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
- Storm Bolt should be used with patience and combined with the Slow provided by Thunder Clap when possible.
- Thunder Clap is a decent peeling tool, especially against melee Heroes who rely on Basic Attacks.
- Dwarf Toss allows you to disengage when low Health, but be careful when the enemy Heroes have crowd control.
- Avatar is a maximum Health boost that protects you from burst damage but makes you vulnerable to percent-based damage.
- Haymaker should mostly be used for peeling away enemy Heroes rather than to engage by pushing enemy Heroes towards your team.
Storm Bolt
- 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.
After reaching level 10, Storm Bolt pierces to hit an additional target. Muradin's Basic Attacks reduce the cooldown of Storm Bolt by 1 second and restore 3 Mana.
Storm Bolt is a Basic Ability which provides Muradin a ranged Stun. As a Muradin player, you should take your time to closely watch how enemy Heroes are moving because this Ability has a small delay and the projectile is not that fast, making it hard to connect if you do not predict the target's movement, assuming they are trying to juke you. Generally speaking, you should avoid using Storm Bolt on high-mobility Heroes if there are other good targets to use it on because there is a high chance you will miss them and thus waste an important cooldown.
Muradin starts the game with a Baseline Quest that requires him to hit 25 enemy Heroes with Storm Bolt. All enemy Heroes who die within 2.5 seconds of being hit by Storm Bolt grant 4 stacks instead of 1. Upon completion, Storm Bolt can pierce the first target hit, Muradin's Basic Attacks restore 3 Mana and reduce the cooldown of Storm Bolt by 1 second, allowing you to potentially Stun 2 enemy Heroes every 5 seconds or simply to Stun an enemy Hero who is hiding behind another enemy (usually a Minion, Summon, or Monster).
Thunder Clap
- Mana: 50
- Cooldown: 8 seconds
Blast nearby enemies for 96 (+4% per level) damage and Slow them by 30% for 2.5 seconds. Heroes hit also have their Attack Speed reduced by 30% for the duration.
Thunder Clap is a Basic Ability that Slows, reduces the Attack Speed, and deals damage to every enemy in a small radius around Muradin. You can use this Ability to lower the chances to miss Storm Bolt thanks to the Slow provided and/or to reduce the damage done by enemy Heroes who heavily rely on Basic Attacks do deal damage.
Dwarf Toss
- 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 Basic Ability that allows Muradin to quickly change position, to either reach enemy Heroes or run away from them. Whether to use it aggressively or defensively depends on the situation.
When you are in danger, use it to escape or to gain Armor (for example when Kael'thas uses Pyroblast on you). A good trick to suddenly reach safety is to leap over impassable terrain, especially useful when trying to escape from enemy Heroes who do not have such tool.
When your team is in danger, use it to peel. While it does not provide any peeling on its own, it allows you quickly reposition near allied Heroes who need help.
When your team wants to force a team fight, use it to engage. While it slightly increases your survivability by giving you Armor, be extremely careful when choosing to do so because you will not have your escape anymore. Before doing aggressive plays like this, always check the Minimap to see if your team is close enough to follow you immediately, else you will end up dying alone for no reason, and make sure your team is ready to follow-up for securing a kill.
Avatar
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: 90 seconds
Transform for 20 seconds, gaining 1000 Health.
Avatar is a Heroic Ability that increases Muradin's maximum Health for 20 seconds. The additional Health he immediately receive acts as a form of burst healing that helps him to survive when being focused by the enemy team.
The exact moment when to use it depends on how you expect the fight to go. Do not use it too early, else the enemy team will just disengage and wait for it to expire. Do not use it too late, else the enemy team will crowd control you to death before you will be able to cast it.
Haymaker
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: 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 Heroic Ability that should usually be used to push dangerous enemy Heroes far from your team as a form of peeling or as an interrupt for dangerous Abilities, however, it can occasionally be used to push vulnerable enemy Heroes towards your team as a form of engage.
Second Wind
- Passive
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.
Second Wind is a Trait that allows Muradin to quickly regenerate his Health when not taking damage. Experienced players will get a lot of value out of it by constantly harassing enemy Heroes during the early game, while scouting and stopping rotations, and during team fights, by getting out for a few seconds while extremely low on Health only to heal up and go in again when at medium/high Health.
The ability to passively heal yourself between fights allows you to stay on the battlefield for long periods of time. That said, while you will never need to use your Hearthstone to regenerate your Health, your Mana will eventually reach critical values and force you away from the battlefield for a while anyways.
Changelog
- 13 Nov. 2024: Guide reviewed.
- 22 Jul. 2021: Guide reviewed for the latest Balance Update.
- 18 Jun. 2021: Guide reviewed for the latest Balance Update.
- 03 Mar. 2021: Guide reviewed for the latest Balance Update.
- 21 Aug. 2020: Abilities and Strategy page updated.
- Balance Update revision.
- Minor fixes.
- New layout.
- 16 Jul. 2020: Guide reviewed for the latest Balance Update.
- 09 Jun. 2020: Ability and Strategy fully revised to match new standards.
- Tips and Tricks modified to add important tips that were missing and to remove obvious ones that were not worth mentioning.
- Ability Descriptions modified to better explain how to use Abilities effectively.
- 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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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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