Hi, and thanks for stopping by! I am Geir, a norwegian man who have played this game since technical alpha. I instantly fell in love with Murky, and have played him a lot since then.
My style of playing Murky are more aggressive than I have ever seen any other player play him. Most people seem to go either ham on enemy heroes (forgetting that they are in fact not invincible) or only sieging (never present in team fights). My build focuses on pushing lanes
and being present in team fights! Before mid game I am able to solo siege giants, bruisers and many heroes.
A fun fact about Murky: He were given away as a pet in WoW at Blizzcon 2005 as a loot card to those who attended. His prize today are about $4000USD on Ebay!
IMPORTANT! Pleae keep in mind that this is how I like playing him and that this guide should be seen as an inspiration - not telling you how to play Murky.
Here are my Hotslogs profile.
Pros
- Good lane pushing.
- "Immortal."
- No Mana.
- Can impact team fights more than most people realize.
- Can over-extend without really hurting his team.
- The Egg.
- Can cap enemy mercenary camps with very little risk.
- High burst damage.
Cons
- Squishy!
- Very punishing if you don't know how to play him.
- His
Pufferfish can be easily countered.
Things to Know / Tips & Tricks
- When Murky dies and re-spawn at his egg, he reward the enemy team with 25% of normal death XP.
- The egg aggro all mercenaries, minions and monsters.
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Slime does not affect buildings, it do however affect mercenaries and monsters.
- When you die and re-spawn from your egg it will make a ringing sound that enemies can hear.
- You should always be the one getting the Dragon Knight or the Garden Terror! You can overextend without really punishing your team, like if you die after you pop out. Just make sure that your team doesn't follow you if you decide to hunt down a fort knowing you will die after.
Reasons to die
- Trading with one or more enemy heroes.
- Saving an ally from dying by body-blocking or slowing the enemy with
Slime.
- Keeping the enemy occupied until your team arrives.
- Teleporting. Say you're in top lane and egg is in bottom lane on Dragon Shire. You just capped top shrine and need to get to bottom lane asap. Just go die to a tower or minions and poof, you're in bottom lane within seconds.
The reasons listed above are the only valid reasons I can find for Murky to ever die. If you die for any other reason you over-extended and need to learn from that mistake.
Build Explanation
Assassin
This build are focused around being annoying, dealing unexpectedly high damage and having high survivability and kiting power. You can easily kite and survive most encounters if played right.
The "Bruiser"
With this build you'll have over 7000 health and shield at level 20! Add the AoE slow and damage from
Slime and you'll be tougher than most bruisers, yet more survivable than the sturdiest tanks. You can pick
Octo-Grab instead at level 10 if you need lock-down, but I find the AoE slow and damage from
March of the Murlocs to be far more valuable if you are a second bruiser.
Assassin Pusher
If your team lack solo lanes or strong pushing heroes and the enemy have one, then this build may be viable. It is not as good as the other two, but you can perform well with it in the right circumstances. You will be able to participate and deal good damage in team fights, but you have stronger pushing potential than the other two build have. The level 20 upgrade to
March of the Murlocs will let you level forts and keeps if you are left alone.
How Murky push lanes
You will see me mention that Murky is an excellent lane pusher quite a few times in this guide. Many say that he now suck at it as
Slime doesn't deal any bonus damage to structures and
Pufferfish and
March of the Murlocs deal 50% damage to structures. Well, his pushing power haven't been about ability damage since he was introduced during the alpha (he was completely broken then). His strength is about building up waves of lane minions and swarm down the enemy structures.
How do you do this?
Slime deal its bonus damage to everything but structures, so spam it on minions. One
Slime and one
Pufferfish are sufficient to kill an entire group of minions after the first few levels. This means that your minions will move at almost full health into the enemy structures and soak all their ammo. After that your group of minions start to build up really fast.
If the enemy doesn't react in time you will swarm their base with minions and they will lose a lot of structures. Remember to kill of any enemy minion wave that appear while your wave attack the structures. Kill them fast and don't waste
Pufferfish on structures unless you have to leave and won't need it to kill minion waves or damage/zone enemies.
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(Q) Slime
Cooldown: 4 seconds.
"Deal moderate damage and apply Slime on nearby enemies for 8 seconds, slowing enemies by 20%. Does heavy damage to enemies who are already slimed."
A quite hard hitting skill that help you clear lanes, stick to enemy heroes or run away from them. I usually use this off cool-down, but I always try to activate it when I can hit as many as possible with it. If you see a stealthed hero near you just pop this ability to reveal them. This skill are awesome at saving allies that try to run from the enemy team. You can run in and pop
Slime to slow them down and sacrifice yourself (remember, better you than a full hero death). | |
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(W) Pufferfish
Cooldown: 15 Seconds
"Spit out a Pufferfish at the target point. After 3 seconds, the fish will blow up for massive damage. Enemies can attack the fish to prevent it from exploding."
Your main lane-pushing ability. Minions and monsters won't attack the Pufferfish, but buildings do, so you can easily throw it at minions and monsters without being afraid of it being destroyed. One thing I often do is backdooring the enemy base. By this I mean getting the Well or any fort behind the gates while my allies farm xp as usual. Enemy heroes can (and should) attack the fish to stop it from exploding. You can get off some sick combos with
Pufferfish and
Octo-Grab, but we will talk more about that later in the guide. | |
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(E) Safety Bubble
Cooldown: 14 seconds.
"Become Invulnerable for 2 seconds. While active, you cannot attack or use abilities."
Buffed this ability will ensure you survive pretty much anything! I use it from everything to eating
Triple Tap to shield allies or to gank people. Your bubble do also cancel all channeled abilities on you and are a very good survival tool. Remember to use it when expecting a burst, not after, because you'll be dead by then. This is probably one of the strongest basic abilities in the game. | |
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(Trait) Spawn Egg
Cooldown: 15 Seconds
"Place an Egg at target location, revealing the nearby area. Upon dying, you respawn at the Egg after 8 seconds. If your egg is killed, you are revealed to enemies for 15 seconds. You only grant 25% of a Hero's experience upon dying."
This is the reason Murky works! When you have your egg out you don't need to worry that much about dying. I often suicide myself just to hold enemies off allies that need to get away safely. There's an entire section dedicated to the egg near the end of the guide. | |
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(R1) March of the Murlocs
Cooldown: 80 seconds.
"Command a legion of Murlocs to march into a target direction, each one leaping onto the first enemy Hero or Structure they find. Each Murloc deals moderate damage and slow its target by 15% for 5 seconds. Does half damage to Structures."
Spawn an army of murlocks that can't be killed or targeted! This can turn a team fight by dealing good damage on all enemies in the march area and slowing them down. If you expect big team fights or want to push hard then this is your choice. | |
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(R2) Octo-Grab
Cooldown: 50 Seconds
"Summon an octopus to stun target enemy Hero for 3 seconds while you hit them for light damage."
I have had so much fun with this ability! Upgraded it deal about 1k damage to a target that is completely stunned for 3 seconds! Imagine landing a
Pufferfish under before stunning and having your team unleash their wrath. Very fun and very good for setting up ganks.
Keep in mind that if you die, your enemy won't be stunned any more. | |
Here I'll talk about each talent so that you can follow the logic behind my choices. Some talents are not outlined but are the same size as the "optimal" talent. Those talents are high competitors or are good choices in some situations. Be sure to read the entire thing as I often explain why I chose some talents over others.
All talents here are utility talents. You can pick talents to confuse and distract, scout out your enemy or be a monster at capping mercenary camps. The choice in this tier highly boils down to how you want to play this match, what your team need you to do and what comp you play against.
Egg Hunt - "
Activate to place a fake Egg. If the fake Egg dies, it casts an untalented Slime. Maximum 3 fake Eggs.
Passive: Spawning from his Egg grants Murky Stealth for 5 seconds."
You basically get 3 wards that give you vision and will confuse the enemy and damage your enemy. The stealth you get after you respawn are invaluable at confusing them even further. This is my go-to talent with this build. I do, however, feel that all talents are good here, so this choice completely comes down to personal taste.
Talents that increase your damage output in different ways.
Slime Time - "
Quest: Slime enemy Heroes that are already Slimed.
Reward: After Sliming 15 Heroes, increase Slime's bonus damage by 125.
Reward: After Sliming 30 Heroes, increase Slime's slow amount to 35%."
If you are good at sticking to your targets and aren't instantly focused and killed, then this is your must pick for this level. When paired with
Toxic Buildup or
Fish Oil you will have no trouble getting your stacks fast. The damage boost are just insane and will come heavily into play late game when you get
Making Inky.
You have to chose between utility/damage and survivability.
Time to Krill - "
Basic Attacks against Heroes deal additional damage every second second and slow the target by 8% for 4 seconds. This effect can stack up to 5 times."
This talent add so much utility and are a slight dps increase. I am struggling to decide wether this talent are better than
Black Lagoon or not. You already slow targets with
Slime, but the added sticking power and damage are always handy.
Both are very viable. Need zoning or lock down?
March of the Murlocs - "
See above."
Octo-Grab - "
See above."
Already talked about these, so won't write more here.
Survivability. Your choice here highly depends on the enemy team.
Rejuvenating Bubble - "
Safety Bubble restores 40% of Murky's maximum Health."
What's more annoying than a little Murloc slapping your face with his fish? A Murloc slapping you with his fish that is almost impossible to kill! Pair this talent with
Slippery When Wet and you won't die for the rest of the game.
Damage, damager and damage.
Toxic Buildup - "
Every 3rd consecutive Basic Attack against an enemy Hero causes a free Slime to be cast upon them."
MY go-to talent at this tier. If you combine this with
Slime Time you won't have any trouble getting your remaining stacks. The added burst of this talent are simply insane! Be sure before picking this talent that you will be able to use your basic attacks consecutively against heroes. If not, then don't pick this talent.
The game changer tier. Chose between higher burst or survivability.
Making Inky - "
Reduces the Cooldown of Slime from 4 seconds to 2 seconds."
So, you get a free
Slime from every 3rd basic attack against an enemy and you can spam
Slime on a 2 second cool down. The burst this talent puts out are just too good to not pick. The only reason I can find for not picking this talent are if you are heavily focused by the enemy team and usually die within a second or two. Combine it with
Slime Time and
Toxic Buildup and watch your enemies melt before you.
This is where you just farm lanes and try to build your
Slime Time stacks as fast as possible. Until you get your Heroic Ability you won't be able to do much for your team. I urge you to let your allies know this! If you are on Cursed Hallow you could for instance just let them have the first two tributes while your team keep farming xp in lanes (will cover this more in the map specific part of the guide).
So, as I was saying, keep farming those lanes and get stacks. Try to push back enemy heroes with good
Pufferfish and
Slime combos. If you keep them back at their fort while you are in the lane killing minions you are earning xp while they are not - which is very good early game! It won't take much time before you have the first gate and both towers down if you play right. Remember that if you can kill an enemy hero while you do a suicide run - do it! You get 100% hero kill xp, while his team only get 25%, and on top of that you are back in 8 seconds while your enemy are on a full death timer. That is a huge difference that you need to keep in mind!
I once killed three heroes with one slime (very little health left) while they killed me. We got 300% xp from that and 3 full death timers while the enemies only got 25% and me on an 8 second death timer - what an advantage!
If you have any other good lane pushing hero on your team you can try to be more aggressive and move your egg behind enemy lines (be careful of not letting them find it though!) and attack their wells from behind or over bushes/trees/fences with
Pufferfish.
Once you reach lvl 10 you can start to show your presence in team fights. Any Heroic Ability can help turn the fight by either doing good AoE or locking one enemy down for ganks. Your
Pufferfish can help spread enemies out, or punish them if they don't move. Using
Slime to slow many heroes help a lot in team fights as they will have a hard time escaping your allies when they get lower on health.
Keep farming those stacks and harass your enemy. Use your selected ultimate to the best of your ability and keep showing the enemy how fearful Murky can be. Split push lanes to stay ahead on xp and keep sending your enemies back to their core for health. Abuse the fact that you can steal enemy camps with low risk to the best. Sneak in and try to get a camp before they notice. That forces them to respond and will take at least one hero out of a lane or fight for a minute.
Now this is where Murky really start to shine! You can now solo many heroes and have a huge impact on team fights. In this phase you will focus less on pushing (unless you're behind in xp or have nothing better to do) and more on team fights and getting mercenaries. The key here is helping your team by controlling enemy movements. A well placed
Pufferfish, well timed
Slime and/or
Octo-Grab can literally win the fight. You can stop all channeled abilities (except for
Diablo's
Lightning Breath) by using
Octo-Grab. This mean that you can stop
Li Li's
Jug of 1,000 Cups and render her useless while your team smack your foes to death - abuse this!
All I can say now is have fun and do your best to not die in vain! Be present in team fights and help your allies as much as you can. ;)
Let us do a quick rundown on all the maps!
Surprisingly this is actually a good map for Murky. Well timed Heroic Abilities near Blackheart can ensure a turn in for your team or denying the enemy turning in their coins. In fact - you can nearly deny the enemy team any turns in by abusing your AoE abilities and
Safety Bubble.
I tend to start out soloing top and mid lane.
Let your team know that you can't do much in team fights, so it is better to ignore the Watchtower and just farm lanes to get an xp lead early on! The reason for me going top and mid is that Murky can very easily solo soak those two lanes. He will never be able to contest the first bottom chest against any enemy hero, so letting one or two other heroes get it is more safe. Have your allies rotate between bot lane, Blackheart and mercenary camps while you solo soak top and mid. This will and should give you a huge advantage early on. Your team should be able to get enemy camps and a few kills as they will probably get the first camps with only two heroes and won't be prepared for 4 people ambushing them.
When you reach level 10 you should be present in team fights and help your team turning in coins by body blocking and (if necessary) sacrifice yourself for the greater good. If you got
A Fishy Deal at level 1 (shame on you if you didn't) you should always try to go for their camps (if you have no coins that is) and get them without them noticing. Remember that if they do in fact appear to gank you, it is better that you die rather than one of your teammates (and the risk is smaller if you move to get their Bruiser camp rather than one of your allies).
As for having the squishiest hero carrying any coins, it is in fact a good idea! Many players tend to follow you because they think you are a squishy and harmless little fish. This can lead to some amazing ambushes if you have your teammates ready. You're an excellent candidate to carry many coins if you go for the bruiser build. You will have movement speed, healing and can pass through other heroes while in the
Safety Bubble, which make you very hard to kill.
A Fishy Deal are the strongest choice at level 1 by far. Murky is one of the best lane clearers in the game, so getting stacks isn't difficult at all. Therefore it is very easy to sneak in and steal the enemy bruisers and siege giants, nearly risk free! What do I mean with risk free? You only reward the enemy team with an 8 second death timer and 25% of normal death xp if they ambush you while you try to steal the camp. So you should be the only hero doing this the entire game. One other thing to take note of: if you get a lot of coins by clearing camps or killing enemy heroes - die to a minion wave near your spawn or one of the closest camps with an ally near you. Your ally can then pick up the coins and you're back in 8 seconds to keep harassing the enemy.
Place your egg in middle lane and push that lane as best you can. The reason for choosing mid is because you are close to all tribute spawns from there. If you get creative with your egg placement you can effectively deny your enemy to get any tributes by simply interrupting them while you wait for your team to arrive.
It may be best to just let the enemy team get the first (and sometimes even the second) tribute while you push lanes and get an xp advantage. Never let the enemy team understand this since they will quickly get back to their lanes! Send a few people (or yourself) to tease them and deny them the tribute for as long as you can without dying. This should be sufficient to gain a good xp advantage early in the game.
On this map it is very easy to get fountains down before you take down gates and even get the inner gate before you take the front gate. Just be creative, and cautious, with your egg placement. Abuse
A Fishy Deal and your low-risk death to steal the enemy mercenary camps.
Go bottom or top lane. The reason for this is that if you die while fighting for shrines you can be back very fast to aid your allies. One good trick is to move to the opposite lane as where your egg is when the tribute spawns. If you get the opposite shrine you can just suicide yourself and spawn at bot 8 seconds later to help getting that shrine too. Murky is also the best good choice for being the dragon knight. You have good chances to get away after your dragon knight dies, and if you die too, you only reward the enemy with 25% xp and a 8 second death timer.
Other than that I can't say much more since you'll just have to push forts as normal, be present in team fights and try to steal the enemy camps.
There really aren't any good strategies in this map that are unique. I tend to go mid for the easy re-spawn if I die, to get back to fighting Shamblers. Same here as with
Dragon Shire - you are an excellent choice for taking the Garden Terror!
Other than that you just play as normal by pushing lanes, help team fights and steal those enemy mercenary camps.
Now this is a tricky map to be Murky! The reason for that is that the matches are often short and there's a good chance that you will never reach late game. I tend to go with my team and help them push the lane that our golem spawns in. When coordinated enough we can have the first fort down before the mines open the first time. If the enemy are pushing the same lane as my allies I swap place with the one soloing the other lane to push it hard while he assist the team fight.
After the mines have opened you can move your egg inside the mines. Just wait for one of the side skulls to get picked up and place your egg there. The enemy will probably never think of looking there for the egg as they will be trying to get the golem before you. If they do get the golem you can wait until they kill it and then use your
Safety Bubble to get in and try to steal as many as possible (abuse your short respawn and low xp value!!).
You should try to get the mercenaries for your team while they gather skulls. Just be sure that they can handle an eventual team fight until you arrive! I find
A Fishy Deal to be a good choice on this map.
March of the Murlocs can halt a golem push extremely well. It can also be used to push with your golem or to kill enemies while they try to kill the golem in the mines.
Bottom lane are usually the best bet on this map since most teams go with a 3-1-1, 2-2-1 or 1-3-1 split on this map. The key here is to be aggressive and smart with your egg placement. People rarely go through the areas where Bruisers are when they are capped, so placing your egg there after a cap may be a good idea. Same with top and bottom temple. None of those areas are used too much when they're not active.
Since Murky isn't a team fight hero until lvl 10 you have to play really careful. Your choice of ultimate depend on the enemy team and your team. If your team are good at focusing targets you can go with
Octo-Grab, if not you should go with
March of the Murlocs since it provide very good area damage and control.
Late game you focus on assassinating people and participating in team fights.
A decent map to play Murky, but not one of his strongest. With my build you can hold off a Webweaver with no trouble. I tend to stick to bottom lane and take the siege camp whenever I can. When you have 4 stacks of
A Fishy Deal (if you took it) or know you can solo it fast, you should sneak over to the enemy bruiser camp and try to steal it. You will have amazing control over the objectives and you simply melt away minion waves and Webweavers.
Once you get your heroic you can start to punish all heroes that move too deep or try to turn in. If you get too many gems you can just suicide into a minion wave or your own bruiser camp with an ally nearby who can pick you the gems. I usually never have any problem turning in, but if you do, utilize this strategy to make sure you don't lose any. You are amazing at slowing the enemy team down and stopping them from reaching your teammates who are trying to turn in their gems - remember this and abuse it!
This is a strange map for Murky, but he can be very strong if played properly. When the first Immortal fight appear you should go for their Immortal while your team go and defend yours. Your damage are enough to kill it pretty fast, but you will be nearly useless if you try to engage the enemy team this early in the game. Focus on clearing lanes (doesn't matter which you chose) and getting camps. Remember that you can be aggressive and try to get their bruiser camp with little risk involved.
As for the second Immortal (if you're level 10) you should join your team where they go. If you decide to defend you can do some good zoning, harassing or even secure a few kills. If not then you are still excellent at taking down their Immortal.
Try to always stay ahead in experience. If they get any immortal you should push another lane to keep the pressure and soak the experience.
One of the few maps where I almost always pick
Black Lagoon. The increased area of
Slime are very efficient for clearing the Guardians. If you fail to get a Punisher you should be the one baiting him inside your base. Since you can die and be back in 8 seconds it isn't all that bad if he jumps and kill you. Try to have your
Safety Bubble up for this as it can save you when he jumps.
Focus on split pushing and be the one getting camps while your Punisher push a lane. You can clear camps really fast and should keep soaking until level 10. Remember that Punishers usually win the game here, so unless you got a crazy push composition you should be with your team the majority of the time in the late game.
Now this is a weird map. There's no back-dooring since the cores are immune, but your pushing and zoning power can be really strong if executed properly. You can single handedly take down forts and you will have no trouble interrupting your enemies from taking altars. This is one of the few maps where
March of the Murlocs are extremely strong. The zoning power it adds when you fight for the altars are insane.
When 3 altars spawn you should run straight to their altar. You can be annoying and force people off from the lower altar to help stopping you. This should enable your team to get your altar and the lower altar each time all 3 spawn. You may even get the third too if your team are fast in their rotations.
COMING SOON
COMING SOON
Spawn Egg are one of the fundamental things to learn about Murky, and are
the reason he works. In this section I'll go through some facts, tips and placement ideas for your beloved egg.
Some facts about the egg
- Having an egg placed anywhere on the map will make you respawn from its location 8 seconds after you die.
- The egg aggro all minions, mercenaries and structures if they can see it.
- The egg does not reward any xp for being killed.
- When the egg are killed you will be revealed on the mini map for enemy heroes for 15 seconds and the
Spawn Egg ability will get a 15 second cooldown. If you die within said period your death will count as a normal kill and you will get a full death timer.
- The egg has a small area of vision around it, which make it possible to use as a "ward". I do not recommend this unless you are really experienced with Murky.
Egg hunting!
Your enemy will try to hunt your egg down and kill you at the same time. Killing the egg will effectively put you out of combat for 15 or more seconds, hence turning the match into a 4v5 for a brief period of time. Having a Murky on your team will create a sort of new mini-game called "Egg hunting", or "Easter Egg Hunt" as some people say.
It is your job as the Murky player to never give them this egg kill for free! Try to move your egg around a lot, and be unpredictable with your placements.
Here's one question I get a lot:
Should I place the egg inside the spawn? NO! The only reason for you to do this are when defending your base against enemies. Even then I find it useless to do. You probably only will be needed for a few seconds to fend them off, and then you can get back out in the map. One way to do this is to have your enemy kill you right before they die. That way you will spawn out in the map again and are ready to push your lane further.
Dealing with egg hunters
Egg hunters can be a real pain, but nothing you can't handle. If you find an enemy
Nova,
Zeratul,
Samuro or
Valeera always hunting your egg, you should be very careful with its positioning and try to be as unpredictable as possible. A tip here may be to place your egg in mid lane while you are in bot lane pushing. This will keep them occupied looking for your egg in bot lane, while you can just push and keep on doing what you want.
Egg placement
Good places to put your egg are in recently capped mercenary camps, right behind your own gate or in some bushes with low traffic.
MORE IN-DEPTH TIPS COMING SOON
Thank you very much for taking time to read this guide! I would appreciate it if you left a rating for me. If you see anything missing or something I need to fix, just let me know in the comments! ;)
- Mrgglglbrlg!
Coming!
A list of what you can expect in the future:
- Egg section. I will add even more to the section for the egg since it is such a huge part of playing Murky.
- Heroes he work well with.
Click to see Changelog
27/05/17 - Added more threats and updated some of the old ones.
02/04/17 - Updated some talents to reflect the recent changes/buffs.
22/02/17 - Added a section on how Murky push lanes, fixed some spelling errors and gave the map section a quick update.
18/02/17 - Added some flavor text to the talent tiers that describe each tier in short words.
17/02/17 - Updated the builds and the entire guide to the
Lúcio patch. He got a huge rework this patch, so there's a lot of changes added to the guide.
10/07/16 - Added Chromie and Medivh to threats and some more polishing.
06/04/16 - Updated
Block to Fishtank and other smaller tweaks for the Dehaka patch.
26/02/16 - Added more info to
Bribe, build explanation part, fixed some typos and cleaned up the guide a bit.
24/02/16 - My guide have been featured a second time by the staff here at Heroesfire, this time by Hades4u! Guide of the Week!
23/02/16 - Added the rest of the heroes to the threat part, the "Guide of the Week" graphic and some polishing.
21/02/16 - Updated main build and updated descriptions plus some other fixes.
18/02/16 - It's been a long time since I updated, but I'll be dropping updates more frequently from now on. Today I added the three new maps and I'll be adding tactics on them in the near future.
28/05/15 - Updated for the Kael'thas patch, added his threat, updated Anub'arak threat level and added a more survival build.
31/03/15 - Added my thoughts on Tomb of the Spider Queen.
29/03/15 - Added some threats and updated some facts about Slime.
27/03/15 - Added graphics for the egg and final words section. Thanks to Mowen for giving me the Guide of the Week title! Also updated with the preferred combo for taking down heroes.
26/03/15 - Updated build and guide for the Sylvanas patch!
24/03/15 - Added the Egg section. Some typos fixed and some updating on maps. New map coming soon!
21/03/15 - Added and updated some threats.
17/03/15 - Added some stuff to the Sky Temple part of the guide.
16/03/15 - Added "Reasons to die" and the "Coming" section. Some minor tweaks to the guide.
07/03/15 - Updated the guide for The Lost Vikings patch. Removed, moved and added talents and descriptions. Also added Sky Temple (more later).
10/01/15 - Added threats: Abathur, Illidan, Azmodan, Jaina, Nova and Zeratul.
08/01/15 - Added the map guides and the early/late game tips. |
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