Mel's Attacks and Abilities apply and refresh stacks of Overwhelm for 5 seconds each time they deal damage, storing 60 plus 3 damage per stack of magic damage. When applied, if the stored amount exceeds the enemy's combined shields and Health, they are executed.
When an Ability is cast, Mel's next Attack fires 3 extra projectiles, each dealing 8 magic damage. This effect can stack up to 9 extra projectiles.
By rank and level
Magic damage per projectilex: Level
Steady change: +1.29 per +1 Level
CD
10s
Mana
70
Range
950
Subsequent explosion magic damage5
Max total magic damage85
Damage modifier vs monsters0%
First explosion magic damage60
Mel unleashes a barrage of 6 projectiles that explode in the area around a target location.
The first explosion hit deals 60 magic damage and each subsequent explosion deals 5 magic damage, adding up to 85 magic damage total.
By rank and level
Subsequent explosion magic damagex: Rank
Steady change: +2 per +1 Rank
Max total magic damagex: Rank
Biggest change: +54 (+24.2%) at Rank 5
Damage modifier vs monstersx: Rank
First explosion magic damagex: Rank
Steady change: +25 per +1 Rank
Cooldownx: Rank
Steady change: −1 per +1 Rank
Mana Costx: Rank
Steady change: +5 per +1 Rank
CD
38s
Mana
80
Range
250
Reflected damage %40%
Shield80
Mel forms a barrier around herself that reflects projectiles from enemy champions, gaining 80 Shields for 0.75 seconds and 40% decaying Move Speed for 0.75 seconds.
Reflected projectiles deal 40% original damage as magic damage.
By rank and level
Reflected damage %x: Rank
Steady change: +5 per +1 Rank
Shieldx: Rank
Steady change: +30 per +1 Rank
Cooldownx: Rank
Biggest change: −4 (−12.1%) at Rank 4
Mana Costx: Rank
Steady change: −20 per +1 Rank
CD
11s
Mana
50
Range
1000
Magic damage60
Area magic damage per second16
Damage modifier vs minions50%
Mel fires a radiating orb, Rooting enemies at its center for 1.5 seconds and dealing 60 magic damage.
The orb builds up a hostile area around it that Slows enemies by 30% and deals 16 magic damage per second.
By rank and level
Magic damagex: Rank
Steady change: +45 per +1 Rank
Area magic damage per secondx: Rank
Steady change: +12 per +1 Rank
Damage modifier vs minionsx: Rank
Cooldownx: Rank
Steady change: −0.5 per +1 Rank
Mana Costx: Rank
Steady change: +10 per +1 Rank
CD
120s
Mana
100
Range
—
Passive damage per stack3
Passive base damage60
Active damage per stack4
Active base damage125
Damage modifier vs minions50%
Passive: Overwhelm damage is increased to 60 magic damage plus 3 magic damage per stack.
Active: Mel unleashes her power on all enemies affected by Overwhelm, dealing 125 magic damage plus 4 magic damage per Overwhelm stack.
Can only be cast when an enemy champion is affected by Overwhelm.
By rank and level
Passive damage per stackx: Rank
Steady change: +1 per +1 Rank
Passive base damagex: Rank
Steady change: +10 per +1 Rank
Active damage per stackx: Rank
Steady change: +3 per +1 Rank
Active base damagex: Rank
Steady change: +75 per +1 Rank
Damage modifier vs minionsx: Rank
Cooldownx: Rank
Steady change: −20 per +1 Rank
Mana costx: Rank
Base Stats
Base values at level 1 (no bonus stats) · charts start at 0 and show Lv1→18 growth
Health×3.7
630Lv1
Lv1 630 → Lv18 2313 · Per level +99
Biggest change: +127 (+5.8%) at Lv18
Mana×2
480Lv1
Lv1 480 → Lv18 956 · Per level +28
Biggest change: +36 (+3.9%) at Lv18
Attack Damage×2
54Lv1
Lv1 54 → Lv18 110.1 · Per level +3.3
Biggest change: +4.2 (+4%) at Lv18
Attack Speed×1.4
0.625Lv1
Lv1 0.625 → Lv18 0.891 · Per level +2.5%
Biggest change: +0.02 (+2.3%) at Lv18
Armor×5.2
21Lv1
Lv1 21 → Lv18 109.4 · Per level +5.2
Biggest change: +6.7 (+6.5%) at Lv18
Magic Resist×1.7
30Lv1
Lv1 30 → Lv18 52.1 · Per level +1.3
Biggest change: +1.7 (+3.3%) at Lv18
Health Regen (5s)×2.6
6Lv1
Lv1 6 → Lv18 15.4 · Per level +0.55
Biggest change: +0.7 (+4.8%) at Lv18
Mana Regen (5s)×2.7
9Lv1
Lv1 9 → Lv18 24.3 · Per level +0.9
Biggest change: +1.2 (+5%) at Lv18
Fixed at every levelMove Speed330Attack Range550AS ratio0.625
Scaling profile
AP
90%
Mana
5%
AD
4%
Attack Speed
2%
Ability coefficients weighted by typical build stat amounts (derived from data, not match statistics).
Relative score from how well the item's stats match the champion's ability coefficients (game data, not match statistics). Item passives are not modeled yet.