i am the Big Cheeked Giant (BCGiant). I am an unknown Vet. in Moba Games. I spend most of my gaming career with games like LoL etc reaching all the way back to WC3. I been asked to write a few Guides now that HoS has landed. Most of the Guides i am writing are complete theory crafted and tested in casual games. There are probally differences to what more advanced Players are writing in their guides, so just test it out and see if my guide is something for you. I am always happy for feedback, to improve future guides.
Muradin Bronzebeard, the Mountain King, is a warrior hero from the Warcraft franchise.Once a mentor to Prince Arthas, Muradin was unable to prevent him from becoming the Lich King. After recovering from a mild case of amnesia, he is now the leader of the Bronzebeard clan post the "diamond-ization" of his brother the King Magni.
Good at following up on targets
Great recovery out of combat
No real Burst
Bad for jungle under Level 10
The (E) ability is the only way to get out of bad situations
Weak early Game
The idea for this build was it to run with the best possible set up for group fights.
As a tank Muradin can take more damage then others, and due to his low damage output, i chose CC as main goal for this build. With Stormbolt, Thunderburn and Heavy Impact he has a decent amount of CC he can use against the enemy team.
POSITIVES Great for slowing close range enemies
High damage with Thunderstrike
Great against Minions with low health NEGATIVES Weak without Thunderstrike Healing Static doesnt heal enough to be worth the skill slot !! DONT USE!!
Dwarf Toss (E)
POSITIVES Great for extending Tunderbolts range
Good for closing the distance to the enemy
Good for escaping bad situations NEGATIVES Low dmg /high mana cost
Short range without Dwarf Launch
POSITIVES Great when combined with Unstoppable Force to upgrade your sustainability, during the time Avatar is active.
The basic attack stun is great to for group fights if you can get within hitting range, Dwarf Toss is a big help. NEGATIVES Long cd
Second Wind (Combat Trait)
POSITIVES Great self-heal
Needs four seconds to activate
Great when combined with Third Wind for more self-heal and sustain NEGATIVES No direct combat impact
Doesnt regenerate mana
Enemies hit by Thunder Clap have their Attack Speed reduced by 50% for 3 seconds.
I chose Reverberation, due to its extrem Attack Speed reduce. This choice will help you to keep up the pressure during the early game. If you rather have a higher damage output, i would choose Perfect Storm but you might run into mana problems if the fights take too long.
Thunderclap leaves a zone on the ground that explodes after 2 seconds dealing 25 (+4 per level) damage and applying a 25% slow for 2 seconds.
I chose Thunderburn for this build, for the extra slow it allows me to put on an enemy player in melee range. Thunderburn AoE is big enough to cover choke points. It helps when used with Dwarf Toss to either slow down an hero your chasing or if your trying to get away.
UPDATE 27.08.2015 : Sledgehammer makes for a great tool if your team is planning to push any lane during the early game. Coordinate with your team in case you need an extra slow with Thunderburn or if you can allow yourself to go for the extra push.
Basic Attacks reduce Ability cooldowns by 0.5 seconds.
Reason: Piercing Bolt is the most common choice at level 7, but instead i went with Battle Momentum for this build. The reason for this choice was the cooldown reduction Battle Momentum grants you during fights. Most players choose Infused Hammer + Piercing Bolt when they play Muradin, which is a smart choice. But if you actively engage in group fights you will come to see the benifits of being able to use your abilities more often. Due to Muradins slow attack speed some players may find this choice useless.
Transform into an Avatar, gaining 320 Health and causing your Basic Attacks to stun enemies for for 20 seconds
Reason: Avatar is Muradins version of Beast-Mode. It provides Muradin with another CC, basic attacks will now stun your enemies. The additional health you gain with this choice makes it perfect for group fights. Unstoppable Force is a great combination, for the late game. Most of the time I use Avatar during an engage with the enemy team, for example; 1. Dwarf Toss + Heavy Impact = Engage + stun 2. Thunderclap + Thunderburn = AoE dmg + Slow 3. Stormbolt + Infused Hammer = Stun + Mana reg. 4. Avatar = Stun
Upon taking Ability Damage, reduce that damage and further Ability Damage by 50% for 3 seconds. Can only trigger once every 30 seconds.
Reason: Spell Shield is a great choice at lvl 13. It increases the time Muradin can stay on the frontline, and it reduces the damage of the enemy team for 3 seconds. If used right it can change the outcome during a teamfight. It is a great way to start off a fight or a situation where your teams tank has to take some extra damage.
Enemies hit by Dwarf Toss are stunned for 0.75 seconds.
I chose Heavy Impact for the extra Stun it grants me. It works great if your chasing an enemy or if you're engaging. Imposing Presence may also be a good choice depending on your playstyle, the 50% slow makes for a good passiv bonus during group fights and fights in general. But for a more CC focused build I would prefer Heavy Impact.
Increases duration of Avatar by 30% , and the duration of Disables are reduced by 75% while in Avatar.
Due to the nature of this Build, Unstoppable Force makes a great choice at Level 20. Your Avatar transformation will last 30% longer, which gives you more time to usw Avatars basic attacks to stun your enemy. Also the 75% duration reduction for Disables helps a great deal during fights.
Most often you will get harassed by assassins during the early game, to counter this try to hit them with your Stormbolt and try to get away long enough for Second Wind to activate. During most of the early game your job should be to stun and cc the enemy and to set up for ganks. You can risk a bit more due to Second Wind before you hit the fountain. Your main goals therefore should be at least for the early game, to stun and to work the map mechanics.
During mid game, as a tank, you will be in charge to engage group fights and minion camps. Also you will be able to hold yourself better in 1vs1 Situations. As soon as you reach level 16, Heavy Impact will come in handy to suprise your enemy. Dwarf Toss shows great value during the mid-game.
During late game Muradin shows his true strength. Try to focus out the enemys support to gain an advantage during group fights. Avatar will come in handy when engaging the enemy team.
One of Muradins weaker maps, due to the low amount of walls you can use Dwarf Toss on. Communicate with your team to keep the enemys coin amount low and play more defensive until the late game. An Muradin + Uther combo is really strong due to the higher amount of stuns. Always try to get to the chest first and avoid your enemy getting the Boss. Dwarf Toss is a great way to keep the enemy team from gaining the tribute. Engage the enemy, take some damage and retreat using Dwarf Toss. Stay out of combat until Second Wind activates, afterwards you can repeat till your team gains the upper hand. During the late-game you can split up from your team and try to harass the opponent, due to Muradins high sustainability you should not run into problems.
Always play mid-lane on this map. Dwarf Toss and Second Wind will make you a strong contender for the dragon shrine or at least you will be able to keep the enemy away from it until they are willing to risk sending more people into the mid to claim the shrine. Due to the high amount of walls Dwarf Toss will come in quite handy in a lot of situation.
The layout of walls allows Muradin to suprise the enemy team. This map is the biggest in heroes of the storm, therefore try to avoid the enemy until you have to group up with your team at night. If you are going for a siege typ build you can roam on your own but always try to keep Dwarf Toss ready to get away.
It is one of the smaller maps, therefore you dont have a lot of room to move. Try to stay close to your team and move the enemy into a position that benefits you. During the mine phase make use of Thunderstrike to clear groups faster and to buff your golem. Muradin is a great tank for this map. During the temple phases where you have to fight for a certain spot, he can provide a decent amount of pressure against the enemy team. If your going for a CC build it will help your team to focus out enemy heroes during the temple phases. The amount of walls and bushes will help you to get the jump on enemy heroes or it can help you to get away with Dwarf Toss.
With Muradin you wont be a "One Hit Kill". Muradin is my favorite Hero so far, he is a great addition for any team. With him being a tank and being able to lay down stuns left and right you can easily bring the enemy push to an hold. Being able to jump over Walls with Dwarf Toss, makes him great for engaging and suprising the enemy as well as being able to get out of tricky situations.
With costs only at 2k gold he is great for people who are just starting out, but also great for vets who are looking for a hero who can bring something to the fight. Muradin doesnt have the highest damage output, but you can use him in many different ways, and he can take a punch.
Hope this guide was helpful, let me know what you think.