Mel Item Build
A single lane hands Mel five bodies to smear her execute mark across, so her build wants ability power and magic penetration, the stream of small repeated hits stacking that mark while the penetration cuts through whatever resistances a grouped team piles on to survive. The Abyss rewards keeping the barrages flowing over any one big cast, since the payoff is a mark spread across the entire clump.
Best Mel Runes
Dark Harvest pairs with a Mel page built for the long poke war on the Abyss, where she rains Radiant Volley on the clump from range and stacks her marks between fights. Her kit wants those drawn-out fights so the chip can build toward a Golden Eclipse that reaches across the whole bridge, so lean the page on spacing and mana to keep the barrage coming.
Domination
Primary
Dark HarvestDamaging a low health champion inflicts adaptive damage and harvests a soul from the victim.
55% · 45.7%58% · 45.7%58% · 45.9%
Keystone plus three minors from Domination, two from Sorcery, then three shards — no runebook, no masteries.
Sorcery
Secondary
76% · 47.4%87% · 46.7%
Mel Skill Order
Rebuttal is still on a single rank when level 14 arrives, and on a mode that docks Mel ten ability haste, the reflect sits at the long end of its 45 to 41 second Abyss cooldown. Radiant Volley claims 4, 5, 7 and 9 ahead of Solar Snare at 8, 10, 12 and 13.
Mel Changes This Patch
- Armor growth5.2 5.4Buff
- Attack damage54 52Nerf
- Attack speed growth2.5 2.75Buff
- Health630 590Nerf
- Health growth99 107Buff
- Mana480 455Nerf
- Mana growth28 38Buff
- Q renamedRadiant Volley Radiant BarrageAdjust
- Q Cost70 / 75 / 80 / 85 / 90 60 / 65 / 70 / 75 / 80Buff
- Q Explosion Count6 / 7 / 8 / 9 / 10 Adjust
- Q Explosion Damage5 / 7 / 9 / 11 / 13 Adjust
- Q Initial Damage60 / 85 / 110 / 135 / 160 Adjust
- Q Missile Count 6 / 7 / 8 / 9 / 10Adjust
- Q Subsequent Damage 5 / 10 / 15 / 20 / 25Adjust
Mel ARAM Abilities
One half of Searing Brilliance goes unmentioned: each ability she casts loads up to nine extra projectiles onto her next attack, so weaving autos between spells matters. Solar Snare is the lockdown, a root at the orb's center ringed by a slowing field that ticks damage.









































