A Ranged Assassin who is capable of terrible bursts of damage at great cost to himself.
Over his long afterlife, Meryl has been a founding member of the New Council of Tirisfal, a jailer to a dreadlord, a veteran of the Second War, and a father and mentor to the prodigy Med'an. Through his goal to permanently imprison Kathra'natir, he has become a great force of good.
Tips:
-Meryl's burst potential lies in his Burning Embers. Use them correctly or they can be the death of you in a fight.
-Havoc is the easiest way for Meryl to spread his damage around. Target a hard to hit or fleeing enemy to more easily deal with them.
-Incinerate is Meryl's easiest way to begin stacking Burning Embers. Use it in lane or on yourself strategically to build your damage for a team fight.
-Immolate has strong damage over time and also stacks Emebrs. Cast it early in a fight to pressure enemies.
-Chaos Bolt is the crux of your kit and is devastating with enough Embers. Aim carefully though, or you might fail to hit your intended target.
-Shadowburn is the Heroic to fuel your already strong suite of damage. By instantly granting maximum Embers, you can fire off back to back Chaos Bolts for unmatched damage.
-Casting Circle is the Heroic for a team of cooldown reliant Heroes. Other mages and Warriors with a lot of CC will benefit the most from it.
Strengths:
+High burst damage
+Versatile Heroics
+Capable of dealing with mobile Heroes
+Talents into good sustain choices
Weaknesses:
-Low Health
-No escapes/CC
-Self-damaging
-Relies on skillshot for primary damage
(This character is not necessarily like this lorewise, but was one of the few Warlocks of note that wasn't already in the game. If you have a more appropriate character for this type of kit, let me know.)
Combat Trait
1
Burning Embers
Passive: Basic Abilities stack partial Burning Embers, 10 of which make a full Ember, up to 5 Embers. Full Embers are used to empower other Abilities, but deal damage equal to 2% of Meryl's maximum Health for each ember consumed.
2
Havoc
Cooldown: 30 seconds
Mark an enemy Hero for 5 seconds. If another enemy is damaged by your Abilities, the marked Hero is also damaged.
Primary Abilities
1
Incinerate
Mana Cost: 45
Cooldown: 6 seconds
Draw flames to an area, exploding to deal 235 (+4%) damage there. Generates 1 partial ember per enemy hit and 5 per Hero hit. Meryl can be damaged this way for 50% damage.
2
Immolate
Mana Cost: 60
Cooldown: 10 seconds
Set an enemy ablaze, dealing 70 (+4%) damage initially and an additional 280 (+4%) damage over 5 seconds. The damage ticks generate 1 partial ember and 1 full ember upon expiration.
3
Chaos Bolt
Mana Cost: 90
Cooldown: 8 seconds
Consumes all full Burning Embers
Fire a devastating bolt of energy in a direction, dealing 200 (+3%) damage to the first enemy hit. This damage is increased by 40% per full Burning Ember consumed.
Heroic Abilities
1
Shadowburn
Mana Cost: 80
Cooldown: 40 seconds
Create a blast of Fel magic that explodes after 1 second for 350 (+4%) damage in an area. Hitting a Hero with this instantly grants 5 full Burning Embers.
2
Casting Circle
Mana Cost: 80
Cooldown: 90 seconds
Creates a circle around Meryl for 8 seconds. Allied Heroes within the circle are immune to silence effects and have their Basic Abilities recharge 100% faster.
Level 1 Talents
Spreading Flames (Q):Quest: Hit Heroes with Incinerate. Reward: After hitting 50 Heroes, increase Incinerate's radius by 30%. Reward: After hitting 100 Heroes, increase Incinerate's damage by 30% and double the number of Burning Embers generated by it.
Fan the Flames (D):Quest: Maximize your stacks of full Burning Embers. Reward: After reaching max Burning Embers 10 times, reduce the damage dealt to Meryl upon consuming Burning Embers by 1% of his maximum Health. Reward: After reaching max Burning Embers 25 times, double the number of Burning Embers you can have at a time.
Growing Chaos (E):Quest: Hitting Heroes with Chaos Bolt increases its damage by 10.
Level 4 Talents
Friendly Fires (Q + W): Incinerate and Immolate heal Meryl for 20% of the damage done.
Malice (D): Havoc reduces the marked Hero's damage against other Heroes by 25% for its duration.
Ember Tap (Active): Activate to consume all your Burning Embers to heal 7% of Meryl's maximum Health per Ember consumed. 10 second cooldown.
Level 7 Talents
Fel Lance (E): Chaos Bolt pierces all enemies hit.
Wreak Havoc (D): Reduce the cooldown of Havoc by 10 seconds.
Rejuvenation Embers (D): Full Burning Embers increase Meryl's Mana regeneration by 1. Consuming Burning Embers restores 3% of Meryl's maximum Mana per Ember consumed.
Level 13 Talents
Catching Fire (Q + W): While an enemy Hero is taking damage from Immolate, Incinerate's cooldown recharges 100% faster.
Power Pyre (Q + W): Immolate can be cast on Meryl to deal 50% damage. Abilities hitting Meryl generate twice as many Burning Embers.
Chaotic Energies (E): Increases the damage bonus of consuming Burning Embers with Chaos Bolt to 60% per Ember.
Level 16 Talents
Fire and Brimstone (Q): If Incinerate hits an enemy Hero, it is cast again at their current location 2 seconds later.
Wildfire (W): The damage over time portion of Immolate spreads to non-Heroic enemies nearby.
ShadowFury (D): Havoc can be cast globally.
Level 20 Talents
Demonfire (R): Shadowburn no longer has a cast time and has its cooldown reduced by 4 seconds for each enemy Hero hit.
Mentor's Field (R): Casting Circle's radius is increased by 33%. Allied Heroes gain 200% increased Mana Regeneration inside the circle and Meryl's spells generate twice as many Burning Embers.
Bane of Havoc (Active): Activate to mark all enemy Heroes in an area with Havoc. Damage dealt due to marks don't trigger Havoc. Shares a cooldown with Havoc. 60 second cooldown.
True Chaos (Active): Activate to have your next damaging Ability consume all full Burning Embers, dealing 40% bonus damage per Ember consumed.
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