Mostly at this level your focus is to reserve mana to Stormbolt every single cool down on a hero to increase its a damage via Perfect Storm. This is a small and mostly insignificant damage boost under normal circumstances, however; the focus of this build is based around stun, and anti defense so you have expanded capability for your team to push. It is fine when heros back to run up and ping a tower for a 500+ damage storm bolt and destroy some ammo, even better if you have a Zagara or Azmodan in your lane with you. Later as you hit 7, try and line your storm bolts so they are hitting a tower and the gate to maximize the damage. You will not top seige damage with this build, or hero damage. That is not the goal. You are here to stun, making your team take less damage, and destroy ammo for now, later on you will gain the capabilities to wreck buildings extremely fast so play for the support and stun those heros. You should ideally have at least +85 damage to Stormbolt or more by level 9.
By not you just got haymaker. With this build you could get Avatar, it is really nice, however; I like the fact that you can take someone out of range via Haymaker then with a penetrating Stormbolt and some skill stop them from getting back in while your mates take down a hero or two. At 13 you really start to blossom. Rewind? Why? Well its multi-purpose. In a team fight you can get 4 stuns off (penetrating storm bolt) or if you are fighting a keep, thats a good 4k damage and 8 ammo destroyed nearly instantly, making the push severity amplified. Mid game going into late game where a lot of pushes go unchecked as camps can prove more important and the keeps are still powerful enough to stop a push that isn't a full swing 4-5 man town rush. The will definitely do damage to the keep, and I am not saying they cant take it with 3. But with this kind of build, you just negated the last of its ammo or ensured you are going to kill it. Another thing is if they are coming to counter fight you can save rewind, and now you have a good start to helping your team flee, or even fight. Ideally you will have +155 damage to Stormbolt but more is possibly and will really help, as that's 620 extra damage to a building, or just 155 to a hero, since stormbolt is relatively weak other than the stun lasts an exaggerated duration compared to other stuns.
Now you have 2 options here, Heavy Impact, which I love mostly for if your Stormbolt is down, the 0.75s stun though very very short and nearly insignificant, will stop annoying ultimate's like Li Lis' 1,000 or 1,000,000 cups, or Valla's strafe. Or you can take an aggressive approach over my personal preference of being defensive, and go for Dwarf Launch. With Rewind, and launch it will give you the ability to stop and ultimate like I use toss for just you have to Stormbolt or rewind you Stormbolt if it currently down. But you have a much better area of control. Dwarf Toss base doesn't have a very good radii, but its fairly sexy boosted +75%. (Memorandum for Record: I don't think it is ever acceptable to use the word sexy when talking about a hair pissed off dwarf)
Keep in mind that no matter how much + damage you build on Stormbolt it will never be a damaging threat to a hero. But with 250+ damage or more thats a 1,000 damage bonus on buildings. Also regardless of how you build Muradin he will never be a very high damaging hero, he can though control the pace of battle through stuns, making him great in all team fights, not to mention he has pretty good mitigation without speccing into it making it likely you are never a primary target in team fights.
Lastly Resurgence, double Haymaker is amazing I wont take that away from anyone especially considering the burst damage you can do late game, and even more so if you are knocking people into each other. I just like to have resurgence, control is Muradin's specialty, having him back up almost instantly is great. I look at it like this though, end game you can suicide a keep and get it fairly easily and it wont cost your team, and it can give you the extra lane push you need to keep the pressure up if you flop a lane from even strenght to winning. Not that end game you want to suicide but the opportunity is there with this talent. It also ensures if you make a mistake and die, or get overly aggressive it will still cost your team, just not nearly as much.
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