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Heroes of the Storm Murky

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Should The Butcher be listed as one of Murky's counters? If Butcher continuously ganks a careless Murky, the amount of Meat given from Murky's deaths can make him a liability to his team.

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Guest Pangu

I'm a Murky one-trick, the level 16 skill should be changed to fit Murky's hit and run style in the current meta. He plays better as a 1v1 pick character and can do well against many heroes. The skill for 16 should be changed over to Toxic build up to fit the slime build built up in previous talents. If you wanted to do something with pufferfish, the better option would be Wrath of Cod, which will deal immense damage to unsuspecting players.

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ArtVandelay, it works in lower bronze ranked where I am pretty well. Everyone tells me not to grab him and every time I do they complain that the game is over and that I should be reported, and then we crush the other team. Laning, killing, camps, even getting gems. Most of it is easier with Murky because of that bubble escape and the ability to attack while moving. And no, I don't take octo-grab. March is just too useful in taking objectives and dealing siege damage, something which I am always at the top of. Octo-grab takes away Murky's biggest strength, mobility. That said, if you grab basic attack armour buff instead of healing bubble, sure, go solo Diablo for wearing a Murky skin. But you don't even need Octo-Grab for that. I've not determined yet if I do more in team fights with Murky than my other characters, but, I do more than my share of damage and most importantly I can finish kills normally too dangerous or too fast to finish. Combined with the fast respawn = numbers advantage, on top of the early lvl advantage. Not sure why people complain.

This may not work at higher levels, but at my level there is no reason for people to complain about Murky. Unless they want to play him. Then I completely understand. :p

I've been told a first pick Murky is bad since people can counter him. Aside from that being the case for every hero, what counter? The moment you're fighting Murky you've lost.  I've faced the 'weakness' characters. So sure, they're tougher with Zarya's shield, but they don't actually stop the objective of playing Murky. Xp piles up, camps get capped, enemy team gets seperated and siege damage clears towers. Like I said, this may change later in higher ranks, but not yet.

So, from this noob here, Murky approved for Bronze! :)

Have yet to play only Murky in ranked though. Too many trolls and opinions. Need to play more of him over other characters to advance properly. Maybe playing him makes me suicidal with my other characters?

I do think Abathur counters Murky somewhat, though that might just be because I play Murky and Abathur quite a bit myself. They have many similarities and advantages. Xp, siege damage, low downtime, and kills are always high when the game ends. Siege and xp nearly always highest. Abathur can also pop down to fight Murky trying to lane then pop back up to help team fight, gicing the team an advantagr while slowing Murky's laning. I think that is the true counter, not a 'I can solo Murky' wonnabe.

Edited by Morcalivan

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Guest FullMango

I haven't seen this mentioned anywhere in this thread. 

In the talent build section of the guide, the last sentence under "Egg Hunt":
 

Quote

Additional Eggs can also be used to "tank" hits from Mercenary Camps and to apply an initial stack of Slime on them before initiating.


As of 5 or 6 months ago, this is no longer possible.

 

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Fenix should be added as a hardcounter. The problem is here the Repeater Cannon against your fish. You simply can't do anything against him. Even after an additional nerv of Fenix, I doubt that this will be changed.

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Uncommon Patron

Murky can be kited by Fenix but if he comes out of a bush he can use Toxic Buildup and fish tank to force Fenix to warp.

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1 hour ago, Gaarkan said:

I bought murk due to low free rotation rate, and have met with little success, advice?

In my opinion, Murky is a hard-to-play hero, mainly because of the low health pool. PufferfishPufferfish being hard to land consistently does not help that either, nor does the complexity of the trait, which is Murky's biggest strength, and so using it incorrectly can result in very poor performance. Practice helps a lot, and so do videos about the hero.

If you are sure you are using the abilities correctly (to some extent, anyway), try teaming up with a friend who would play a synergistic hero. There is also the possibility of Murky being completely countered in the meta at your rank, which is something you can do nothing about.

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1 hour ago, Gaarkan said:

I bought murk due to low free rotation rate, and have met with little success, advice?

First, Murky is a late game hero. He's incredibly weak early game, so just soak lanes and don't bother to join team fight until like lv 10 or 13.

Second, Murky has more than 1 build. I'm gonna share my own builds below:

Slime build: team fight build

Lv 1: Egg Hunt/A Fishy Deal

Lv 4: Slime Time

Lv 7: Black Lagoon/Time To Krill

Lv 10: March of the Murlocs

Lv 13: Reju Bubble/Fish Tank

Lv 16: Fish Oil/Toxic Buildup

Lv 20: Big Tuna/Never-Ending Murlocs/Making Inky

Talents like Time To Krill, Fish Tank and Toxic Buildup are really strong against melee-heavy teams, but bad otherwise.

Split push build: good on large macro maps, where you can split push to force your opponent to respond and punish a single ganker with Tufferfish+Octo-grab combo

Lv 1: A Fishy Deal

Lv 4: Tufferfish

Lv 7: Slippery When Wet/Time To Krill

Lv 10: Octo-grab

Lv 13: Reju Bubble/Fish Tank

Lv 16: Fish Oil

Lv 20: And a Shark Too/Making Inky

Special mention to some trap talents you should never get:

Fish Eye (lv 1): this encourage risky egg placement, on top of telling your opponent where your egg is. If you want additional scouting, those fake eggs from Egg Hunt can do the job.

Egg Shell (lv13): the shield is too small and doesn't regenerate.

Wrath of Cod (lv 16): even if you want to build around this talent with Tufferfish and Octo-grab, Fish Oil is still a better choice because you don't need to get close to your target to slime him for the Tufferfish value, and you can save your Slime for extra damage (with the Slime bonus) after Octo-grab ends.

These are my own insight about Murky. It might help you get better with this fun hero.

Edited by ShadowerDerek
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Uncommon Patron

Why would you take Tufferfish ShadowDerek and not Living the Dream if you go for split pushing ? It gives you more dmg.

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On 2018年5月16日 at 11:02 PM, XeaKon said:

Why would you take Tufferfish ShadowDerek and not Living the Dream if you go for split pushing ? It gives you more dmg.

1. better waveclear: a Pufferfish + a Slime and the whole wave is gone.

1.a. easy bribe stacks

2. more damage for the Octo-grab combo. It's a 50% damage increase on your main damage source, while Living the Dream only has 15% damage increase at max.

3. doesn't get punished for dying: as a Murky, often times you need to sacrifice yourself, like protecting your team, trading damage, destroying a low health structure, etc.

Living the Dream is usually paired with March of the Murloc to provide amazing AOE damage and zoning.

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Not sure what that suggestion about no team fights was. Pufferfish  dropped in the middle of a team can lead to a change of targets or a successful strike. Running through a team and sliming them then popping a bubble to avoid hits and body block is also useful. Just don't spend too much time doing it at lower levels since XP is your primary advantage. Secondary advantage is quick and easy enemy merc camps. Objective coming up that will require a team fight? Place your egg in a shadowed area near objective ahead of time.

Tufferfish with Octo-Grab and Fish Tank with Slime Time are both two different and powerful builds. One bribes and one-shots enemies, while the other shreds anyone who wants to melee. Either one can be great for team fighting. Also makes for a great Symbiote target for Abathur. :p

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      Level 1 Divine Fortress Health bonus starting value increased from 20% to 25%. Zealous Glare Damage bonus reduced from 75% to 70%. Level 7 Steed Charge Duration increased from 3 to 4 seconds. Level 13 Blessed Hammer Damage reduced from 74 to 65. Level 16 Holy Renewal Cooldown reduction reduced from 1.5 seconds to 1 second. Shrinking Vacuum Damage reduction increased from 25% to 30%. Duration increased from 2 to 3 seconds. Slow increased from 25% to 30%. Tracer
      Talents
      Level 4 Is That a Health Pack?! Healing from Regen Globes increased from 10% to 15% of maximum Health. Pulse Generator Healing reduced from 18% to 12%. Level 13 Jumper Cooldown refresh reduced from 150% to 100%. Shield reduced from 6.5% to 6%. Zul'jin
      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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