.
Malfurion has an iconic set of druid abilities (as well he should). If you've already played Malfurion, then this section probably won't help you much, but if you haven't played him before, be sure to read and understand what all his abilities do.
"Even the lowliest spirit can destroy the most powerful of demons" - Malfurion
Trait
|
|
Innervate - D - Use this on CD! You can't use it on yourself, but it costs you zero mana & gives an ally 100 mana over 10 seconds. If you're not sure what heroes burn through mana, ask at the beginning of the game who has mana problems. Otherwise just cast it on whoever needs it. Innervate can be improved once you hit Tier 2 - Level 4 with
Shan'do's Clarity or
Versatile. |
Abilities
|
|
Regrowth - Q - This is the main heal you'll be using as
Malfurion. Known as a HOT (Heal Over Time)
Regrowth delivers its healing over time and not all in one burst. The initial instant heal and the HOT amount increase as you level up. The HOT amount can be increased at Tier 3 - Level 7 if you spec into
Enduring Growth Here is a breakdown of
Regrowth amounts as you level up both with and without
Enduring Growth |
|
|
|
|
|
Moonfire - W - This is your main damage ability, and it can be surprisingly effective at finishing off your opponents. I've had plenty of Victory games where I've led in takedowns as Malfurion, so don't underestimate this ability.
Moonfire is great because it will hit however many enemies are inside of its cast circle. This makes it a effective tool for helping clear a lane, a merc camp or hit multiple enemy heroes in a team fight.
Moonfire also reveals cloaked enemy heroes (like
Nova,
Zeratul or an
Ambush spec'd
Sgt. Hammer), so if you see a shimmer walking around, hit'em with Moonfire to reveal them for 2 seconds. Moonfire is also great for casting into bushes to reveal hiding enemy heroes.
Moonfire can be your very first upgrade at level 1 with
Moonburn. The next upgrade to
Moonfire comes at level 13 when you can choose
Full Moonfire At level 16 you can choose between
Lunar Shower or
Hindering Moonfire. I'll talk about the various
Moonfire upgrades when I break down the talent choices later in this guide. |
|
|
Entangling Roots - E - This is your main CC ability. A successful cast of
Entangling Roots can and will save your life if used properly. I've found that if an enemy hero is chasing you, casting
Entangling Roots slightly ahead of yourself will make the rooting effect "active" in time for the hero that's chasing you to be rooted. If you cast
Entangling Roots directly under you while running, depending on how far back the enemy hero is, they will probably run right through it before the root becomes active. You'll get used to the timing with practice. There are a few upgrades available for Entagling Roots. The first comes in Tier 2 - Level 4 where you can pick up
Vengeful Roots. The next upgrade comes in Tier 3 - Level 7 where Strangling Vines becomes available. The third and final upgrade to
Entangling Roots becomes available in Tier 6 - Level 16 in the form of
Tenacious Roots. It's important to note that
Entangling Roots is a root, not a stun. This means that whoever you trap in the root can still attack and use abilities. |
.
Talents with a
green border are best in a healing build.
Talents with a
blue border are best for a crowd control build.
Talents with a
yellow border are best for a DPS build.
Talents with a
red border are not recommended for any build.
Talents with no border are neutral, are fairly specialized and may not be optimal for every game.
Tier 1 - Level 1
|
|
Moonburn - If you like assisting with minons or map objectives, this is probably the talent for you. The extra damage that Moonburn does to minions and mercenary camps is definitely noticeable. This talent is especially useful on Haunted Mines for gathering skulls and even on Blackheart's Bay for quickly killing the skeleton mercenaries that drop coins. |
|
|
Scouting Drone - These are easily killed by the enemy and only last 60 seconds, but can be useful if you need vision of a map objective. |
|
|
Harmony - Not worth it over any of the above talents. Have I healed a minion or mercenary? Yes. Have I done it often enough to warrant ever choosing this talent? No. |
Tier 2 - Level 4
|
|
Protective Shield - Since
Malfurion lacks any real burst healing, this is the next best thing. The key thing to remember here is that it only protects against damage for 5 seconds. At level 4
Protective Shield prevents 420 damage and will prevent 900 damage at level 20. This should be the obvious choice for this tier. |
|
|
Healing Ward - If you're trying you be the best little healer you can be and for whatever reason didn't pick
Protective Shield then you can choose healing ward, but it's not recommended. |
|
|
Vengeful Roots - If you're building a more offensive Malfurion and/or you have another support hero on your team then choose
Vengeful Roots. Vengeful Roots is useful for helping to kill minions, mercenaries, or make towers waste ammo. |
|
|
Versatile - Think of
Versatile as a mini
Bloodlust, only without the increased movement speed. Pretty much the only scnenario I can see taking
Versatile would be if your bff is playing
Rancor spec'd
Valla and you're just following them around the whole game boosting their attack speed. But even then, they'd benefit more from
Protective Shield |
Tier 3 - Level 7
|
|
Strangling Vines - Going for a more offensive
Malfurion? This will be your top pick. This talent is great when paired up with
Tenacious Roots at level 16. |
|
|
Calldown: MULE - This talent is pretty specialized. If you already find your towers/forts/keeps taking that much damage by level 7, you're probably not going to be in for a Victory screen. Anyway, if your team is always super offensive and relies on your structures to defend, picking up
Calldown: MULE may not be a bad idea. |
Tier 4 - Level 10
|
|
Tranquility - If I'm going for a healing build on
Malfurion then I'm taking
Tranquility. One of the great things about
Tranquility compared to other ultimates is that Malfurion can still cast his other abilities during it. Casting
Regrowth on allies who are extra low while Tranq is active, is a great way to quickly bring them up. Tranq should be used during a team fight and when your team is around 50-75% health. You do NOT want to wait until your allies on the verge of dying to use Tranquility, it won't save them. You also have to recognize the skill level of your opponents and how they behave in a team fight. If they always focus down your allies one by one,
Tranquility won't do much to help them. You'd be better off going with... |
|
|
Twilight Dream - This ability is all about positioning and recognizing what enemy heroes are in range of it. You want to use it on heroes that rely on their abilities - not their auto attacks - as their primary damage dealers. Ideally you would try to get within range of their support heroes before using Twlight Dream, as a silenced support hero can't really support much of anything. It's usually a good idea to wait until a team gets hectic before walking your druid-self into the middle of the enemy group to blast them with TD. Keep in mind that
Twilight Dream isn't an instant cast, there's a delay, so keep that in mind when planning it's use. |
Tier 5 - Level 13
|
|
Life Seed - The tooltip for this isn't very clear, but here's how it works, When you cast
Regrowth on an ally, they receive both the instant heal from
Regrowth and the HOT effect. The ally with the lowest health, in range of you, will receive the HOT effect of
Regrowth. This is a pretty great ability and I recommend it 100% when building
Malfurion for pure healing output. As an example, let's assume your team is is level 6 and in a team fight. You cast
Regrowth on
Stitches and he receives the 124 instant HP as well as 310 HP over 10 seconds (Use this chart for healing numbers). Right next to the
Stitches you cast
Regrowth on is
Illidan who has the lowest HP out of anyone on your team. Illidan would then gain the 310 HP over 10 seconds effect. Get it? Got it? Good. |
|
|
Full Moonfire - Going offensive? Go with this talent. Making the target area of
Moonfire 50% bigger while reducing its mana cost by 10 will be great for killing minions, gathering skulls or being more effective in team fights. |
|
|
Ice Block - Running from an enemy hero while your team comes to save you? You need to do a few things, ping yourself as many times as possible until the game won't let you, keep
Regrowth on yourself, try to trap the pursing enemy with
Entangling Roots and as a last ditch effort to keep yourself alive, use
Ice Block. A 3 second invulnerability may not sound like much, but properly timed, it should get you through the deadliest of combos from burst heroes like
Nova or
Zeratul. If you find that the enemy team has been focusing you on sight, this is probably the talent you want to pick up. |
|
|
Rewind - This is pretty self explanatory, it refreshes your BASIC ability CDs. This means it will NOT effect
Tranquility or
Twilight Dream. That being said, since you can only do this once every 60 seconds, the other talents in this tier will probably serve you better. |
Tier 6 - Level 16
|
|
Tenacious Roots - If you're building a CC-focused
Malfurion, this will probably be your best bet in this tier. The extra 25% duration it adds to
Entangling Roots could make the difference between your team escaping, or securing a kill on an enemy hero. Now I said this is probably your best bet for a control build because sometimes I like to choose... |
|
|
Hindering Moonfire - I honestly probably pick this more than
Tenacious Roots. Nothing is more annoying than chasing an enemy hero on foot and having them be just out of reach. Being able to spam
Moonfire on CD and slow them down by 20% so your team can catch them is great. It's just a matter of choosing between
Hindering Moonfire and
Tenacious Roots based on your play style. |
|
|
Lunar Shower - If you like to
Moonfire all the things!!!! Then you're obviously building
Malfurion to deal some damage and should pick this talent. Once you've got 3 stacks of it,
Moonfire has a 1.5s CD and does 30% more damage. At level 20 & with 3 stacks of
Lunar Shower, each
Moonfire will be doing 299 points of damage. |
Tier 7 - Level 20
|
|
Serenity - If you chose
Tranquility over
Twilight Dream then you should most likely take
Serenity as well. At level 20, Tranq heals for 220 HP per second for 10 seconds. With
Serenity, that jumps up to 275 for 10s, which is an extra 550 HP. If you've gotten to level 20 and not found yourself using
Tranquility very often, then
- You should have taken
Twilight Dream
- You're not getting in many team fights, so you probably don't need
Storm Shield either.
|
|
|
Bolt of the Storm - Even if you chose
Twilight Dream for your Tier 4 - Level 10 talent, pick up
Bolt of the Storm here. Why you ask? Simple, the extra second of silence and the slow isn't going to help you out that much. What is going to be helpful is blinking into the back lines of the enemy team, popping
Twilight Dream and silencing those pesky support heroes and the
Nova that is pewpew-ing your team from afar. After you do that,
Regrowth yourself and get the hell out of there and let your team clean up the mess. |
|
|
Storm Shield - Considering
Storm Shield has half the CD of
Tranquility you may want to pick this up if you find that your team is taking a lot of AOE (Area of Effect) damage in team fights. Having an extra CD to use when there's a lot of incoming damage is always useful and a 20%-of-HP shield for 3 seconds is pretty decent. |
.
Playing
Malfurion is pretty simple. Granted there are few things that change based on what talents you chose, but ultimately, your goal is to keep your team alive. There are a few basic scenarios that you'll find yourself in.
Coming to the rescue of an injured ally
When you see an ally losing HP, you're going to want to cast
Regrowth on them. (Good strat right!?) If they're really taking damage and if you spec'd into
Protective Shield you're going to want to cast that on them also. Hopefully, if its clear that your ally is not going to kill whatever they were attacking, they start to GTFO. At this point, if you enemy heroes are in pursuit, cast an
Entangling Roots on your allied hero, by the time it grows, it should capture the enemy hero(es) allowing you your teammate to safely escape. An important note, if you're doing everything you can to keep your ally alive, and they're just taking to much damage, you need to say "sorry good buddy" and get out of there. It's better for you to live and go heal another ally than fight a losing battle and possibly end up dying yourself.
Standing in a lane, killing minions & harassing enemy heroes
As a support hero, you should NOT be alone in a lane. If you're by yourself, who is healing your other allies? Even if your team has 2 support heroes, you should be in a lane with someone else. Now that that's out of the way, while in lane you should be concentrating on two things.
- Waiting for that one enemy hero to dive just a little to deep so you can Engtangling Roots that mofo and your ally (hopefully allies) can swoop in and kill them.
- If you spec'd into
Conjurer's Pursuit, killing those healer minions and collecting Regeneration Orbs for that sweet, sweet, mana regeneration. You may want to be careful with your
Moonfire &
Entangling Roots usage in the early game, as it's pretty easy for
Malfurion to go OOM at the exact moment when your ally needs a
Regrowth or when a low HP enemy could be rooted.
Healing a team fight
This is when things start to get a little hectic and you need to be paying attention. Depending on the skill of your opponents, they may or may not focus down "important" targets on your team. FUN FACT!
Malfurion is often one of those important targets, so be ready to cast
Regrowth & hopefully
Protective Shield on yourself. It's also not a bad idea to throw down an
Entangling Roots and start trying to run to safety. If you're level 20 and you have
Bolt of the Storm use it, it's a great escape tool. All that being said, if they don't focus you, be ready to use the same abilities on whatever ally they are focusing.
Regrowth,
Protective Shield,
Entangling Roots for extra damage and to slow up the enemy team. If you spec'd into
Hindering Moonfire it's a good idea to cast some of those on the enemy heroes as well, making it harder for them to run away or pursue your allies.
If there's a lot of AOE damage flying around and your entire team is taking damage, pop
Tranquility and
HEAL ALL THE THINGS! However, don't wait until your team is almost dead to use Tranq, it's not a miracle ability. Tranquility is best used when your team is above 50-75% HP. This will keep their HP in a safe range, while (hopefully) allowing them to bring down enemy HP to the point of getting some kills for forcing a retreat. If your team is taking heavy damage and you didn't spec into
Serenity for whatever reason, hopefully you chose
Storm Shield because now is the time to use it. What's nice is hopefully you've seen how your enemy likes to team fight and you can figure out what level 20 talent you're going to pick before you need to pick it.
.
That's it, that's my guide! I'm not a firm believer in "absolute" talent choices, different talent choices work better for different people. Granted some talents are better than others, but if you and your team play a certain way, and enjoy a
Malfurion than can do a little extra DPS, then do what works for you and your team.
If you notice any grammatical errors, mistakes, or just have comments about the guide, feel free to send me a tweet:
@Scottwarcraft
May Elune grant you strength!
If you're feeling generous follow me on
Twitch, Youtube &
Google+!
Quick Comment (37) View Comments
You need to log in before commenting.