Merlin
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Merlin
Holy Wizard buffer whose job is party crit rate and freeze windows: S Support across every mode when Storm and the freeze buttons stay on schedule.
Profile
age
Unknown
height
177 cm
weight
62kg
birthday
8/15
nationality
Kingdom of Britannia
hobby
Stargazing
PvE
Raid
Brawl
Colosseum
Overview
Strengths
- Storm at Transcend 5 is +15% Critical Hit Rate to all allies, permanent team value that does not depend on her landing a freeze.
- Water Dragon Isiel freezes the full wave for 4s on a 630% Attack hit; Ice Beam adds a 1.5s freeze plus Defense -4% on front targets.
- S Support in PVE, Raids, Brawl, and PVP: the same kit role works everywhere once skill levels are online.
Weaknesses
- Personal damage is secondary; Great Magic's +88% Attack only pads her own hits, not the party's Attack.
- Ice Beam's Defense shred is only -4% for 8s until higher Transcend unlocks more shred value. Early stops leave the amp thin.
- 35s ultimate cooldown means freeze coverage is a window, not a lockdown; missed casts waste the control budget.
Build
Skill priority
- 1
- 2
- 3
Equipment
-
Weapon Domination Attack %Crit DMG % -
Armor Merlins Robe Block %Crit Res % -
Accessory Glory of the Empire HP % -
Rune Rune of Focus Crit DMG %HP %
- Specialities
- HP%, Defense%, or Attack%/ Critical Damage%
Investment
Extra copies
Prefer the character card over early Transcend copies when you have to choose. Card effects stack with her support identity faster than raw Transcend ranks alone.
Transcend stop
Push toward Transcend 5. T3 is the milestone that opens meaningful Defense shred on Ice Beam; T5 finishes the scaling on every skill.
Gifts
Recommended cards
Skill
Water Dragon, Isiel Ultimate
Inflicts damage to all enemies and freezes them.
Inflict damage equal to 450% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 4s
Inflicts damage to all enemies and freezes them.
Inflict damage equal to 485% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 4s
Inflicts damage to all enemies and freezes them.
Inflict damage equal to 520% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 4s
Inflicts damage to all enemies and freezes them.
Inflict damage equal to 575% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 4s
Inflicts damage to all enemies and freezes them.
Inflict damage equal to 630% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 4s
Inflicts damage to all enemies and freezes them.
Inflict damage equal to 630% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 4s
Ice Beam Active
Inflicts damage to all enemies in front and freezes them. Additionally inflicts a Defense Reduction debuff upon reaching Level 4.
Inflict damage equal to 303% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 1.5s
Inflicts damage to all enemies in front and freezes them. Additionally inflicts a Defense Reduction debuff upon reaching Level 4.
Inflict damage equal to 331% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 1.5s
Inflicts damage to all enemies in front and freezes them. Additionally inflicts a Defense Reduction debuff upon reaching Level 4.
Inflict damage equal to 358% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 1.5s
Inflicts damage to all enemies in front and freezes them. Additionally inflicts a Defense Reduction debuff upon reaching Level 4.
Inflict damage equal to 395% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 1.5s
- Target
- Self
- Effect
- Defense -2%.
- Duration
- 8s
Inflicts damage to all enemies in front and freezes them. Additionally inflicts a Defense Reduction debuff upon reaching Level 4.
Inflict damage equal to 432% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 1.5s
- Target
- Self
- Effect
- Defense -4%.
- Duration
- 9s
Inflicts damage to all enemies in front and freezes them. Additionally inflicts a Defense Reduction debuff upon reaching Level 4.
Inflict damage equal to 432% of Attack.
- Target
- Self
- Effect
- Restraint.
- Duration
- 1.5s
- Target
- Self
- Effect
- Defense -4%.
- Duration
- 9s
Great Magic Passive 1
- Target
- Self
- Effect
- Attack +32%.
- Target
- Self
- Effect
- Attack +44%.
- Target
- Self
- Effect
- Attack +56%.
- Target
- Self
- Effect
- Attack +72%.
- Target
- Self
- Effect
- Attack +88%.
- Target
- Self
- Effect
- Attack +88%.
Storm Passive 2
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Hit Chance +5%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Hit Chance +7.5%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Hit Chance +10%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Hit Chance +12.5%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Hit Chance +15%.
- Spell Type
- Cannot be removed.
- Activation Condition
- At the Start of War
- Target
- All Allies
- Effect
- Critical Hit Chance +15%.
- Spell Type
- Cannot be removed.
Review
Merlin is a Holy Wizard in the middle row filed as Support, not as a primary damage dealer. The kit is freeze control plus a team crit-rate aura. That package earns S Support in PVE, Raids, Brawl, and PVP, rare consistency for a single role tag.
Storm (Passive 2) is the reason she stays in teams. At Transcend 5 it grants all allies +15% Critical Hit Rate. Skill priority lists Passive 2 first for exactly that reason: every crit-dependent carry on the roster benefits before Merlin casts a single freeze. Level this before the buttons.
Water Dragon Isiel hits all enemies for 630% Attack and applies Frozen for 4 seconds on a 35s cooldown. That is the set-piece control window: long enough to land a full party rotation, short enough that you cannot idle the button. Ice Beam covers the gap: 432% Attack to front-row enemies, 1.5s Frozen, and a Defense -4% debuff for 8 seconds on a 9s cooldown. Transcend notes in the investment path call out T3 as the point where Defense shred on the active becomes real; T5 then lifts all skill scaling.
Great Magic is self +88% Attack. It makes her freezes hit harder and pads clear on trash waves. It does not replace a dedicated attacker or a party Attack buffer. Named gear here is Domination (Attack% + Crit DMG%), Merlin's Robe, Glory of the Empire (HP%), and Rune of Focus (Crit DMG% + HP%). Cards called out with her include Water Dragon's Blessing (Merlin), Madness (Vivien), and Charm (Lilith). Synergy partners on this site are Anessa and Tristan: freeze consumers and carries that want the Storm crit floor.
The mode spread is the sell. Most supports spike in one lane and fall off in another; Merlin's S Support tag holds in PVE, Raids, Brawl, and PVP because +15% team crit rate never goes out of season and short freezes still matter when the enemy is about to press a button. The 35s ultimate is the pacing constraint: you plan the 4s lockdown, you do not spam it. Ice Beam on 9s is how you keep front targets interrupted between those windows.
Play her as the crit-rate floor and freeze clock, not as the unit you build for personal DPS charts. Card investment comes before Transcend when copies are scarce; once you commit to Transcend, do not stop at the floor. T3 for shred, T5 for full scaling. Missed Ice Beam casts are wasted amp; a late ultimate is a wasted freeze window. Keep the rotation honest and she stays S Support in every mode the tier list tracks.