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Immortal Margaret l (Water)
2022-06-15
Margaret I is a Water backline Immortal built around physical area damage and control synergy. Unlike the traditional magic-focused Water setup, Margaret fits into a physical Water march, where Freeze/Chill and Physical…
Margaret I is a Water backline Immortal built around physical area damage and control synergy. Unlike the traditional magic-focused Water setup, Margaret fits into a physical Water march, where Freeze/Chill and Physical Defense reduction are used to amplify her ultimate.
Her main attraction is Winter Passage. At maximum level it deals 500% Physical Damage in a fan-shaped area, with another 300% damage against affected targets when its control condition is met. That gives Margaret considerable burst potential, but also makes her dependent on the rest of the march.
She works best when you build around that condition rather than treating her as a standalone damage dealer.
Margaret I – General Information
- Element: Water
- Position: Backline
- Damage Type: Physical
- Role: AoE damage dealer
- Ultimate: Winter Passage
- Main Synergies: Freeze/Chill, Silence and Physical Defense reduction

Margaret l
Ultimate skill: Winter Passage Inflict physical damage to the enemy team in the fan-shaped area in front (damage rate x%), if the target is affected by the Chill effect, the skill will deal and additional physical damage (damage rate y%), if the target is affected by the silence effect, the physical damage they deal is reduced by z% for 6 seconds.
Damage: Damage rate x - 150% / 200% / 250% / 300% / 350% / 400% / 450% / 500%
Additional Damage: Damage rate y - 90% / 120% / 150% / 180% / 210% / 240% / 270% / 300%
Reduced Damage Dealt: Damage rate z - 6% / 8% / 10% / 12% / 14% / 16% / 18% / 20%
Margaret is particularly interesting because physical backline damage dealers are relatively unusual in Water. Instead of supporting Merlin's Magic Damage, a Margaret march can concentrate on weakening enemy Physical Defense and setting up her ultimate.
Ultimate Skill: Winter Passage
Winter Passage deals Physical Damage to enemies in a fan-shaped area in front of Margaret.
Its three effects scale as follows:

At maximum level, the basic hit is already a respectable 500% Physical Damage. When Margaret hits a target affected by the required control effect, Winter Passage deals another 300% Physical Damage, bringing the combined damage rate against that target to 800%.
There is also a defensive component. If the target is affected by Silence, the Physical Damage they deal is reduced by 20% for 6 seconds.
This makes Winter Passage more than a simple damage ultimate. Margaret wants the rest of the march to prepare targets before she casts.
Why Freeze/Chill Matters
The difference between a normal Winter Passage and a fully enabled one is substantial:
500% → 800% Physical Damage

That additional 300% is a major part of Margaret's damage potential, so reliable control application is one of the first things to consider when building around her.
Dido early game and later Artemisiaare particularly useful for this reason. They provide the Chill interaction Margaret needs, allowing the march to trigger the additional portion of Winter Passage much more consistently.


The important part is timing. It is not enough for the march to apply the relevant effect at some point during battle; ideally it needs to be present when Margaret casts Winter Passage.
That leads directly into Margaret's main weakness.
Margaret's Energy Generation
Margaret's biggest weakness is her slow energy regeneration. Winter Passage can hit extremely hard, but she takes longer than most damage dealers to actually get the skill off.
This is especially important because so much of her damage depends on the enemy already being affected by the right control effects. If Margaret casts too late and those effects have expired, you lose the additional damage that makes Winter Passage so strong in the first place.

Because of that, I generally prefer giving her some help with energy rather than simply stacking as much Physical Damage as possible. A slightly weaker Winter Passage that casts at the right time can perform much better than a stronger one that constantly misses the window.
Keep an eye on your battle reports when testing her. If Margaret regularly casts while the enemy is properly debuffed, the setup is working. If she keeps missing those windows, I would work on her energy generation before adding more damage.
Using Margaret in a Physical Water Build
Margaret makes the most sense when you commit to a physical Water setup rather than trying to fit her into a traditional Merlin march. Her damage is entirely physical, so you want the rest of the team helping her in two ways: keeping the enemy under the control effects needed for Winter Passage and reducing their Physical Defense before she casts.
A good starting point is Harald and Attila in the frontline with Margaret and Dido in the backline. Dido is particularly important because she helps provide the control Margaret needs for the additional damage on Winter Passage, while Harald and Attila fit naturally into the physical side of the build through Physical Defense reduction. When everything lines up, Margaret is not just landing her 500% base hit; she can get the additional 300% against affected targets while hitting enemies whose Physical Defense has already been reduced.
I would build Margaret around that interaction rather than simply loading her with every Physical Damage skill available. Her energy generation is on the slow side, so skills that help her get Winter Passage out at the right time can be just as valuable as another damage increase. Onslaught, Anger and Chaotic Blade are reasonable options while developing her, with Death Breath available later. Once you have access to SvS and Triss skills, options such as Blade Vortex, Spell Disintegrator, Demonic Contract, Energy Mastery, Corrosive Power and Eternal Battlelust give you considerably more room to tune the build. Adrenaline is also worth considering if her ultimate timing is the main problem.
There is no single three-skill setup I would recommend for every Margaret march. Watch the battle reports. If Winter Passage is landing at the right time but the damage is lacking, you can lean further into offense. If she keeps casting after the relevant control effects have disappeared, work on her energy cycle first. Margaret is one of those Immortals where getting the sequence right matters more than having the prettiest skill list on paper.
Her Silence interaction is also worth remembering. A Silenced enemy hit by Winter Passage can have its Physical Damage reduced by up to 20% for 6 seconds, so Margaret provides a little protection for the frontline while doing her main job. Her exclusive artifact, Seal of the Alliance, extends that effect to 9 seconds, making it much more noticeable against physical teams IF it lands.
Overall, I would recommend Margaret mainly to players who actually want to build physical Water. She needs more support than a straightforward damage dealer, and I would not invest heavily in her without having the Immortals and skills to make the setup work. If you already have Dido and a frontline capable of supporting physical damage, however, Margaret becomes much more interesting. The goal is simple: set up the control, lower Physical Defense, and have Winter Passage land while both advantages are still in play.
Conclusion
Margaret I gives Water something quite different from its traditional magic-focused compositions: a genuine backline physical AoE damage dealer.
At maximum level, Winter Passage provides 500% Physical Damage with up to 300% additional conditional damage, while its Silence interaction can reduce enemy Physical Damage by 20%. With Seal of the Alliance, that reduction can last for 9 seconds.
The best way to use her is not to chase the 800% figure in isolation. Build the conditions that allow her to reach it consistently.
With reliable control, Physical Defense reduction, and sensible management of her energy cycle, Margaret can become the centerpiece of a dedicated physical Water march rather than simply another Water backliner.