Dark's Guide On How to Survive A Game: Muradin Edition. by DarkJester420

Dark's Guide On How to Survive A Game: Muradin Edition.

By: DarkJester420
Last Updated: Nov 2, 2015
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Build 1 of 1

Muradin

Build: Muradin

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

Threats to Muradin with this build

Threat
Low
High
Show all
Threat Hero Notes
1
  No Threat
2
  No Threat
3
  No Threat
4
  No Threat
5
  No Threat
6
  No Threat
7
E.T.C. Also Stuns. Can kill you as easily as you kill him.
7
The Butcher Able to use any hero as a way to leech damage into health
7
Jaina Slows from her chills can lead to more damage and more enemy heroes
8
Diablo Stuns and separates. Kill if possible.
8
Johanna Can ignore stuns and gain a shield to increase survivability.
9
  No Threat
10
  No Threat

Talent Explanation. Top

Level 1 Talent



Block is good for survivability, but all other choices overshadow this talent.
Infused Hammer may seem questionable, as the mana return is less than the cost. Don't worry, this pays off in at Level 7, when you get Piercing Bolt.
Perfect Storm may seem to be a great choice, you only get +5-+10 attack damage per shot if you are able to hit heroes. And we all know that the minions loves tanking a Storm Bolt.
Reverberation is a good second option, as the attack speed reduction helps in retreats/comebacks, and it goes well with the other talents used later on.



Level 4 Talent



Third Wind raises health regen, but then you would have to go without the other three, much better talent choices.
Sledgehammer is basically making Muradin a siege tank, and also work well with this talent selection, as Storm Bolt could hit a Tower, and the hero behind it, making them unable to defend Keeps, and in some maps, can lead to the enemy Hero dying. but as with Perfect Storm, you have to hit.
Crowd Control is a talent that requires a decently sized group of enemies (Enemies, not enemy Heroes) to make use of the spamming of Thunder Clap, which is a good choice for finishing off either single or pairs of Heroes, making it a good second choice.
Thunderburn also complements with Level 13's Talent, Healing Static. It also allows for some additional AOE, however small.



Level 7 Talent



Piercing Bolt Makes the mana refund from Level 1 double, becoming 90 (30 more then the cost of Storm Bolt. Allows for some independence from having to teleport back to base, as it can refill mana on minions so you can keep going on a hero hunt.
Landing Momentum makes Dwarf Toss even more of a retreat/single out button, which also works well with this build. This would be the second choice.
Skullcracker is basically a mini-stun, but only if you can get the 3rd basic attack on an enemy. Mostly lands on Non-Heroic targets, as other players find out that they get stunned and avoid it. Only good once in quick matches and other PvP modes.
Battle Momentum is always good for pushing, making you want the easy mana refills as you use your Skills as fast as Muradin can swing a hammer.

Level 10 Talent



Haymaker is my personal favorite, as it has huge knockback AND decent damage. Breaks up enemy groups and allows for escapes/team wipeouts. Level 20's talent Grsnd Slam halves cooldown, adds a charge of Haymaker, along with +25% damage, making you have more than enough time to secure a kill. And in the right situations, it could end/save the game.
Avatar is the go-to choice for most Muradin Builds, giving bonus Health and Basic Attacks gain stun. I personally see this as a "Target ME!" button, and you can only survive if you aren't stunned and surrounded by the whole team. Level 20's Talent Unstoppable Force cut's all disable by a huge amount, but some matches don't last long enough for teams to hit Level 20.

Level 13 Talent



Burning Rage offers some DPS in an area around you. Can be easily used to finish off those about to die, so a good second choice.
Healing Static Makes Thuderclap into an easy heal. +1.5% Max health per target enemy hit, and double the healing with Thunderburn. The heal seems insignificant, but with just 3 minions hit twice, you heal 9% max health. A full minion group would heal a whopping 21% health when hit twice, effectively healing you more than a fifth of the way up. Not too small now, huh?
Thunder Strike is only good on single target, and doesn't work well with other talents chosen ealier,
Spell Shield is good for close calls/pushes, as 50% reduced ability damage can keep a tank alive until you can kill a enemy hero or two, but 30 sec cooldowns is too long to be used subsequently.

Level 16 Talent



Dwarf Launch turns the skill into more of a catapult than it already was, but it can also screw you up if you aim wrong.
Heavy Impact gives you another stun that lasts long enough to get a Haymaker off on target enemy hero.
Give 'em the Axe would pair off well with your stuns, making this the second choice
Imposing Presence slows attack speed of all enemies targeting you, and only you. May be a third choice if you feel if this talent is usable
Stoneform gives you a heal button, but you lose the improved health regen for the cooldown, which then lessens your chances of survival and then you realize that this skill is worthless.

Level 20 Talent



Unstoppable Force reduces disables and increases length of Avatar, making this Heroic turn you into a meant tank.
Grand Slam, as described earlier, makes Haymaker quicker to use, and more likely be able to secure kills.
Hardened Shield is good for 1v1, 2v1, and 2v2 as Muradin takes drastically reduced damage, but only for 4 seconds use makes this useless.
Rewind allows for more basic ability use, but with a 1 min cooldown, can't really be useful except in trying to kill the entire enemy team, and you'd have to enough time and body blocking to stun most of the group, and it only affect Basic abilities.

Battle Plan Top

This Build works best with a another player for additional damage. Assassins such as Nova or Kael'thas, or Specialists such as Zagara or Sylvannas work best, and while Supports such as Lili or Brightwing don't deal as much damage, they can still contribute enough damage to kill enemy Heroes.
Muradin works best as an initiator, and as such can go between lanes and assist as necessary. He shouldn't go for objectives that changes form and skills, as you would lose all his stuns that would make pushing much easier. When someone has Dragon Knight or Garden Terror, walk with them and wreak havoc.

Targets To Go For:
10 Lt. Morales Kharazim Kael'thas
| Any toons that can turn the tables relatively easily
| Leoric and Diablo would be the only warriors here,
| as they respawns faster.
|
5 Tyrande Anub'arak The Butcher
| Toons that and harass/seperate should be kept an eye out for;
| Makes for easy targets when stunned and your team pushes can
| surround and finish. The Lost Vikings and other such heroes
| are best targets to get at this point.
0 Murky Rehgar Tychus
Toons that are last to kill have easily avoidable skills or
are best paired with the others you have already taken care of.
Can still kill if careless, so keep your guard up.

How to Initiate (And kill) the enemy targets:
1. Stormbolt
2. Dwarf Toss
3.a. (Level 1-9) Thunderclap
b. (Level 10+) Haymaker
4.a. (Level 1-9) Basic Attack/Retreat, repeat skills off cooldown
b. (Level 10+) Finish off target of Haymaker
5. (Level 10+) Basic Attack/Retreat, repeat skills off cooldown

Works on all Maps, but don't take control of Objectives Bosses.

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