Stout and sure, Muradin spends the game bashing knees and making plays with his ranged stun skillshot. With incredible base survivability and a heroic that makes him even tankier, Muradin makes for a powerful front-liner and initiator. His stun, slow, and leap create the perfect recipe for ganks as well, making this warrior formidable throughout the game.
With a trait that turns any downtime into healing, Muradin can remain on the battlefield almost indefinitely, being limited only by his mana pool. Muradin players must be sure to use mana sparingly on minions so they can use their abilities to contest objectives and peel for allies. As the game progresses, Muradin becomes harder to kill due to traits and increasing stats, allowing him to get off many ability cycles in a fight.
Second Wind (D)
Restore 84 (15.6 + 3.6 per level) Health per second when you have not taken damage for 4 seconds. When below 40% Health, increased to 168 (31.2 + 7.2 per level) Health per second.
Muradin is nothing if not hearty. Second Wind allows him to regain health outside combat, giving him great lane sustainability and map persistence. Because of this trait, Muradin can traipse from lane to objective to jungle without having to worry much about his health. His pathetic pool of mana, however, will often have him scrambling back to base to regen.
Storm Bolt (Q)
Cooldown: 10 seconds
Throw a hammer, dealing 240 (50 + 10 per level) damage to the first enemy hit and stunning it for 1.5 seconds.
Storm Bolt is a huge part of Muradin’s kit. Landing this skillshot is of huge import to a Muradin and his team, as the 1.5 second stun is amazing at locking down problematic or fleeing enemies. This is an easy ability to miss, however, especially since minions seem so eager to absorb it. Properly timing and aiming this stun is a characteristic of a veteran Muradin player.
Thunder Clap (W)
Cooldown: 8 seconds
Deals 210 (58 + 8 per level) damage and slows enemies by 25% for 2.5 seconds.
Muradin’s AoE nuke/slow, Thunder Clap is great at clearing waves, chunking down enemies, and impeding enemy heroes who attempt to escape. This ability can be amplified mightily by a few talent pickups, making it a force to be reckoned with as the game wears on.
Dwarf Toss (E)
Cooldown: 12 seconds
Leap to target location, dealing 130 (35 + 5 per level) damage to enemies on landing.
Movement! Everyone can benefit from a movement ability, and this vivacious dwarf is no exception. Dwarf Toss allows Muradin to initiate, chase, and escape from level 1. Proficient use of this ability is key to getting the most out of the Mountain King.
Cooldown: 100 seconds
Transform for 20 seconds, gaining 2240 (416 + 96 per level) Health and causing your Basic Attacks to stun enemies.
Avatar transforms Muradin into a stone-skinned, stun-spitting powerhouse who can wade through a sea of damage with relative ease. The additional health this grants is awesome, and being able to stun enemies out of channels with each attack is amazing, especially against the likes of Li Li or Nazeebo, both of whose heroics can be thwarted by an auto-attack. Avatar scales incredibly well into the lategame and makes Muradin one tough dwarf to take down.
Cooldown: 40 seconds
Stun target enemy Hero, and wind up a punch dealing 700 (320 + 20 per level) damage and knocking the target back, hitting enemies in the way for 175 (80 + 5 per level) damage and knocking them aside.
Haymaker gives Muradin a powerful nuke and position-changer that makes way for some tremendous tempo swings, earning this heroic the informal title of ‘Playmaker.’ By hopping behind an enemy Haymaking them into his team, Muradin can enable easy pickoffs of important enemies. This is also a powerful disengagement tool, helping a desperate Muradin to put distance between him an en enemy. Haymaker grants a sizable boost to Muradin’s utility and engagement.
Level 1 Talents
Recommended: Infused Hammer or Reverberation
Muradin is an ability-dependent hero with a mana-intensive kit, and he has frequent mana problems if he doesn’t hearthstone often. Infused Hammer is often picked up to alleviate this burden. As long as the Storm Bolts are hitting, they’ll cost a quarter of the mana – if Piercing Bolt is picked up at level 7, Storm Bolt can actually yield a mana surplus of 30. That said, with conservative use of abilities and smart hearthstone/fountain use, the need for this talent can be eliminated
Reverberation is a strong pickup if pitted against strong melee heroes, as it will cripple their damage for 3 seconds out of every 8 as long as Muradin is using Thunderclap on them.
Block is an okay choice, but Muradin’s inherent tankiness gives him the choice to branch away from such a pick. Supplementing his mana or his Thunderclap ability is often more useful throughout the game than Block.
Perfect Storm can actually accrue quite a bit of bonus damage over a long game – if a Muradin wants to improve his damage and doesn’t feel attached to the other talents in this tier, he can feel free to roll with this one and start landing some heavy Storm Bolts.
Level 4 Talents
Recommended: Crowd Control or Thunder Burn
Thunderclap can be potent ability, especially once Muradin can stack some talents towards it, and reducing its cooldown is definitely something Muradin wants to be doing. Crowd Control reduces Thunderclap‘s cooldown for each enemy hit, making it invaluable against minion waves and in teamfights. That said, it is not always possible to extract full value out of this talent, and repeated use of Thunderclap wears on Muradin’s mana.
Thunder Burn, on the other hand, won’t let Muradin cast Thunderclap any more often, but will give it a second reverberation that will punish any enemy that remains in the area. This is a great increase in the ability’s damage output, but the second wave is easy to dodge, as it occurs at the initial point of impact, rather than around Muradin himself. Even so, it is a strong asset to Thunderclap builds.
Sledgehammer is viable on maps where siege damage is more important, such as the Haunted Mines or Tomb of the Spider Queen. Its damage increase to minions and structures is enormous, but enemy heroes will be unaffected. This makes it a strong pickup in a split push composition.
Third Wind is sheerly a survival talent and should only be picked up if Muradin is having an incredibly hard time in lane. At which point he should probably roam and gank anyways, but this does improve his recovery time during such rotations.
Level 7 Talents
Recommended: Piercing Bolt
Piercing Bolt hypothetically doubles Muradin’s stun utility, allowing him to stun up to two targets with each Storm Bolt. In combination with Infused Hammer at level 1, Storm Bolt can pay for itself and do a lot of work in clustered team fights. Stunning two heroes at a time is a tremendous amount of crowd control and should not be overlooked lightly.
Skullcrusher and Battle Momentum both reward Muradins who are constantly in the enemy’s face, swinging away between abilities. Skullcrusher will provide valuable to a Muradin who can pick a target and stay on them, while Battle Momentum is more for the dwarf who spits and kicks as he brawls. Avatar, if picked up, fills much the same role as Skullcrusher, though, and Piercing Bolt will often enable more stuns than Battle Momentum.
Dwarf Toss should allow enough movement without Landing Momentum, but if a Muradin feels that he needs to be swifter, he can by all means grab this talent.
Level 10 Heroics
Avatar is widely considered the competitive choice of Muradin’s heroics. With a huge boost to his health pool and stunning attacks, this transformation makes Muradin a top tier teamfighting hero and takes his survivability to the next level. This heroic is especially difficult to pass up if the enemy team has any channeled abilities, as auto-attacks in Avatar form will interrupt these.
Haymaker is still a fun and powerful choice, however, as is any ability that moves an enemy out of position. Being able to launch an enemy squishy from the back line into the chaos of a fight is both amusing and effective. This heroic also supplements Muradin’s burst damage and his ganking abilities, making it a good addition to gank-minded compositions.
Level 13 Talents
Recommended: Thunder Strike or Burning Rage or Spell Shield
Though Muradin will often be casting Thunderclap in the middle of a group of enemies, giving it a 300% boost on a single enemy is amazing for ganks and, with proper positioning, bursting down enemies in teamfights. This talent requires some finesse to wring fill value out of it, but its increase to Muradin’s paltry burst damage is very much welcome.
Burning Rage is another great ability for Muradin. He tends to persist in the middle of teamfights, where Burning Rage can get a lot of ticks off. The incremental damage from this ability adds up over the course of a game and can help Muradin’s team win long, grinding engagements. Burning Rage is also great for pushing back creep waves and clearing mercenaries.
Spell Shield is best picked up against bursty enemy spellcasters, like Jaina or Kael’thas. If the enemy team has an easy way to expend this shield before piling on their burst, it’s probably a good idea to just supplement Muradin’s damage be proactive in taking out the problematic heroes.
Healing Static can provide some nice self-sustain and burst healing, but with Muradin’s trait and a later pickup of Stoneform this boon is a minor one.
Level 16 Talents
Restoring half of any hero’s health pool, let alone one as beefy as Muradin, is an incredible thing. That Muradin can do this to himself, in the midst of a fight, with no cost to his effectiveness is absolutely insane. Taking anything over Stoneform is usually inadvisable unless backed by tremendous reasoning – this talent is just too good.
Muradin can pick up any other talent on this tier, should he desire. An argument can be made for each of them in different situations. But if Muradin is tanking, which he usually is, Stoneform is pretty damn hard to pass up.
Level 20 Talents
Hardened Shield or Rewind
Muradin is a superb tank. Hardened Shield is superb on tanks. Picking this up will make enemies who focus the dwarf regret it. With it, he is nigh unkillable if played well.
Rewind is great on heroes with impactful abilities. Muradin is one such hero, making Rewind another excellent choice for his last talent. Being able to double stun, slow, and jump is astounding, especially with all the added bonuses from the talents stacked on top.
Unstoppable Force improves Avatar’s duration and resistance to CC, but doesn’t otherwise bolster it. It’s a fine pickup for extending Avatar form, but is less versatile than Hardened Shield or Rewind.
If a Muradin opts for Haymaker, he can sure as heck Grand Slam it and send enemies soaring. That said, it’s not something you’ll likely see in a high ranked match.