Just wanted to point out a correction. In your Talent Breakdown under level 1 you state "Thunder Clap will proc Reverberation a second time, but not Thunder Strike." As of time of writing, this is not correct (I just tested this in-game). At level 20, Thunderclap does 210. On a solo target, it'll hit for 520. The reverberation then hits for 315 ( 210 * .5 * 3 ). I'm still uncertain if the thunderburn proc has to hit a single target for the bonus or if the initial thunderclap hitting one target is enough.
Interesting - I think I wrote that because I didn't know Thunder Burn did half damage, so when I didn't see the Thunder Strike damage twice I didn't think it worked at all.
Either way, it's highly impractical since the Thunder Burn radius is very large - like 50% larger than his normal W range. It'd be very difficult to get it to hit a single target (You did say you were uncertain if Thunder Burn needs to only hit 1 target as well, but I'd assume that's the case).
Just wanted to point out a correction. In your Talent Breakdown under level 1 you state "Thunder Clap will proc Reverberation a second time, but not Thunder Strike." As of time of writing, this is not correct (I just tested this in-game). At level 20, Thunderclap does 210. On a solo target, it'll hit for 520. The reverberation then hits for 315 ( 210 * .5 * 3 ). I'm still uncertain if the thunderburn proc has to hit a single target for the bonus or if the initial thunderclap hitting one target is enough.
With all mt respect but that a fun QM build, if my tank on rank1 game is with this build he will be raped 24/7
Naw it can work just fine in HL, you just probably won't have a comp for it to work in because your teammates will just pick 3 ranged assassins + Support if you pick Muradin, which isn't good for the Muradunk build.
The only reason it's not 'viable' in HL is because of the ranged-heavy meta and the lack of double warrior comps.
The build is very flexible though, the only thing you have to do to switch from Muradunk to Muratank is Haymaker -> Avatar and Give 'Em The Axe -> Stoneform. Oh, and situationally Rewind -> Hardened Shield.
All the rest of his talents work in both builds, which makes it easy to switch between the two. I mean, you have until Level TEN to decide if you can get away with a "Win-More" Build or if you have to go full tryhard with Avatar.
Nice guide. I will try this one out! Muradin is my fav hero and already in tank build I like his fun abilities - but with this build you can make squishy heroes cry :-)
Nice guide! This is a fun Muradin build. Usually I got for Dwarf Launch at level 16 instead of Give Em The Axe, simply for easier haymakers and escaping (because less tanky). I haven't been trying to get many auto attacks in, though. I'll try that. Good combo!
The extra AA damage is necessary for 100-0ing enemy squishies, but if you're not splitting from your team you won't need it, so Dwarf Launch is fine (Your AAs with Give Em The Axe actually makes up for like 20-30% of your damage at lv 20).
Since the base range buff though I usually don't feel like I can't reach enemies. But I've used it before, its range is huge and it's pretty fun, you just do a bit less solo damage.
Nice guide! This is a fun Muradin build. Usually I got for Dwarf Launch at level 16 instead of Give Em The Axe, simply for easier haymakers and escaping (because less tanky). I haven't been trying to get many auto attacks in, though. I'll try that. Good combo!
If you take Perfect Storm you have to Q more conservatively, which is very counter-productive since you want to spam Qs for stacks. It has like...anti-synergy with itself.
This makes perfect sense. Early game with perfect storm, all you're doing is trying to hit heroes...and usually this makes your laning horrible. Thanks for the tips...going to try them out today.
Can you explain what a "carry" is? Came looking for a new build...as I was having a hard time ramping up my damage. Been using "perfect storm" on tier 1....but early game it just seems so weak!
Hey Nathan,
A "Carry" is a MOBA term for a squishy, high-DPS Hero. So, Heroes like Valla, Jaina or Kael'thas.
It used to have a specific meaning but it's usually used generically as a Glass Cannon Hero who needs to be kept alive for his team to win and is a high priority target for obvious reasons.
I do not use Perfect Storm ever, while the damage is ok you do not need it to 100-0 isolated targets at level 20, that extra damage doesn't end up meaning a whole lot even by then.
For reasons I have stated in the guide, I much prefer Infused Hammer. You don't run oom hardly ever (And if you do you can literally recharge it by hitting things), coupled with Muradin's sustain that means you almost never have to return to base.
You can spam Sledgehammer on structures, which adds up and gives great advantages like taking out early turrets for team XP. You can more easily deal with Promoted Minions or Catapults, which is a big thing recently, you can solo camps quickly post-13 without losing hardly any mana, etc.
If you take Perfect Storm you have to Q more conservatively, which is very counter-productive since you want to spam Qs for stacks. It has like...anti-synergy with itself.
The maybe...50%? Damage increase from Perfect Storm by lv 20 is just not worth it.
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Just wanted to point out a correction. In your Talent Breakdown under level 1 you state "Thunder Clap will proc Reverberation a second time, but not Thunder Strike." As of time of writing, this is not correct (I just tested this in-game). At level 20, Thunderclap does 210. On a solo target, it'll hit for 520. The reverberation then hits for 315 ( 210 * .5 * 3 ). I'm still uncertain if the thunderburn proc has to hit a single target for the bonus or if the initial thunderclap hitting one target is enough.
Interesting - I think I wrote that because I didn't know Thunder Burn did half damage, so when I didn't see the Thunder Strike damage twice I didn't think it worked at all.
Either way, it's highly impractical since the Thunder Burn radius is very large - like 50% larger than his normal W range. It'd be very difficult to get it to hit a single target (You did say you were uncertain if Thunder Burn needs to only hit 1 target as well, but I'd assume that's the case).
With all mt respect but that a fun QM build, if my tank on rank1 game is with this build he will be raped 24/7
Naw it can work just fine in HL, you just probably won't have a comp for it to work in because your teammates will just pick 3 ranged assassins + Support if you pick Muradin, which isn't good for the Muradunk build.
The only reason it's not 'viable' in HL is because of the ranged-heavy meta and the lack of double warrior comps.
The build is very flexible though, the only thing you have to do to switch from Muradunk to Muratank is Haymaker -> Avatar and Give 'Em The Axe -> Stoneform. Oh, and situationally Rewind -> Hardened Shield.
All the rest of his talents work in both builds, which makes it easy to switch between the two. I mean, you have until Level TEN to decide if you can get away with a "Win-More" Build or if you have to go full tryhard with Avatar.
The combination of burst with chain CC is so satisfying to pull off.
Nice guide! This is a fun Muradin build. Usually I got for Dwarf Launch at level 16 instead of Give Em The Axe, simply for easier haymakers and escaping (because less tanky). I haven't been trying to get many auto attacks in, though. I'll try that. Good combo!
The extra AA damage is necessary for 100-0ing enemy squishies, but if you're not splitting from your team you won't need it, so Dwarf Launch is fine (Your AAs with Give Em The Axe actually makes up for like 20-30% of your damage at lv 20).
Since the base range buff though I usually don't feel like I can't reach enemies. But I've used it before, its range is huge and it's pretty fun, you just do a bit less solo damage.
If you take Perfect Storm you have to Q more conservatively, which is very counter-productive since you want to spam Qs for stacks. It has like...anti-synergy with itself.
This makes perfect sense. Early game with perfect storm, all you're doing is trying to hit heroes...and usually this makes your laning horrible. Thanks for the tips...going to try them out today.
Can you explain what a "carry" is? Came looking for a new build...as I was having a hard time ramping up my damage. Been using "perfect storm" on tier 1....but early game it just seems so weak!
Hey Nathan,
A "Carry" is a MOBA term for a squishy, high-DPS Hero. So, Heroes like Valla, Jaina or Kael'thas.
It used to have a specific meaning but it's usually used generically as a Glass Cannon Hero who needs to be kept alive for his team to win and is a high priority target for obvious reasons.
I do not use Perfect Storm ever, while the damage is ok you do not need it to 100-0 isolated targets at level 20, that extra damage doesn't end up meaning a whole lot even by then.
For reasons I have stated in the guide, I much prefer Infused Hammer. You don't run oom hardly ever (And if you do you can literally recharge it by hitting things), coupled with Muradin's sustain that means you almost never have to return to base.
You can spam Sledgehammer on structures, which adds up and gives great advantages like taking out early turrets for team XP. You can more easily deal with Promoted Minions or Catapults, which is a big thing recently, you can solo camps quickly post-13 without losing hardly any mana, etc.
If you take Perfect Storm you have to Q more conservatively, which is very counter-productive since you want to spam Qs for stacks. It has like...anti-synergy with itself.
The maybe...50%? Damage increase from Perfect Storm by lv 20 is just not worth it.