Introduction

Melusine the Siren commands the waters and uses them to infuse the will-o-wisps at her side to submerge those foolish enough to be caught within her captivating song.
Abilities

Switch between SING STANCE and MOVE STANCE. SING STANCE casts a controllable WISP but immobilizes the Hero. MOVE STANCE revokes WISP and restores control to the Hero. In SING STANCE, DASH also revokes control of WISP. While exiting SING STANCE Melusine moves quickly for a brief moment

WISP suddenly dashes forward, dealing 21 damage to all enemies passed. Automatically enter SING STANCE when cast

WISP pulses a splash of water, dealing 50 damage to all enemies around. Automatically enter SING STANCE when cast

Send waves of water forward, dealing up to 100 damage. Torrent can still be cast during SING STANCE and does not revoke control of WISP

Dive into a pool of water, turning INTANGIBLE for a short time. Reemerge in MOVE STANCE

Melusine wraps herself in a water sphere and turns INVINCIBLE. After a short time or if triggered, the sphere explodes and deals 400 damage to all nearby enemies

Summon 6 autonomous WISPS that pursue and attack nearby enemies. After 4 seconds, the WISPS cast Splatter and then disappear. Melusine can still be damaged while channeling Wisp Ballet. Wisp Ballet can be cancelled early and its cooldown is proportional to the time it has been used (with a minimum of 10s)
Talents

For every 4 ATTACKS that hit an enemy, generate a blast all around that deals 100% of ATTACK's damage. Counter resets when exiting SING STANCE

When entering SING STANCE, apply WEAK to all nearby enemies for 3 seconds

In SING STANCE, CONTEXTUAL ACTION allows for quick teleportation to the WISP (5 seconds cooldown). Performing this action in combat restores 8 Health to all nearby heroes

Each wave from SPECIAL that hits an enemy restores 2 Health to all Heroes within the wave

DEFENSE triggers POWER's effect with a +20% damage increase when Melusine dives underwater

Heroes passed by ATTACK gain 8 SHIELD for 6 seconds

After DEFENSE is triggered, Melusine is surrounded by a bubble for 4 seconds, absorbing one instance of damage. The bubble then explodes and deals 60 area damage

Hold DEFENSE to move underwater. All enemies passed become VULNERABLE for 4 seconds

POWER leaves a water core at the casting location that triggers POWER again after 1.5 seconds for 40% of its damage

When SPECIAL ends, add 3 additional waves coming backwards that deal 50% damage each

POWER applies CHILLED to hit enemies and gains +15% range

SPECIAL's waves are 20% wider and longer

ATTACK damage increases by 8% for each enemy hit (up to 6 hits, +48%). Resets if Melusine takes damage or exits SING STANCE

POWER deals +50% damage at its center

DEFENSE clears SPECIAL's cooldown and increases next SPECIAL's damage within 3 seconds by +40%

When in combat, passively heal 4 Health for all Heroes in the area every 5 seconds

DEFENSE makes Melusine strike with her tail, dealing 400% of ATTACK damage

After casting SPECIAL, gain +40% ATTACK SPEED for 3 seconds

WISP gains 2 growth charges for each wave of SPECIAL that hits it (up to a maximum of 12 charges). Each charge increase the damage of the ATTACK by 20%, with each ATTACK consuming one charge

After 3 successful attacks, WISP explodes when it disappears, dealing 40 area damage

In SING STANCE, Melusine gains temporary +4 ARMOR every second, up to a maximum of 40

When Melusine leaves SING STANCE, WISP remains active and automatically attacks surrounding enemies up to 4 times before then disappearing

ULTIMATE's water sphere attracts nearby enemies and deals 40 damage per second to enemies hit

ULTIMATE explosion restores 60 health to all Heroes around and grants them +5 REGENERATION

While ULTIMATE is channeled, Melusine gradually summons up to 3 additional WISPS

When entering SING STANCE, Melusine casts an additional ULTIMATE autonomous WISP that deals 40% damage