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|(Innate): When an enemy that Merlo is fighting with has more attack damage, armor, magic resist, or ability power than him, Merlo gains 40% of the difference until he's out of combat.
|(Active): If an enemy minion is targeted, Merlo enchants it and turns it into an allied minion. If an allied minion is targeted, Merlo heals it and puts the minion in his beard and the cooldown of this spell is reduced by 5 seconds. Merlo can only put minions in his beard up to a cap. If a neutral monster or enemy champion is targeted, Merlo will deal magic damage and release the minions, granting them bonus armor, magic resist, attack damage, 30% bonus movespeed and 80% bonus attack speed. The minions will attack the target. The magic damage dealt by Merlo is increased by 15% for every minion released from his beard.
Merlo automatically generates 1 ranged minion each 10 seconds after this spell has not been used for 30 seconds.
Minion Cap: 3 / 4 / 5 / 6 / 7 Minions
Magic Damage: 60 / 100 / 140 / 180 / 220 (+0.4 per ability power)
Bonus armor, magic resist & attack damage: 30 / 33 / 36 / 39 / 42 (+0.2 per ability power)
|(Active): Merlo knocks back every enemy unit near him and gains a shield for 5 seconds. While the shield persists, he and nearby allied minions gain the bonus movement speed from his passive regardless of any units around him. Allied champions gain half of the bonus.|
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
Movespeed bonus: 10% / 15% / 20% / 25% / 30%
Shield strength: 100 / 150 / 200 / 250 / 300 (+0.5 per ability power)
|(Active): Merlo blasts target enemy, dealing initial magic damage and dealing damage over time for 4 seconds. During this period, Merlo and minions deal bonus magic damage to the blasted enemy with their basic attacks, and Merlo's first basic attack on the enemy reduces this spell's cooldown by 1 second and slows the target by 40% for 3 seconds.
Initial magic damage: 80 / 130 / 160 / 190 / 220 (+0.5 per ability power)
Magic damage per second & bonus damage from minions: 10 / 15 / 20 / 25 / 30 (+0.1 per ability power)
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
|(Active): Merlo channels for a duration. When the channel is finished, Merlo Enchants all allied minions around him for 20 seconds. These minions gain all bonuses from Enchant and will attack enemies targeted by it. During this time, Merlo is healed for a percentage of the damage dealt by any allied unit near him.
Cost: 150 / 125 / 100 mana
Cooldown: 150 / 130 / 110 seconds
Channel duration: 2 / 1 / 0 second(s)
Heal percentage: 2% / 4% / 6%
Lore: Merlo was once a magician-in-training in a regular school of sorcery in the Voodoo Lands. He proved to be a prodigy in dueling, but could not get along very well with his fellow magicians-in-training. They would often bully him and mock him. Therefore, from his very youth, he disliked other magicians and people in general. He taught himself to survive on his own using his magic, and in his loneliness, he learnt to control to his bidding all sorts of creatures. His house had become an animate world where birds and whales did all the work for him. Eventually, he dared the ones that made his life miserable for a duel. They accepted, thinking they outnumbered him. However, before they could even reach him, he released the animals he controlled and brutally maimed his foes. But it was not enough. Once his beard was full-grown, he left for the lands beyond the Great Barrier and he joined the League of Legends, set to unleash his wrath on anyone who dares to cross his path again.