Muradin Abilities and Strategy
Welcome to our Abilities page for Muradin. Here, we give you an overview of every ability in Muradin's kit. For each of them, we explain what it does, how to best use it, and how it works in combination with Muradin's other abilities. We also give you strategy tips to play Muradin efficiently.
Muradin's Tips and Tricks
- Stoneform should be used during Avatar to increase its efficiency.
- Thunder Clap is crucial to shut down nimble Assassins like Illidan or Valla.
- Thunder Burn has incredible synergy with Healing Static, as the second explosion causes to heal Muradin as well.
- Although Muradin is a great initiator, it is sometimes necessary to use Storm Bolt defensively in order protect your backline from engaging enemy Heroes.
- Mana: 45
- Cooldown: 10 seconds
Throw a hammer, dealing 110 (+4% per level) damage to the first enemy hit and Stunning them for 1.25 seconds.
Quest: Hit 25 Heroes with Storm Bolt. Heroes who die within 2.5 seconds of being hit by Storm Bolt count as hitting 3 additional Heroes.
Reward: Storm Bolt pierces to hit an additional target, and Muradin's Basic Attacks reduce the cooldown of Storm Bolt by 1 second.
Storm Bolt provides Muradin with a mid-ranged stun ability that is capable of locking down enemy Heroes if aimed properly. As a Muradin player you should take your time to closely watch your targets' positioning in order to hit them. Sometimes you have to also predict the enemy's movement path and direct Storm Bolt accordingly. This makes the ability fairly difficult to land on moving targets, especially if they are trying to juke you. However, if it connects, its 1.25 second Stun is a powerful tool that allows your team to concentrate fire on one target.
The ability also comes with the Baseline Quest "It's Hammer Time!", which requires Muradin to hit 25 enemy Heroes with Storm Bolt. All enemy Heroes who die within 2.5 seconds of being hit by Storm Bolt grant 3 stacks instead of 1. Upon completion, "It's Hammer Time!" causes Muradin's Basic Attacks to reduce the cooldown of Storm Bolt by 1 second. Furthermore, it causes Storm Bolt to pierce the first target hit, hitting an additional target behind the original one.
- Mana: 50
- Cooldown: 8 seconds
Blast nearby enemies for 96 (+4% per level) damage and Slow them by 25% for 2.5 seconds. Heroes hit also have their Attack Speed reduced by 25% for the duration.
Unlike Storm Bolt, Thunder Clap does not require a lot of expertise to be used efficiently. The moment Thunder Clap is cast, it slows and damages every enemy target in a small radius around Muradin. Muradin's talent tree allows some great enhancements on Thunder Clap, notably Reverberation, Thunder Burn, and Thunder Strike. During the early stages of the game, Thunder Clap is Muradin's only waveclear, which makes it an essential skill to keep your lane shoved. If you wish to harass your opponents in lane, especially melee Heroes, you should mainly use Thunder Clap to do so, since it is much easier to land than Storm Bolt, and it also costs less Mana.
When team fighting, Muradin should position himself in a way that his Thunder Clap slows one or several of the enemy team's Assassins or Bruisers. Slowing the Movement and Attack Speed of these Heroes can have a huge impact on their combat performance.
- Mana: 55
- Cooldown: 10 seconds
Leap to target location, dealing 59 (+4% per level) damage to enemies on landing. Upon leaping, gain 30 Armor for 2 seconds, reducing damage taken by 30%.
Dwarf Toss is a strong gap-closing ability that allows Muradin to charge his opponents from a great distance. One of the major advantages of Dwarf Toss is the fact that it allows Muradin to leap over impassable terrain in order to either close in on his target, or to escape from pursuing enemies. Tanks like Muradin require a keen eye during team fights, as their course of action greatly depends on the position of their allies and enemies alike. Dwarf Toss allows you to reposition yourself both offensively and defensively. Offensively, you can engage the enemy by leaping at them, and then follow up with Thunder Clap and Storm Bolt to slow and stun their backline. Defensively, Dwarf Toss enables Muradin to assist allies in need by using his crowd control potential on the threatening enemies.
- Mana: 80
- Cooldown: 90 seconds
Transform for 20 seconds, gaining 1053 Health.
We do not advise to start a team fight by immediately activating Avatar, as the enemy team could simply disengage and wait until Muradin returns to his normal form. Ideally, Avatar is used after Muradin has positioned himself deep within the enemy ranks. To do this, you should use Dwarf Toss in order to initiate and wait until your opponents fight back.
Muradin's Level 16 talent Stoneform turns him into one of the most resilient Warriors in the game and works very well with Avatar. Thanks to the massive health boost provided by Avatar, Stoneform should always be used while Avatar is active in order to get the most numeric value out of it.
- Mana: 60
- Cooldown: 40 seconds
Stun target enemy Hero, and wind up a punch dealing 319 (+4% per level) damage and knocking the target back, hitting enemies in the way for 319 (+4% per level) damage and knocking them aside.
Haymaker is a niche Heroic Ability, which should only be picked if Muradin is supposed to fulfill the role of a Bruiser rather than a Tank. When choosing Haymaker, there are two main ways to use it. Firstly, you can use it to knock enemy priority targets, which includes Supports, Assassins, and Specialists, into your teammates who will then quickly focus them down. Secondly, you can use it to keep enemy Bruisers and Tanks away from your own backline.
Either way, big Haymaker plays require some practice and experience in order to be executed efficiently, which is why we recommend new players to test this ability in Quick Matches first before using it in Hero League and Team League.
Muradin restores 55 (+4% per level) Health per second when he has not taken damage for 4 seconds. When below 40% Health, increased to 111 (+4% per level) Health per second.
One of the reasons why Muradin is considered to be one of most durable Heroes, especially in the early game is his Second Wind trait. The health regeneration it provides allows Muradin to continually harass his opponents, forcing them to use the Fountain early on. After Level 16, the Stoneform talent adds an activatable component to Second Wind which enables Muradin to sustain himself very efficiently even while in combat.
As with his other abilities, timing is of the essence on Muradin. Second Wind allows you to stay in lane almost indefinitely if you know when to play aggressively and when to stay out of harm's way. Pay special attention to long-range spells like Tyrael's El'druin's Might or Jaina's Frostbolt that could interrupt the regeneration effect of Second Wind.
- 24 Jun. 2019: Updated Muradin's abilities in accordance with the new class system.
- 17 Oct. 2017: Added "It's Hammer Time!" to Muradin's abilities section.
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