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Emerge

Spell

Emerge

Physical

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Instant castTen yards

As Merektha emerges, all players take 14.8404 Physical damage and are knocked back.

Emerge

Tooltip

As Merektha emerges, all players take 14.8404 Physical damage and are knocked back.

How it works

Emerge is built from 5 client effects, applied in this order:

  1. Effect 1 is School Damage (effect type 2). Its base value is 14.8404. Its area radius is 3 yards.
  2. Effect 2 is effect type 203, which the datamine does not name. It triggers Idle.
  3. Effect 3 is Dummy (effect type 3). Its base value is 264052.
  4. Effect 4 is Knock Back (effect type 98). Its base value is 100. Its area radius is 3 yards.
  5. Effect 5 is effect type 203, which the datamine does not name. It triggers Idle.

What it does

Emerge is a Physical spell with an instant cast and a range of 10 yards. When cast it deals Physical damage (base value 14.8404) in a 3 yard radius and has a Knock Back effect in a 3 yard radius. It also casts Idle and Idle.

Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.

Spell Details

SchoolPhysical
Range10 yards (Ten yards)
Cast timeInstant
Effect #1School Damage (2)
Value: 14.8404
Radius: 3 yards
Effect #2Effect 203
Trigger spell: Idle
Effect #3Dummy (3)
Value: 264052
Effect #4Knock Back (98)
Value: 100
Misc value: 100, 300
Radius: 3 yards
Effect #5Effect 203
Trigger spell: Idle

Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.

Comments

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