/40/50/60/70 (+20% of your magical power)
- Range: 65
- Mana: 60/65/70/75/80
- Radius: 20
- Cooldown: 16/15/14/13/12s
- Time to Deploy: 0.5s
- Slow: 8
- Stacks: 5x
- Slow Duration: 2s
- Interval Time: 0.5s
- Duration: 4s
Ability 3 - Flicker(all stances)Merlin quickly teleports a short distance in front of him.
- Range: 30
- Mana: 70
- Cooldown: 22/21/20/19/18s
Ultimate Ability - Elemental Mastery (all stances)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.
- Explosion/Implosion Damage: 100/140/180/220/260 (+20% of your magical power)
- Burn Damage: 5/10/15/20/25 (+5% of your magical power)
- Radius: 25
- Mana: 40/50/60/70/80
- Knockback: 100
- Cooldown: 28/26/24/22/20s
- Burn Interval Time: 0.5s
- Slow: 20
- Duration: 1.5s
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Knight of Mordred Achilles










