Muradin by Funnybiz

Muradin

By: Funnybiz
Last Updated: Aug 16, 2015
0 Votes
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Build 1 of 1

Muradin

Build: The Stone Cold Dwarf

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

Threats to Muradin with this build

Threat
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High
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Threat Hero Notes
1
Li Li will run from you if they are a smart player
1
Tyrande will run from you if they are a smart player
2
  No Threat
3
Malfurion his root can hold you up but just enough to escape to allies
3
Rehgar his heal can get crazy but will likely only engage you with teammates around
4
  No Threat
5
Uther uther stun can be bothersome and he is a little tanky for a support
6
  No Threat
7
  No Threat
8
Zeratul early game threat on small maps
8
Nova early game threat on small maps
8
E.T.C. his stun used correct can kill any team
9
Valla damage, lifesteal and giant killer can be dangerous
9
Raynor his heal can make a chance and stun deceptive
10
Jaina ability based damage and holds at late game is brutal
10
Kael'thas ability based damage and holds at late game is brutal

Talents Top

For talents I am not going to discuss all the available options as my opinion there is one true way to build and that is as a CC tank.

Level 1:
is really the only ability choice at this level as it helps you to sustain mana in lane and team fights, especially early game. could be an alternate option if your enemy team composition is filled with basic attack champions.

Level 4

doubles your ability to regenerate out of combat which allows you to stay closer to the action instead of back to the base.

Level 7

lets put it this way, have you ever been CC'ed so hard that you get mad at your keyboard because your abilities don't get used? The interrupt on this is great especially on healers (no longer need to waste on to stop Heroic) as long as you can stay in melee range.

Level 10

to me this is the best tank heroic in the game as it makes almost impossible to kill, especially when you get to level 16. Getting reduces your effectiveness as a tank and only recommended if you are on "team tank" and need serious damage.

Level 13

this is the more tank option at this level as opposed to more DPS of . Also it will mitigate a ton of heroic damage if the enemy doesn't lead with the heroic first.

Level 16

is where the game really gets fun as a tank. This ability makes DPS champions literally ineffective toward you. Half as many attacks equal half as much damage.

Level 20

adds to the effectiveness of , enough said.

Map Recommendations Top

is a hard CC tank late game champion. His early game is weak and can be easily overpowered by high damage champions. I recommend using him on larger maps where opposing team support and snipers may not be so readily available.

Recommended:
Battlefield of Eternity: This map is not as large as some but tanks and harass can be helpful in winning the strategic objectives. I would not rely on him to be the only tank and/or the only CC on the team. Higher damage tanks like would work well or even a beastly assassin or specialist like or to supplement damage lost. Avoid another low damage tank such as because you lose too much damage and will have a hard time killing the objective in time.
Cursed Hallow: This is a perfect map for skill set. Large map, random placed strategic objectives and his cc could be the difference maker in slowing the enemy team from interrupting your collector.
Sky Temple: This map is average because he is not heavy damage but can take the focus of the temple minions and still survive should your team be ganked.
Dragon Shire: This is probably next best map behind cursed hallow. recommend he be middle lane solo where he will likely see an early game 1 v 1 without many patrolling ganks. He will be able to stop enemy champs from getting the dragon knight should you lose the platform battles without taking useless damage. He also a good choice to grab the knight for your team because his dwarf toss gives him an ability to escape if he is overextended without support.
Garden of Terror: This map is large and the objective is similar to Dragon Shire which he can escape if overextended. He also can tank the seed golems while his DPS stay away from harm using e to escape if necessary.

Not Recommended:
Blackhearts Bay, Haunted Mines, Tomb of the Spider Queen: All of them are bad choices for the same reason. they are to small and allow a or to snipe for heavy damage and the objectives are restrictive to minimize his escape potential/direction from and .

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