Murky
Build: General Build
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Why is
Murky so annoying? What harm could a baby fish monster with an overbite really cause? The root of all answers stems from Murky’s passive trait
Spawn Egg. At first glance, you may assume that you read the ability wrong or that this is some type of typo. Your eyes have not deceived you: Murky does indeed return to the field of battle 5 seconds after death for as long as there is an Spawn Egg on the field. This ability is Murky’s greatest advantage, as well as his biggest curse. The Spawn Egg allows Murky to be aggressive in-lane as well as at team fights centered around capture points. Essentially, a well placed Spawn Egg can turn a 4v5 fight into a 6v5 fight as Murky picks off squishier enemies and stragglers, or potentially jumps in the way of potentially lethal attacks aimed at fellow team members. Enemies may think they are seeing double each time they kill Murky, only to see him rear his fishy head to slap foes with his trout over and over. The Spawn Egg can also serve as a fount of frustration in regards to your foes. Some players gain a mindset of searching out and destroying Murky eggs through an entire game without realizing they’ve fallen into Murky’s trap. A player focused on eliminating the Egg is a player that is, most likely, out of position and focusing efforts away from objectives and team fights. More to the point, frustrated players may waste Ultimates and cool downs on Murky, failing to notice that he has returned 5 seconds after dying and is back for revenge. The Egg is also a problem in that many Murky players allow it to be a crutch. It’s very easy to overextend and Murky, and proper Egg placement plays a big part. A well-placed Egg can allow Murky to push lanes, siege, or give his team the upper hand in a fight. A poorly placed Egg can leave Murky vulnerable or scrambling away from key positions in an attempt to place his Egg and avoid further detection. A note: The Egg can be placed in stealth areas, but will appear if an enemy enters that same patch of stealth. Proper Egg placement changes from map to map, so take a hard look at stealth placements and find spots that are safe as well as advantageous. |
Slime is Murky’s main spammable ability that hits everything in an area around him, marking hit enemies as Slimed. With a short cooldown, a slow, and decent damage,
Slime is a strong part of Murky’s kit in clearing lanes, staying safe, and being annoying. The area of effect is large enough to allow Murky to poke at in-lane foes while remaining safe. Additionally, Slimed enemies can potentially receive more damage later in the game thanks to talents. Murky’s biggest gun comes in the form of a floppy, stinky fishy. Pufferfish is Murky’s go-to damage dealer, and part of the reason he is so dangerous as a sieger, lane wiper, and mercenary killer. The Pufferfish won’t be targeted by towers, but enemy placements like Gazlowe’s turrets will shoot at it. Speaking of shooting: The Pufferfish can be killed in 2-3 hits, rendering your attack useless. While many novice players will hardly ever attack the Pufferfish, those who have played against Murky enough will know what is up. Be smart with your placement and get used to throwing fish in ways that optimizes it’s area of effect. The Pufferfish can be used to flank enemies who are attempting to flee, thrown forward to siege against towers, or tossed into a way point to disrupt and harass enemies. Avoid using in-lane against auto attack Heroes like Tycus or Valla. It isn’t worth the effort. Try standing on the Pufferfish, as it will make it harder to click on and autoattack. Ever thought to yourself: “Gee, if only a character had Uther’s Divine Shield but on a 14 second cooldown?” Well, here yo go. Safety Bubble is the key to Murky’s zen-like ability to be an annoying little turd. Want to bomb in and out of scrums? Wish to attack and leave like the Viet-Cong army? Is your desire to trick someone into using a long cooldown or Ultimate only to see it washed away in the loving safety of Safety Bubble? You can do all this and more. Safety Bubble is also a great way to catch up with fleeing enemies, body block opponents during team fights, or save your own bacon. My personal favorite use of Safety Bubble is getting the attention of 1 or 2 enemies, getting them to chase, and bubbling away, leaving their own teammates outnumbered and exposed. Good times. Be mindful of the cooldown. Safety Bubble really is a magic button, but it can only save you if the cooldown is up. Only use it in situations where you know you can either recover or hide. |
In the case of Murky, one Ultimate is clearly better than the other. Alas, the mantle of Superior Ultimate does not belong to
March of the Murlocs. This ability serves a few uses, including pushing against turrets or trapping enemies in a team fight. However, those few uses and the ability’s insanely long cooldown don’t merit a choice over Murky’s other, far superior Ultimate. Cool-looking? Absolutely. Useful? Eh. Now: Count to 3 and a half. Done? It may not seem like a long time, but in the MOBA genre where seconds at a time are absolutely vital, being unable to act, move, or us abilities for 3 and a half seconds is practically a lifetime. Thus, Octo-Grab. The squid grab is Murky’s key to 1v1 and ganking superiority, allowing him to rush from stealth and latch onto an enemy and keep them there. Whether you’re using Octo-Grab in a Slime+ Pufferfish+ Octo-Grab, near 1 hit KO combo or immobilizing a healer during a team fight, this Ultimate is vital. A word of note: Murky is vulnerable and stationary while using this Ultimate, but your opponent will stay latched in place, even if Murky dies. There is an art to fishing for Grabs that is very much like playing Zangief in Street Fighter IV. You need to think about how your opponent may react to a situation when they know what to expect. After all, everyone who has ever played Street Fighter knows that Zangief wants to throw his opponent. This leads down a trail of mindgames that, more often than not, sees an opponent letting down their guard to the other parts of the big Russian's game. The same with Murky. Mess with their mind and train them to expect the Grab, then go a different route. For more instances of Octo-Grab being awesome, please view this recording: |
In most cases, Fishtank is going to be the talent to take at the start of the game. This is especially true if facing a team with
Nova,
Valla,
Tychus, or
Illidan. Fishtank goes a long way to keeping Murky alive. If you’re not as worried about livability, then by all means take
Bribe. Otherwise, take the Block and stick around just a little bit longer than usual. Bribe is my personal favorite in the Level 1 tier, with a wide variety of application across all maps. Bribe gives Murky the ability to pressure the enemy side of the map at specific times by taking mercenary camps just before key objectives, such as Sun Temple nodes. Thanks to Murky’s ability to mow down minions, Bribe will build up fast, allowing Murky to take mercenary camps as early as level 6, once again leading to Murky being an annoyance and distraction. If you aren’t worried about staying alive or if your team has a good tank/healer combination, take Bribe every time. Bubble Breeze is outclassed in this tier due to the utility and usefulness of Bribe and Fishtank. This isn’t to say that Bubble Breeze is a bad ability. In comparison it just lacks bang for your buck. The movement speed increase is great in cases where you may want to chase down an escaping foe or run away in a pinch. But, honestly: Just take Fishtank or Bribe unless you're doing a Bubble Build. And... Ugh, look: I realize that you may be thinking that your Egg having more health sounds like a great idea. But, to be honest, if an opponent is actively attacking your Egg, then Assault Egg really only buys you a second or two of extra time before the Egg dies regardless. Even if you’re looking to be more aggressive with your Egg placement, Assault Egg still isn’t worth the investment over the rest of the tier. |
While I have come around to
Envenom as a viable choice, there's still only one clear cut winner at the Level 4 tier:
Living the Dream. This ability is the key to Murky’s power and makes him an absolute beast in 1v1 situations, against mercenaries, and just about every other time in between. Living the Dream may seem antithetical given that Murky dies over and over, but if anything it serves as a reminder to play games safe and minimize deaths. A damage boost of 15% is nothing to sneeze at, and Living the Dream is one of the main reason why Murky should never be overlooked. Pick nothing else... Unless I tell you to. Trust me. |
Slime Advantage is a great damage buff to one of Murky’s biggest weaknesses. While buildings aren’t affected by Slimed, Heroes, minions, and mercenaries are still going to take extra damage from this talent. As with other tiers, this talent is simply so good that it overshadows everything else available. Compressed Air is a great talents for beginning Murlocs because it allows you to figure out the spacing and mechanics of Pufferfish. However, at a point this talent becomes a crutch. You’re far better off becoming more accurate with your Pufferfish tosses and eventually taking the damage bonus talent. While an increase in slow amount that Hindering Slime sounds great, I find a 10% increase to be rather negligible. I suppose there are universes where Slime builds might want this and you’d take this over Slime Advantage, but that reality isn’t the one I currently live in. Clairvoyance is incredibly situational, but I would still never choose it. I suppose this ability could have uses in Blackheart’s Bay or Ravens Hollow, but it is hardly a worthy substitute for Slime Advantage. |
Wrath of Cod is an essential component of every
Pufferfish build, and just an awesome name for a Talent. Given the fact that the Level 16
Slimy Pufferfish will automatically Slime targets in the Pufferfish’s landing zone,
Wrath of Cod is just too good to pass up. The ability to place Safety Bubble on a 9 second cooldown is a tempting offer. Bubble Machine becomes viable if building a survival/harassment build, especially if taking Rejuvenating Bubble at Level 16. Bubble Machine will allow you to hang around in teamfights longer, as well as harass 1v1 in-lane scenarios with ease. However, it is important to keep in mind that you’ll be taking a hit in damage generation by not taking Wrath of Cod or Continuous Slime. I think Continuous Slime a great ability that can really turn the tide in a duel. I'm not sure if I would take it over [{Wrath of Cod]] in anything but a Slime Build, but it's nothing to sneeze at. I have no idea why anyone would choose Hidden Assault or why it even exists. Absolutely useless and very much part of an inane design choice made for Murky way back in Closed Alpha. Skip. |
Yet another tier where I consider there to be only one real, viable option.
Slimy Pufferfish eases in taking mercenary camps in a speedy manner, as well as sets up useful, negative debuffs on the opposing team. Obliterate minions, camps, and buildings with ease once you acquire this ability. And, of course, this also doubles the damage of your Pufferfish if the correct talents have been taken. A key component of the Pufferfish+ Octo-Grab combo build. Thought Murky regenerated health fast already? Rejuvenating Bubble turns the knob up to 11. If you’ve taken all of the Safety Bubble Talents up to this point then Rejuvenating Bubble can be a very good ability that provides a large amount of grief for the opposing team. A good secondary choice, but hard to recommend as an alternative to picking Slimy Pufferfish. Blood for Blood is a strong and viable choice, even after a recent nerf. Blood for Blood shines in scenarios against high HP tanks, even if Murky won’t always be getting the most out of so much health gain, given his small health pool. There is potential for an Envenom+ Blood for Blood combination, found in the Dueling Build. As for Slimy End... I… Uh… What? …No. Don’t take this. If you do, I’ll tell Murky. Murky will be very sad. And probably eat your cats. Probably. |
You pick
... And a Shark Too! Period. What? Why? Who? Mrgl? … OF COURSE YOU TAKE THE SHARK. Why? Allow me to explain through the magic of ANIMATION AND PICTURES! SEE? WHAT MORE MUST BE SAID? Oh: You want a real reason? Well, okay. I always pick Shark over Rewind for the simple fact that Rewind is far too reliant on landing a perfect storm of situations and (lag-free) combinations. Given the choice, ... And a Shark Too! is much more of a sure thing in regards to damage. Sure, with a proper Rewind combo, Murky can, in theory, 1 hit KO any character in the game. Such a move isn’t nearly as reliably or situationally applicable as theory-crafters would have you believe. Assuming your opponents don’t have or won’t use Cleanse, Shark is the way to go. HURRAY SHARK. *cough* Sorry about my yelling. Let's continue. If you somehow got confused and took March of the Murlocs, then take Never-Ending Murlocs I suppose. Or don’t. I mean….Yeah. March of the Murlocs is still iffy, even with this talent. Bolt of the Storm is a great talent that has no place being used by Murky, especially when compared to the other Level 20 talents. Don't do Bolt, not even once. |
HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.
Copyright © 2019 HeroesFire | All Rights Reserved
Quick Comment () View Comments
You need to log in before commenting.