Muradin - Tanky Enough!? by PompaAz

Muradin - Tanky Enough!?

By: PompaAz
Last Updated: Jul 19, 2015
1 Votes
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Build 1 of 3

Muradin

Build: Build #1 Tanky Roamer

Level 1
Level 4
Level 7
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Level 13
Level 16
Level 20

Threats to Muradin with this build

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Threat Hero Notes
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The Butcher
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Muradin

Build: Build #2 Clappy

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Muradin

Build: Build #3 Building/Minions

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Intro Top



Positive
- Meat Shield
- Much Crowd Control and Health Regeneration
- Strong in Teamfights and 1vs1 Situations


Negative
- Weak for Jungle
- Low Mana without Stormbolt
- No Burst Damage to Knock-Off Enemies

Skills


Trait:Regenerate 8 Health per second when you have not taken damage for 4 seconds. When below 30% Health, increased to 24 Health per second.

Throw a hammer, dealing 240 (50 + 10 per level) damage to the first enemy hit and stunning it for 1.5 seconds.

Deals 210 (58 + 8 per level) damage and slows enemies by 25% for 2.5 seconds.

Leap to target location, dealing 130 (35 + 5 per level) damage to enemies on landing.

Heroic Abilities


Transform for 20 seconds, gaining 2000 (575 + 75 per level) Health and causing your Basic Attacks to stun enemies.

Deal 1400 (640 + 40 per level) damage and knocks the target back, hitting enemies in the way for 350 (160 + 10 per level) damage and knocking them aside.

Talents/Abilities Top


This is pretty much the best starting talent for Muradin at level 1. Some people might argue that Reverberation is a little better but for this build we won't worry too much about enemy team's attack speed. Infused Hammer will help you out in the long run, because you will be pretty much using Storm Bolt for half the mana cost. You will find this to be very useful, because you will not have to go back to base to get mana, or hit up a healing fountain. Remember to use Storm Bolt against structures as well. Damage for less mana, I will take that.


This is where I am 50/50. The majority of the time I will take Third Wind because this way you can replenish life much much faster. Especially useful after small team fight, or during lane control get help for about 30 seconds and you will soon realize your life is full. I also pick sledge hammer if the team I am on doesn't have that much siege damage or if I believe I have a strong enough push on my lane I get Sledgehammer to do more damage to structures and also able to clear camps later. Muradin is horrible at clearing camps alone(unless you get Sledge Hammer ), but will always have full health if you watch him properly. Just Help out with clearing camps and stick with Third Wind to help out with health staying full.


This is a powerful talent and important one. You will be able to hit two enemies with storm bolt and of course you gain mana instead of losing it for hitting 2 targets with Infused Hammer . You will get even more mana back for hitting two heroes, mercs, structures. Honestly not a lot to say here, extremely powerful talent. In some rare cases, I will get Landing Momentum especially if I am playing against Nova or Zeratul , because they turn invisible , so this way I can use Landing Momentum and get to them in a hurry, if they try to run/sneak away.


Avatar provides Muradin with another CC, auto attacks will now stun your enemies and you get a bunch of health. Combined with Unstoppable Force this ult has everything you need to dominate team fights. How could you not go with this classic? More health, more cc, and become a bigger target (you want to be the target, tank)


Thunder Strike is a must have. Although, it's very situational since it requires you to only hit 1 target with it but if you find yourself in a lot of 1v1 situations this is going to give you some awesome burst damage. This will also help in team fights, if you have 1 hero in range, or the enemy support away from action, you can Dwarf Toss and Thunder Clap to do some damage and all this will play well with Dwarf Launch.


Dwarf Launch is pretty good to have an extra 50% range on your leap, because not only do you use Dwarf Launch as an escape mechanism but you want to be able to Dwarf Launch towards those enemy support heroes or fleeing heroes in a team fight. Some players might argue that Heavy Impact might be better, but since IMO you use Dwarf Toss for escaping most of the time, so the stun is a waste to me.


I pick this because of the increased duration of your ultimate and obviously the longer you're in your Avatar form, the more chaos you're causing for the enemy team individually and in team fights.

Conclusion Top

There are other guides for general Muradin use, but this one I believe is all about staying alive. In all seriousness , thank you for reading, and remember there is no wrong way to play, just have fun and enjoy playing the game!

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