How to Play Merz

01/15/2024

Merz is a Tank hero primarily focused on protecting teammates, equipped with 8 abilities and 16 different ability combinations. In matches, you can customize ability sets based on the enemy lineup to intimidate enemy carries. Seize the opportunity, and enemies will find it challenging to escape.

[Hero Role]
Power assassin, a collective entity of Omega, Arlequin, and Grom!
 
[Ability Breakdown]
 
Ability 1 — Miasma Spread / Psychic Grenades
Merz's first ability is designed for dealing continuous area damage. When Merz is played as a warrior, her first ability serves as the primary source of damage, proving effective for clearing waves of troops. With the added feature of dealing additional damage based on the target's Max Health, it can be particularly surprising when facing high-health enemies. To counter early invasions in the jungle, you can also utilize the first ability to steal buffs and the boss Zakar from enemy jungler.
 
Ability 2 — Magnetic Chains / Sacrifice Guard 
Merz's second ability combines crowd controls in the form of root and dash, while also providing an AoE effect to enhance her flexibility. This allows for strategic positioning, such as dashing to troops for a quick retreat or moving to teammates to assist by absorbing damage.
 
Ability 3 — Bombardment / Megamech Shield 
Merz's third ability boasts a large AoE and Slow effects, offering teammates crowd control and additional damage. With its extensive range and potent burst damage, it proves highly effective in disrupting enemies during late-game teamfights and securing kills on low-health targets even without vision. As items come together in the late game, a well-timed ultimate move can swiftly eliminate enemy carries!
 
Ability 4 — Paralysis Radiation / Oblivion System 
With area crowd control centered around Merz, Merz's fourth ability allows for both aggressive advances into enemy lines to disrupt formations and strategic retreats to surround teammates, alleviating potential threats. When pursued by enemy forces, this ability can be used to stun enemy units, enabling a safe escape. In cases where coordinated ganking with the allied jungler falls short, Ability 2 can be utilized to immobilize the enemy first, followed by Ability 4 for stun, ultimately securing enemy takedowns.
 
Ability Upgrades: Prioritize upgrading Ability 1, followed by Ability 4. If Ability 3 is available, invest in its upgrade to secure kills. Upgrading Ability 1 increases damage and raises the threshold for securing kills, allowing for higher damage output during team fights. Subsequently, enhance Ability 4 to unexpectedly unleash crowd control effects. Ability 3, the ultimate, functions as a long-range damage skill, capable of dealing massive damage when the enemy units are concentrated in teamfights, inflicting significant harm on the opposing side.
 
[Combo Techniques]
Utilize Psychic Grenades as Ability 1 to harass enemies, followed by Magnetic Chains as Ability 2 to entangle and pull them towards Merz. Follow up with Paralysis Radiation as Ability 4 to stun enemies. Finally, unleash the ultimate ability for high burst damage to secure kills. If Ability 2 is Sacrifice Guard, deploy it to shield teammates from fatal damage near the end of teamfights.
 
[Pros & Cons]
Pros: Merz possesses versatile crowd control and high burst damage through her first and ultimate abilities. Additionally, she becomes invulnerable during the ultimate, instilling fear in enemies during teamfights.
Cons: Merz lacks personal mobility, leaving her in a vulnerable position to be taken down before dealing significant damage if pulled by enemies. Additionally, Ability 2 requires precise use to effectively control enemies. A misjudgment in using this ability during team coordination can lead to awkward situations.
 
[Recommended Items]
Guardian Boots, Searing Longsword, Phoenix Heart, Forcefield Jewel, Summoning Armor, Delay Shield
As a tank hero, Merz's primary objective is to endure teamfights, thereby maximizing the team's effectiveness. In the early game, it's advisable to begin with Searing Longsword to augment damage over time. If the opposing team comprises formidable mages, prioritize obtaining Forcefield Jewel.
There are additional viable item builds to explore. In favorable circumstances, consider Decimation Mace, which enables more frequent stuns when pursuing enemies, enhancing the likelihood of securing kills.
 
[Jewels & Glyphs] Explosive Output
Red Jewel: Lv. 9 Thievery, Glyph: Miser (Major)
Blue Jewel: Lv. 9 Shiv, Glyph: Bounty Hunter (Major)
Green Jewel: Lv. 9 Racer, Glyph: Back and Forth (Major)
 
[Gameplay]
Early Game: While Ability 1 deals high damage in the early game, Merz lacks mobility. It is advisable to prioritize safe development — supporting when necessary and farming when opportunities arise. If your team lacks an advantage, consider making decisive lane changes or assisting in ganks.
Mid-Game: Disrupt enemy jungle activities by using Ability 1, especially when enemy junglers are taking buffs. Merz's ultimate reaches extremely high damage levels in the mid-game, making it crucial to coordinate with allied junglers and marksmen for successful ganks.
Teamfight: Ensure the safety of your team's carry before unleashing the ultimate ability for a high burst damage bombardment. Coordinate with teammates to wipe out the enemy team. Always remember that personal damage output alone is insufficient; participate in teamfights only when your team's carry is secure.
 
[Allies]
Xiahou Dun, Absalon, Momo, Borgon
These heroes possess powerful crowd control abilities. After they control the enemy, Merz can use her ultimate to unleash all her damage. Who can withstand such a high burst? Moreover, in the mid-to-late game, when they control the enemy and draw their attention, enemies tend to group up. Merz's ultimate naturally inflicts maximum damage on all five opponents. With a fragile enemy carry dying, losing a teamfight becomes nearly impossible!
 
[Counters]
Methos, Diana, Brady
These heroes are more agile, with short cooldowns on their mobility abilities. In matches, Merz is vulnerable to being pulled around, and her abilities are easy to dodge. This significantly weakens Merz's advantages and strengths.
 
[Additional Tip]
Early stability is crucial; don't rush. Merz's power spikes at level 4. Support clearing troops for a smoother item progression and higher damage output.