Malfurion Abilities and Strategy
Welcome to our Abilities page for Malfurion. Here, we give you an overview of every ability in Malfurion's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Malfurion's other abilities. We also give you strategy tips to play Malfurion efficiently.
Malfurion's Tips and Tricks
- Innervate on Mana-hungry Heroes, notably, casters such as Kael'thas or Jaina, who can not function without Mana.
- Keep Regrowth up on as many targets as possible, even if they are at full Health.
- Moonfire is useful for quickly checking Bushes, dismounting or revealing opponents, and clearing Zagara's Creep Tumors.
- Entangling Roots is much easier to land on targets that have already been crowd controlled.
- Keep your Tranquility for heated team fights, where several teammates may require healing.
- Twilight Dream is an excellent counter-initiating tool, especially against multiple melee Heroes.
- Mana: 35
- Cooldown: 5 seconds
Heal an allied Hero for 380 (+4% per level) Health over 20 seconds.
Regrowth is the strongest single-target healing Basic Ability in the game in terms of raw healing value potential, Its power is kept in check by the fact that this healing is spread out over a lengthy 20-second period. This healing value can be increased through a special interaction with Moonfire that provides an instant burst of healing equal to approximately 30% of Regrowth's total healing-over-time per enemy Hero hit by Moonfire.
There are three important aspects to consider to maximise Regrowth's effectiveness. First, you need to maintain the Ability's effect on as many allied Heroes as possible. This is usually achieved by using Regrowth liberally while out of combat on targets who are not currently affected by Regrowth. Doing so will significantly improve your overall healing potential. A small green leaf icon located to the bottom left of Health bars can help you tell whether an allied target is currently being healed by Regrowth. The target who is most likely to first take damage should always be prioritised; generally, this is the Tank and other frontline Heroes, although priorities vary depending on the situation at hand.
Second, you need to consistently try to hit as many enemy Heroes as possible with Moonfire. Doing so will increase your healing output significantly and make up for Malfurion's weakness to burst damage. This particular aspect of the Regrowth-Moonfire interaction is what makes Malfurion one of the Healers who must be involved in direct combat the most.
Third, you need to avoid recasting Regrowth on targets who are already affected by the Ability as much as possible since Regrowth's effect does not stack with itself; doing this merely refreshes its duration.
- Mana: 10
- Cooldown: 3 seconds
Deal 90 (+4% per level) damage to enemies in an area and reveal them for 2 seconds.
Allies with an active Regrowth are healed for 130 (+4% per level) Health for each enemy Hero hit by Moonfire.
Moonfire is a unique Ability: while it deals very little damage per cast, its Mana cost is negligible, and its Cooldown is one of the shortest in the game. Moonfire's long range and instantaneous damage make it an excellent poking tool or finisher, and it is not unwise to use it whenever it is off-Cooldown, for it essentially amounts to free damage. Moonfire is also a useful tool for forcing dismounts, revealing Stealthed Heroes, or scouting Bushes.
When combined with Regrowth, Moonfire then becomes an indirect healing tool, as each ally affected by Regrowth is instantly healed for each enemy hit by Moonfire. One notable aspect of this is that it allows Malfurion to heal from a great range as long as Regrowth affects your intended target. Trying to hit as many enemy Heroes as possible with each Moonfire cast is a vitally important aspect of mastering Malfurion. Be mindful, however, of not putting yourself at risk by overextending just to hit with Moonfire, as you may end up simply taking more damage.
- Mana: 65
- Cooldown: 12 seconds
Root enemy Heroes in an area for 1.25 seconds, and deal 117 (+4% per level) damage over the duration. Affected area grows over 3 seconds.
Entangling Roots' limited initial area of effect makes it difficult to outright land on targets that are actively looking out for it. There are still several ways of making good use of the Ability. By targeting Entangling Roots in such a way that the small circle is directly on top of an intended target, you can greatly improve your chances of hitting. This is especially useful against attacking or channeling foes. A good tactic is also to cast Entangling Roots in the path of a moving foe so that they are either forced to walk into it or wait for it to expire, blocking them off. Entangling Roots' main use, however, is simply as a follow-up tool: by using the Ability against foes that have already been crowd controlled, you can ensure successful hits and greatly improve your teammates' uptime. It should be noted that Entangling Roots has a high Mana cost relative to Malfurion's other Abilities.
- Mana: 80
- Cooldown: 80 seconds
Heal nearby allied Heroes for 80 (+4% per level) Health per second for 8 seconds. Allies affected by Regrowth within Tranquility's area gain 10 Armor.
Tranquility is a game-changing Heroic Ability, whose power is directly proportional to how many Heroes it heals over its duration. It is therefore typically used when many allies are likely to be taking large amounts of damage, such as when team fights break out. A large circle around Malfurion indicates the Ability's area of effect while it is active; always try and keep as many allied Heroes within its bounds as possible so as to maximise its efficiency. This is an especially important aspect of using the Ability when considering that Tranquility's Cooldown is one of the longest in the game, and that it is tuned around healing multiple targets rather than one only. Tranquility also provides a modest amount of Armor to allies affected by Regrowth, which can help against burst damage.
- Mana: 100
- Cooldown: 90 seconds
After 0.5 seconds, deal 310 (+4% per level) damage in a large area around Malfurion, Silencing enemies making them unable to use Abilities for 3 seconds.
Although Malfurion is a Healer, Twilight Dream deals a surprisingly large amount of area of effect damage. The Silencing effect, however, is what makes Twilight Dream so dangerous. Silencing an entire team for such a long duration is more than debilitating; it is fight-winning, especially when valuable channeled Abilities end up interrupted by it. Though hitting multiple enemies can be mechanically easy due to the Ability's enormous area of effect, Malfurion is seldom going to be allowed to freely position himself where it would be optimal. This is why Twilight Dream is typically used as a secondary piece of an Ability combo, or as a mean of counter-initiating.
Below are some of the abilities that can be used to set up Twilight Dream hits:
- Howling Blast (Arthas)
- Apocalypse (Diablo)
- Mosh Pit (E.T.C.)
- Grav-O-Bomb 3000 (Gazlowe)
- Ring of Frost (Jaina)
- Primal Grasp + Impaling Blades (Kerrigan)
- Entangling Roots (Malfurion himself)
- Zombie Wall (Nazeebo)
- Leap (Sonya)
- Sundering (Thrall)
- Divine Storm (Uther)
- Devouring Maw (Zagara)
- Void Prison (Zeratul)
- Cooldown: 25 seconds
Grant an allied Hero 20% of their maximum Mana over 5 seconds. While affected by Innervate, their Basic Ability cooldowns recharge 50% faster.
Cannot be used on Heroes that do not use Mana.
Innervate makes Malfurion a valuable teammate during the laning phase and extended team fights, especially when accompanying Mana-hungry Heroes such as Jaina or Zagara. Although the cast priority should be given to Heroes that are out or nearly out of Mana, it is more important to use Innervate whenever it is off-cooldown to maximise its uptime than to wait for the perfect target. Ability-based Heroes such as Alarak and Li-Ming also benefit significantly from Innervate's Cooldown reduction effect.
- 11 Oct. 2019: Abilities section reviewed.
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