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 on multiple high-priority Heroes, 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.
Regrowth
- Mana: 35
- Cooldown: 5 seconds
Heal an allied Hero for 380 (+4% per level) Health over 20 seconds.
Regrowth is one of the strongest single-target healing Basic Abilities in the game in terms of raw healing value potential, however, its power is kept in check by the fact that its total healing is spread out over a lengthy 20-second period. In addition to that, allied Heroes affected by Regrowth receive a moderate burst of healing for each enemy Hero hit by Moonfire.
To increase your healing output from Moonfire, you need to maintain Regrowth's effect on multiple allied Heroes. To avoid wasting Mana, you should keep Regrowth active on 2-3 high-priority targets, based on how they position and how much they get focused by the enemy team. Doing so before the team fights even start will significantly improve your overall healing potential as your first Moonfire will heal multiple allied Heroes rather than a single one who just received Regrowth.
A leaf icon above allied Heroes will help you see who is currently affected by Regrowth and its remaining duration. The icon will be green at first, then it will become orange at 10 second remaining, and then it will turn red at 5 seconds remaining. Considering that Regrowth has a 5-second cooldown, a red leaf usually means that you will have to cast Regrowth on that target as soon as it expires, unless someone else needs healing more than them.
Since the healing effect provided by Regrowth does not stack with itself, never recast Regrowth on targets with a green leaf and avoid recasting Regrowth on targets with an orange leaf unless you really need to refresh its duration as you expect them to go out of range soon, because one of you is traveling to another lane or because they are going to dive.
Moonfire
- 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 Basic Ability that deals very little damage per cast for a negligible cost of Mana and with an extremely low cooldown. Moonfire's relatively long range and instantaneous damage make it good for interrupting enemy Heroes who are trying to channel Objectives, for revealing enemy Heroes who are in Stealth, and for checking bushes before allied Heroes facecheck them.
When combined with Regrowth, Moonfire then becomes a powerful 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 allied Heroes regardless of how far they are, as long as Regrowth affects them. Because of this, Malfurion is one of the best Healers for dive Heroes.
Be patient with Moonfire: you should prefer waiting an extra second to be sure it connects, otherwise you will not get any healing from it. To further increase your healing, try to hit as many enemy Heroes as possible with each Moonfire, although that is quite hard to do if the enemy team does not tend to clump in their frontline while fighting. 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 or even dying.
Entangling Roots
- 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.
Tranquility
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.
- Heroic
- 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.
Twilight Dream
In this section we discuss how this Heroic Ability works and give some tips on how to use it. If you are looking for a detailed explanation on when and why you should pick it, check out the dedicated section in the Talent Build page.
- Heroic
- 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 Silence 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 being 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.
Innervate
- 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.
Changelog
- 04 Feb. 2022: Guide reviewed for the latest Balance Update.
- 11 Oct. 2019: Abilities section reviewed.
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Elitesparkle is a multiple times Master player in Europe who plays Heroes of the Storm since its release. He is an active member of the community who likes to teach new and veteran players all he knows about his favorite game.
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