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Created April 21, 2019

Standard and Boring Muradin

Nothing to see here

Basics of Muradin

-Draft Muradin if your team needs a tank that is self-reliant, can ward, and has a stun 

-Don't draft Muradin if your team needs waveclear or multi-target peeling

-Muradin has absurd regen so use that to your advantage by eating skillshots FOR BACK-LINE ONLY or taking slightly disadvantages trades against other tanks

-Muradin is very mana hungry so don't spam spells, only use the minimum amount necessary

-Roam early on to get Q stacks (if you can 1 shot someone then save it. Otherwise, get the quest finished ASAP)

-Pre 13 use W as AA disruption or as dmg amplifier if no threating AA is present

-Post 13 Use W as a heal primarily as you will go Healing Static regardless of build

-Use E almost only for escape unless you can safely kill back-liners and your back-line won't all just die as a result

-Pre lvl 10 Open Team-fights with a Q and use E and W independently. Rely mostly on body blocking and autos. Remember to use spells sparely

-Post 10 Look to flank and dive back-line for "Playmaker" targets i.e. Jaina, Raynor, ect

-If playing with Avatar then just play like Pre 10 but be more aggressive and use the health gained from Avatar

Perfect Storm
Quest: Every time Storm Bolt hits a Hero, increase its damage by 5.
Perfect Storm gives more 1 shot capabilities. Third wind is very good if you don't have a sustain heavy Healer. Block only works on Braxis against Zul'jin, or Hammer
Thunder Burn
Hitting an enemy Hero with Thunder Clap triggers a second explosion 2 seconds later in the same location that deals 50% damage.
Thunder Burn is the default due to synergy with Healing Static. If however you need as much single target PVE dmg as possible. Think immortal racing on BOE. Then Sledgehammer is fine. Reverberation gets picked only if against triple melee dmg comps. Reverberation only gets a mention if you don't have access to other tanks in draft or you QM nub.
Give 'em the Axe!
Attacking a Hero that is slowed, rooted, or stunned increases your Basic Attack damage by 50% for 3 seconds.
Gives Mura some much needed pressure. Skullcracker is ok if you are facing a front-liner that has to channel abilities. Such as Sonya, Chen, and maybe Yrel.
Stun target enemy Hero, and wind up a punch dealing 332 (+4% per level) damage and knocking the target back, hitting enemies in the way for 332 (+4% per level) damage and knocking them aside.
"Playmaker" is the default as a lot of tanks don't have long distance displacement. However if you can win by just being tanky and unkillable then Avatar w/ Healing static is a classic way to play him.
Healing Static
Muradin heals for 5% of his Maximum Health for each Hero hit by Thunderclap.
Proper use of this talent is to take some dmg and then use W. DON'T JUST OPEN WITH IT. Take Dmg then use it, only use W w/o taking dmg. if you are against a melee heavy comp and they dive your back-line. Mura lives and dies off of proper use of his W in Team-fights. Regardless on if you want to be more dmg centric or not.
Dwarf Launch
Increase the range of Dwarf Toss by 40%. Hitting an enemy Hero with Dwarf Toss reduces its cooldown by 3 seconds.
Dwarf Launch works better with "Playmaker" and is still good even with Avatar to attack squishes. The other talents are only picked if you can't really deal with the dmg of the back-liners. Imposing for AA and Stoneform for everything else.
Activate to reset the cooldowns of your Basic Abilities.
Rewind gives both defensive and aggro choice. Almost always the pick unless you are getting 1 shotted. In that case you'd go for Hardened Shield
Balance Patch - 01/03/19
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