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Hero Guide · Frost Mark Rotation

Merlin Frost Mark Rotation — The Book Loop, by the Numbers

Rotation guideBook · IceRaid-readyCommunity questions answered

Everyone teaches Merlin's rotation a little differently, and half the explanations contradict each other. So we took the version the community actually coaches — mark, beam, ult, zone, tag — and checked every single claim against the game's data. Most of it holds up; a few details don't. Here is the loop as it really works, the answers to the questions people actually ask, and how to bring all of it into the Taranis raid.

4 marksto trigger the detonation
2.0szone refill, zero to four
+300%of Merlin's ATK on detonation
+50%crit damage from her ult

By

The loop in one minute

If you only remember five things
  1. Three normal attacks put the first Frost Mark on the target — and your teammates' normals count too. Normals only ever place the first mark, never the next ones.
  2. Beam (first skill) only stacks an existing mark. No mark on the target = the stance builds nothing. Mark first, beam second.
  3. Ult before zone. The ult's +50% crit damage lasts 15 seconds; the frost zone only lives 5. Buff up first so nothing is wasted.
  4. Tag out at 4 marks — the swap detonates them for +300% of Merlin's Attack, and the zone rebuilds all 4 stacks in exactly 2 seconds.
  5. The boss's debuff bar is your metronome. When the Frost Mark icon shows a 4, tag back in. That's the whole dance.

The four buttons — what each one actually does

Merlin's Ice kit is her Grimoire (Book)path. Every number below is read straight from the game's data — including the conditions the tooltips don't spell out. Full kit, weapon paths and gear live on the Merlin hero guide.

Infinite Frost — the passive that starts everything

Three normal-attack hits on an unmarked enemy place 1 Frost Mark (10 seconds) — and the hits can come from any ally, not just Merlin. The fine print the tooltip hides: while a mark exists, normals stop counting entirely. They open the loop; they never advance it. Every new mark also hands Merlin +40% Cold Attack for 15 seconds, the whole team +50% damage against the marked target, and each hit on a marked enemy refunds a slice of Tag gauge — the engine that pays for the swaps.

Cold Intellect (beam) — the stacker, never the opener

8-second cooldown. The opening hit (50%) places nothing; the 6-second channel that follows replaces your normals with rapid pierces — and every 8 pierce hits on a marked target add +1 mark. On an unmarked target the channel still deals its damage (up to ~312% total) and can even Freeze after 15 hits (6 seconds; breaking the ice with a skill adds +80%), but it builds zero marks. That's why beaming before a mark exists is the classic mistake.

Frost Seed (zone) — the autopilot

25-second cooldown. Drops a ground zone that lives 5 seconds and ticks every half-second: each tick deals 22% and adds +1 Frost Mark, no conditions — the zone both opens and finishes marks on its own. Zero to four stacks in 2.0 seconds flat, ten ticks total per zone. The only rule: the enemy has to stand in it. Out of the zone, nothing accumulates.

Iceberg Descent (ult) — the buff, then the hammer

Buffs Merlin with +50% Crit Damage for 15 seconds, then lands a 394% hit. The order rule writes itself: the buff outlives every other window in the loop, the zone doesn't — so ult first, zone second, always.

Frost Sweep (tag) — where the damage lives

Her Tag Skill hits for 150% base, +30% per Frost Mark on the target — 270% at four. And at exactly four marks, any Tag Skill hit (hers or a teammate's swap-in) triggers the real payoff: a separate detonation worth +300% of Merlin's Attack, after which the mark resets and the loop begins again. Below four marks, tags enjoy the bonus but consume nothing.

The full rotation

One opener, one zone window, one downtime filler. Learn these three sequences and you've learned Merlin.

The opener

StepWhat you doWhy
13 normal attacksFirst Frost Mark appears (10s timer starts)
2Beam the marked targetThe channel climbs the mark toward 4 stacks
3Ult+50% crit damage banked for 15 seconds
4Drop the frost zoneIt keeps stacking marks for you — hands-free
5Tag out at 4 marksDetonation #1: +300% of Merlin's ATK + the swap-in's own tag
6Watch the debuff bar — tag back at 4The zone rebuilt the marks in ~2s. Detonation #2: her 270% Frost Sweep + another +300%

Realistic expectations for one zone: two full detonations. A zone carries ten ticks — four plus four plus two — so a third detonation only happens when you enter the window with marks already banked (or finish the last stretch with the beam). And remember each detonation needs its own tag: the gauge refund from hitting marked targets is what keeps the swaps affordable.

While the zone is on cooldown

The zone's 25-second cooldown is your admin window: 3 normals → beam → 4 stacks → tagstill produces a full detonation, just slower. This is also when you spend teammate ults and rebuffs — Clotho's buffs, food, repositioning. When the zone window opens, you want every second of those 5 seconds spent tagging, not buffing.

When NOT to drop the zone

The zone only works on an enemy standing in it — so don't place it when the boss is about to move. Against a boss with dashes and leaps, that means learning the moveset is part of Merlin's rotation: drop the zone into recovery animations, channels, and stun windows, never right before a gap-closer. For the raid, every Taranis animation is mapped with its windup on the raid guide's moveset table.

Your questions, answered with numbers

These are real questions from a community coaching session — answered from the game's data, not from vibes.

Best Tag-Skill belt: Merlin or the character I swap to?

Merlin first. The detonation — the biggest hit in the loop — scales off Merlin's Attack no matter who triggers it, and her own Frost Sweep is the tag that grows with the marks (150% → 270%). The character you swap into only adds their own tag damage on top. Feed the engine, not the passenger.

Why do I see two damage numbers when I tag into Daisy?

Because two things happen: Daisy's own Tag Skill, plus the Frost Mark detonation (+300% of Merlin's Attack) if the mark was at four. The detonation is the bigger half — which is exactly why the belt answer above is what it is.

Do my teammates help build marks?

For the firststack, yes — any ally's normal attacks count toward the three opening hits. After that, only Merlin's beam channel and the frost zone climb the mark. Teammates contribute differently: every hit on a marked target refunds Tag gauge, and they all enjoy the +50% damage bonus against it.

How many detonations per zone, really?

Two from scratch, three with preparation.Ten ticks per zone means 4 + 4 + 2: the third detonation needs at least two marks banked before the zone drops — and its own tag hit before the zone's 5 seconds run out. If you consistently get two, you're already playing her correctly.

Is beaming without a mark really wasted?

For the loop, yes — zero marks built. But it isn't a dead button: the channel still deals its full damage and freezes the target after 15 hits (6 seconds — and breaking the freeze with a skill adds +80%). Think of it as a damage tool with a freeze attached, and a mark tool only after a mark exists.

Taking it into Taranis

The community line is "this raid was designed for Merlin" — and the numbers agree. The whole fight amplifies exactly what her kit produces: Tag-Skill damage in Ice.

  • Ice is one of the two cracks in his wall. Taranis and every chess piece share the Wind + Ice weakness — everything else is heavily resisted. Merlin's Book kit is on-element by construction.

  • The opener wants tags. During the King's Gambit window, every Tag-Skill hit shreds his Defense permanently — and Merlin's loop produces more tag hits than anyone. Open the fight exactly like the rotation above.

  • Checkmate is her payday — with a correction. Each statue you break during the Checkmate phase puts +10% Tag-Skill damage taken on Taranis, up to 16 stacks. A full break means her detonations hit roughly 2.6× harder — enormous, though not the "5×" sometimes quoted in chat, and it only amplifies Tag damage, nothing else. Break them all anyway: the finisher also grows for every statue left standing.

  • Zone discipline matters more here. Taranis leaps, dashes and teleports between phases — drop the frost zone into his committed animations, never before a movement tell. His full moveset with windups is on the raid guide.

Want to see the raid executed phase by phase before you queue? Watch the community perfect run — an 11:21 clear with every phase timestamped.

Who to run with her

The comp the community has settled on — with what the data says each slot brings:

SlotPickWhat they bring
EngineMerlin (Book)The whole Frost Mark loop above
BurstDaisyTag partner for the detonations, crit-resistance shred
BufferMannieAttack buffs + gauge charge — have her loaded before each zone window
HealClothoHealing plus her own crit-resistance strip — spend her buffs during zone downtime

No Clotho?Tioreh is the community's fallback healer — less damage utility, same job. Whatever you do, bring a healer: a no-heal lineup (say, Mannie–Daisy–Jericho) reads fine on paper and falls apart in the raid.

The comfort option: Jericho (Lance). Her kit barriers the whole team (20% of Max HP on her second skill, 12% more on her tag) — and those barriers feed a team passive that climbs to +20% Cold damage, plus another +20%when she re-barriers an already-shielded team. That's the "40% cold buff" veterans mention — it's real, it's two stacking +20% team buffs, and it makes her a defensive pick that still pays Merlin directly.

The raid is tuned for a full party — if your friend list is short, find teammates on the LFG directory, or post your own listing.

Where this comes from

  • Every kit number— damage rates, stack counts, tick timings, cooldowns, buff durations and the detonation's scaling — is read straight from the game's data for Merlin's Book kit, including the conditions the in-game tooltips don't spell out (what can and cannot place a mark).
  • The rotation itself— the order the community coaches (mark → beam → ult → zone → tag) — was verified claim by claim against those numbers. Where chat wisdom was off (the "three detonations per zone", the "5× chess damage"), this page says so and gives the real figure.
  • Raid numbers — weaknesses, Tag-damage amplifications and phase windows — come from the same data work behind the Taranis raid guide.

Companion reading: Merlin hero guide · Merlin character page · Taranis raid guide · Perfect run video