Let's give 'em a good hammering! [Updated for Kharazim Patch] by dguitarman15

Let's give 'em a good hammering! [Updated for Kharazim Patch]

By: dguitarman15
Last Updated: Sep 7, 2015
2 Votes
Rating Pending
Build 1 of 2

Muradin

Build: Main Build (Damage)

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

Muradin

Build: So Much CC

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

About Me Top

Greetings my Friends,

I've been Blizzard gaming for many, many years now (all way since Warcraft and Warcraft II). I've been playing HotS since early beta, and wanted to put some more up to date guides out on the net since the official release of HotS June 2015. I hope this guide will be a great reference to all to help better your overall game play! Any positive or constructive feedback is appreciated :)

Thanks and have fun!

Main Information Top

Muradin Bronzebeard, the Mountain King, is a warrior hero from the Warcraft franchise. Once a mentor to Prince Arthas, Muradin was unable to prevent him from becoming the Lich King. After recovering from a mild case of amnesia, he is now the leader of the Bronzebeard clan post the "diamond-ization" of his brother the King Magni. He can effectively disable his opponents while offering decent mobility.

PROS:
High sustain
Good CC
Good at following up on targets
Great recovery out of combat
One of the few tanks with an escape mechanic ability



CONS:
Weaker early Game
Not much Burst on heroes
Bad jungler under Level 10



Abilities Top

Storm Bolt
Throw a hammer, dealing 40 damage to the first enemy hit and stunning it for 1.5 seconds.
Thunder Clap
Deals 50 damage and slows enemies by 25% for 2.5 seconds.
Dwarf Toss
Leap to target location, dealing 30 damage to enemies on landing.
Second Wind
Restore Health when not taking damage.

Ultimate Abilities Top

Avatar
Transform for 20 seconds, gaining 320 Health and causing your Basic Attacks to stun enemies.

Haymaker
Stuns target enemy Hero, and wind up a punch dealing 300 damage and knocking the target back, hitting enemies in the way for 75 damage and knocking them aside.

Basic Idea Top

The idea for the Main Build was it to run with the best possible set up for Damage.
As a tank Muradin can take more damage than others, and he has a lot ability for CC already with Thunder Clap and his stun with Storm Bolt.
With this build, we will be taking the Storm Bolt Talents at Levels 1, 4, and 7; as they have great synergy.

With the CC Build, it is more focused on having control. With Stormbolt, Thunderburn, and Heavy Impact he has even more CC you can use in mid to late game. If you're a new player to Muradin or having issues with mana, I would recommend the CC build to start with.

I'll go over all the talent tiers and what talents work for certain situations.

Note: Heroes of the Storm is dynamic, and there is no "perfect build." So it is wise to have a number of builds you can go to or talents you can quickly switch to when needed depending on the situation you're in.

Green is the Main Build.

Orange is CC Build.

White is other possible choices. (Suggest Reading Reason)

Talent Breakdown Top

Block
The other talent choices at level 1 are more beneficial than a periodic reduction of basic attack damage. Can be a potential pick if you're strictly building for survivability.
Infused Hammer
Mana can be an issue for Muradin. Picking Infused Hammer allows you to spam Storm Bolt and trade some damage back while they are stunned. If you are having ANY mana issues in your gameplay, (or using the CC build), pick this talent.
Perfect Storm
This talent allows you to constantly farm additional damage. If you hit your target, you get an additional 5 damage constantly on Storm Bolt. This is absolutely amazing and has awesome synergy with the level 7 Talent Piercing Bolt, where you can hit two targets if they are clustered up.
Reverberation
This can be a useful talent if you are facing a team with a lot of enemies that utilize attack speed such as Illidan, Tychus, and/or Valla.


Third Wind
This can be a good ability, again if you're building survivability. You won't notice a significant difference in your health restoration, but it does help.
Sledge Hammer
Suddenly you are doing 400% extra damage with your Storm Bolt against minions, structures, and mercenaries...in addition to taking away not 1, but 4 ammo from structures. You can now easily drop Siege Giants and more easily take mercenary camps. In mid to late game, I often deal 1200+ damage to structures from one Storm Bolt because of Perfect Storm. You can push lanes so hard. Again, the main reason is the overall synergy with the Level 1 and 7 Talents.
Crowd Control
Can be useful if the enemy team is constantly grouped, or if you're building to jungle. The benefits of the other talents at Level 4 are a little more practical.
Thunder Burn
Very good talent, you deal damage twice and you get a double Thunder Clap. Especially useful when clearing minions waves and in team fights. When the enemy sees the second ring, they will be forced to avoid it, or they will be slowed. Giving you an advantage in battle.


Piercing Bolt
Especially useful in fights when the enemy is roaming together like a pack of wolves. Against that and heroes like The Lost Vikings, not only are you stunning multiple targets, but now you have gained 10 additional permanent damage to your Storm Bolt. As stated before, the first three talents have so much synergy, which makes this build so fun to play.
Landing Momentum
Getting a 20% speed increase after Dwarf Toss is nice, but not that beneficial in the long run. If you're using Dwarf Toss to escape a fight, make sure you aim before you jump so you have the best positioning after you land.
Skullcracker
This can be a useful talent if you're jungling often. Not that practical in team fights though. Most of the time you will not be standing still, so you won't have an opportunity to always attack the same target.
Battle Momentum
Battle Momentum is a decent talent for any hero. Getting your abilities back faster from Basic Attacks is very beneficial. Pick this for the CC build where you get Infused Hammer at Level 1.

Avatar
Almost 100% of the time you will want to take this talent. It's an amazing talent since it gives you additional HP, and it creates mini stuns with your auto-attack. So in team fights, initiate with a Storm Bolt, activate your Avatar, and wreak havoc on your opponents!
Haymaker
You will not get to use Haymaker all that often since the team will rely on you being a Tank. It can be fun to play with this talent though. There is nothing better than using Dwarf Toss to jump behind your opponent and push them back into the rest of your team and watch them die!

Burning Rage
This talent can be good to take if you're up against a lot of melee, or if you find the enemy team roaming together constantly (especially mid to late game). I use to not take this talent often, but getting into more competitive game play, I have started using this talent more and more.
Healing Static
Again, this is another talent that can be useful in jungling and clearing minions where your targets position is predictable, but not as easy to hit multiple opponents in team fights. If you're fighting against a Nazeebo and you're in their Zombie Wall that's 10% of your heal back instantly. Choose this talent wisely for certain match-ups.
Thunder Strike
Gives you an additional 300% damage on your Thunder Clap if you only hit one target. For this build Thunder Strike is the main choice. The extra damage you gain against isolated targets is HUGE!
Spell Shield
Spell Shield can be useful if you're having issues surviving in team fights. You will have more survivability with this talent.

Dwarf Launch
This talent would be useful if you had Heavy Impact unlocked at an earlier Level. However, this talent is not as useful without the extra stun from Dwarf Toss. The other options at this Level are more beneficial.
Heavy Impact
Having this extra stun in the mid to late game can really give your team an advantage in battle. If an opponent is trying to run away, do a Dwarf Toss on them...Stun. Then give them a Storm Bolt...Stun them again.
Give 'em the Axe!
A great talent to have if you're running with other teammates who have CC abilities as well. I often choose this if our team has a big lead and I just want to have some more fun and dish out a TON of damage!
Imposing Presence
A useful talent if you're facing a team with enemies with high attack speed (situational), but overall not the top choice here.
Stoneform
Absolutely amazing talent! After level 16, when you active Stoneform you will be a nightmare to your opponents, gaining 50% of your Health over 8 seconds. It will be nearly impossible for your opponent to take you down when this is active.


Unstoppable Force
Most of the time you will pick Avatar for your Level 10 Talent, and having your ultimate upgraded is a great choice if you choose Avatar. You can stomp through your opponent and push very hard with your team behind you.
Grand Slam
If you pick Haymaker, it can be fun to punch the lights out of your opponent twice. Only applicable if you choose Haymaker.
Hardened Shield
If you are having issues surviving in the End game, this can be an excellent talent to have. You see your opponent pops their ultimate, Hardened Shield can save your life.
Rewind
Lots of good choices at Level 20, but for this build we will be going with Rewind. It used to be the Level 13 Talent, and it's an amazing talent to have. If you are able to hit a Double Storm Bolt in your fights, not only are you still increasing your damage, but you can practically stun-lock a target... on your own. You can also do a double Dwarf Toss and always be able to escape if need be. Or in initiating a fight: Jump in with Dwarf Toss, drop a Storm Bolt then Thunder Clap and immediately jump out again with Dwarf Toss. Overall, you can a have a lot of fun with Rewind :)

Game Play Top

Early Game

From my experience as the tank, if you get harassed during the early game, use Stormbolt and try to get away long enough for Second Wind to activate. I recommend stun and CC the enemy and to set up for ganks with your team. You can risk a bit more due to Second Wind before you hit the fountain. Muradin is a great initiator early game because of Dwarf Toss, you can easily escape sticky situations. Your main goals should be to stun and to work map mechanics.

Mid Game

You will be in charge to engage group fights and minion camps, and what's nice is you will be able to hold yourself better in single target encounters. As soon as you reach level 16, Stoneform will make you so incredibly beefy!

Late Game

This is where Muradin shows his true strength. Try to focus out the enemy support characters to gain an advantage during group fights. Utilize Rewind during your team fights to push your team through to victory!

Conclusion Top

In beta Muradin was not played much. Diablo and E.T.C. were the main two tanks before the official relase. Now with the updates from the recent patches Johanna, Arthas and Muradin are (in my experience) the top choices for the Warrior class right now. Muradin can be a lot of fun and has a lot of vitality. Being able to lay down stuns left and right you can easily turn the tide of battle. Being able to jump over walls and barriers with Dwarf Toss makes him great for engaging and surprising the enemy, and makes him one of the few tanks with a useful escape mechanic.

Hope this guide was helpful, let me know what you think and have fun everyone!

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