Introduction Top
Different Build Overview Top
Obviously, you should pick the correct build based on your team comp, or whatever you feel like sounds fun. Now enjoy this variety pack of Muridans
Remember to change between the builds right underneath the title to see the quick build and matchups ^.^
Siege Engine Build
- Focuses on
Sledgehammer and
Battle Momentum
- Fun and fills the role of a pusher if you really need one
- Many forget
Sledgehammer is great for taking mercs for pushing
- Who doesn't love seeing red damage numbers when you throw a hammer at a tower?
- Heavily underrated
- Still some survivabily with
Avatar and Stone Form
-
Stoneform is definitely replaceable with
Dwarf Launch if you think you need some escape more than survivability.
- REMEMBER - Severely damages Muridan's teamfight effectiveness
Teamfight Hunk
- One of the better and best builds to compliment Muridan being one of the tankiest heros in game
- Can disrupt and soak damage in a teamfight for seemingly forever
-
Reverberation and
Burning Rage and be switched out for
Block and
Spell Shield respectively just to be able to increase his damage soaking even more
- Greatly reduced disable time thanks to
Unstoppable Force
- Slow enemy attack speed to a halt with
Reverberation and
Imposing Presence
- Your teams dream tank
Manly Man
This is personally my favorite way to play Muridan when I don't feel like I need
Sledgehammer and I just want to be part of that teamfight action with great survivability. Simply a personal favorite build.
- Great survivability with
Third Wind and
Stoneform plus
Rewind to reactivate StoneForm a second time plus your
Avatar
- Can be actively involved teamfights for disruption thanks to
Piercing Bolt and a second
Avatar
- Able to kite well and long thanks to
Thunderstrike and health regen from
Stoneform to quickly heal up after a fight or chase
- Definitely not the best build for Muridan, but it can consistently work in almost all situations and is in general fun to play. A personal favorite through and through
Drunken Brawler
(He's a dwarf, he drinks, it only makes sense)
- Extremely unaccredited in it's damage potential
-
Thunderburn and
Thunderstrike add massive damage and usefulness to your slam.
Thunderstrike adds an insane amount of damage in a 1v1 pick off scenario, where as
Thunderburn adds a bit off follow up damage PLUS another slow to keep getting the extra damage from
Executioner
-
Haymaker definitely is under shown, and is both a great damage source, disengage, engage, or finishing move that doesn't a ridiculous amount of damage at level 20, plus the two charges is nice
-
Executioner is a really shining talent for this build. Your base ThunderClap, the extension talent
Thunderburn, and your Stormbolt are all disables to help increase your damage greatly
-
Battle Momentum helps you keep your slam up even more and get the two charges of your
Haymaker even more
What's the deal with Thunderstrike? Top
So, what really is the deal behind this talent and why is it in almost every Muradin build including these?
Let's look at the numbers here.
"Deals 50 (+8 per level) damage in an area around Muradin and slows enemy units by 25% for 2.5 seconds. Has a 8 second cooldown."
So, by the time you reach level 13, ThunderClap will deal 155dmg. Once you pick up the Thunderstrike talent, that damage boots to a whooping 465dmg.
465dmg
.
This is more than a huge burst to Muradin's otherwise pretty lackluster damage. This gives Muradin huge pick off potential that he otherwise didn't have the damage with before.
Now, let's factor in some other talents
Battle Momentum "Basic Attacks reduce Ability cooldowns by 1 second"
This is a pretty good pick up for most to all Muradin builds due to his slightly lengthy cooldowns. But not anymore with this talent, since he has an attackspeed of 1.11, he can about half the cooldown with auto-attacks alone. This, of course, really makes Thunderstrike shine even greater by creating bigger burst more often
Executioner "Basic Attacks deal 40% more damage against slowed, rooted, or stunned targets."
Muradin is the only warrior with access to this talent currently and damn if he isn't a great warrior to have it.
These are all pretty good reasons that Thunderstike is in almost every one of these builds. It's too much burst to pass up that Muradin really really needs.
And what about that Infused Hammer? Top
If you've played a game or two with Muradin, you know this guy
chugsmana. Even at level 20, Muradin has a dreadful 4.96 mana regen. So, with
Infused Hammer, you'll get 45 mana back out of the 60 you spent on throwing it. It's not fantastic, it's not ideal, but with the poor poor mana regen and the frequency of which you throw you hammers, it becomes very apparent that it helps throughout the game.
Some times (for shiz & giggles) and sadly many others, think that
Perfect Storm is really great. I can't lie, 5 damage per hammer on an enemy hero hit, sounds pretty nice. And if you're consistent on hitting them, it can stack up pretty quickly. But, simply put, you won't have enough mana to be able to do anything in these later fights and will constantly have to back for mana.
So, because of this dwarfs poor mana pool, this is definitely the most talent efficient talent to start off with. And with a side note, if you picked up
Piercing Bolt and hit two enemies, you'll more mana back then you spent!
Let's get wasted! (Drunken Brawler Muradin) Top
We'll start this off by talking about
Executioner. Some might say
Executioner is just a bit too low of damage to be worth it in this build if it ever wants to be viable. But really, it adds quite a bit to this kit.
Let's go with all the combinations. But, it's wise to remember that your teammates have disables as well, so you have that to increase your damage. Remember, this is all damage stats at Level 16, the time you get
Executioner.
With Stormbolt, you only have enough time for one auto attack during the stun. At level 16 (when you first get executioner) that will increase the damage from 170 to 238. A fairly good increase. But just with one auto attack that's an extra 68 damage and every number counts.
With Thunderclap, you can get about 2 auto attacks in. That brings it from 340dmg to 476dmg. Again another fairly good increase of 136 damage.
With
Thunderburn, it goes hand and hand with Thunderclap in that you get two auto attacks in for 476. But, the great part here is that
Thunderburn will have the increased damage from Thunderclap's slow, and you'll get to use those 4 auto attacks in back to back.
With
Haymaker, your burst can take off. And I mean
take off. At 16, your
Haymaker will deal 620dmg. But, let's say you do it when they're stunned or slowed. Well, that damage goes up to
868. Every bit of damage helps, and an extra 248 is just a little bit sweeter. And at level 20, once you get the heroic talent for
Haymaker, each punch will do 875 damage. (At level 16 you almost do that much with
Executioner c:). Well, if they're disabled, that goes up to
1225 damage. Plus, you have two of those bad boys for a total of 2450 damage. That can also insta-kill some really squishies and more than enough to finish everyone else off.
So, let's wrap all of this burst up in one go. Every ability, every talent, level 20.(We'll assume you led off with stormbolt, so we won't add a damage increase there. But for all other abilities, we'll assume they're with a disable for
Executioner damage)
Stormbolt 240 +
Thunderstrike 798~ +
Thunderburn 147 +
Haymaker 1225 * 2 =
3635 damage
That is damage that you do not want to overlook. Plus, this doesn't even factor in auto attacks. Plus, with
Battle Momentum you'll have the cooldowns back up in no time!
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