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Muradin is strong warrior that can get into the middle of a team fight and disrupt a lot of abilities. His kit makes him very easy to play with a ton of CC and a built in escape that many other warriors do not have. His passive lets him stay in lane a bit longer than other heroes and he was nuisance to many Auto Attack Heroes(he can get two ways to slow attack speed) and he is basically an unstoppable wall that the enemy team has to deal with. His use in the N.A. Championship in Las Vegas a few weeks ago should be enough for any player to give him a try; I would suggest to anyone to pick up Muradin as one of their go to tanks for Hero League.
Dwarf Toss is Muradins E ability. It allows him to leap a small distance and deal a small bit of damage to any enemy he is close two when he lands. This ability is why I think Muradin is such a strong hero; on top of being one of the best ways to get away from a fight or to engage a fight in the entire hero roster the amount of distance you travel nor the leap itself can be interrupted once its cast. A Muradin player that maybe got too greedy for a kill or is in a bad spot can use this ability to make negate a lot of the C.C. that an enemy could put onto him. Recently I saw just how effective this ability is; I was playing a Dragon Shire game and the enemy team had a Judgement Tyrael. Sometimes the Tyrael would try to engage on me with his ultimate (Judgement) and try to get me out of the fight quickly while the rest of my team was just slaughtered. On a few occasion he was able to get the full duration of the stun on me and by the time the stun was over I was already dead over very close to dying and unable to reengage for a bit. However there were a few times where I Dwarf Tossed at the right moment; I took some damage but I was not stunned. When I was able to pull this trick off I was able to engage on the enemy and help win the team fight.
If any person is trying to play Muradin please remember to hold the Dwarf Toss until there is a lot of CC that can be negated. I've been in games where the Muradin would not be affected by stuns, slows, roots, and a lot of other painful crowd control effects because he knew when and where to use his E ability. Perfecting the use of Dwarf Toss could mean the difference between being a living dwarf or a really really dead one.
Again thank you so much for reading my post! It means a lot to me to see the view rate go up and up every single day. I promise that I will continue to do my best to analyze the game and maybe even help improve both our games in the future! :D
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United States4883 Posts
Seriously dude, post these in the Heroes forums. They're good discussion starters.
The biggest mistake I see Muradin players making is trying to use Dwarf Toss to engage, which isn't usually a good idea unless you can catch a squishy out of position with a stun. When they jump in, they just get stunned to hell and take a shitton of damage while the enemy team just repositions and threatens a turn. On the flip side, if you manage to get close enough to pick up a stun or force the enemy team to engage you as Muradin, you have that back pocket escape at your disposal to jump away and let someone else soak the damage for a bit. Makes a big difference, imo.
EDIT: Moved to Heroes of the Storm forum.
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Dwarf Toss is great, but I prefer stoneform as muradin's best talent.
Muradin is by far one of my best heroes. The thing about playing a great muradin, being a great tank & leader; you really need a great healer for team fights. I normally soak up a lot of the damage done to my team, but if my healer can't keep up, then there is no point and my team will die. This is why stoneform is the best talent in the game for muradin. In a team fight if a healer can't keep up, it's just so easy to use stoneform and jump right back into the fight.
But yea, by the time I'm at 30% and my healer hasn't healed me well enough and my team mates haven't killed anybody. It's pretty over for that fight and dwarf toss my ass out of there.
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Dwarf Toss should generally be reserved as the escape (especially jumping over walls/impassable terrain) but can be used to secure a kill if it looks unlikely that you'll be punished for it.
Best way to get out of dodge if all your abilities are off cooldown is to stun the enemy with the best chase first, then ground stomp with W to slow everyone near you and then jump out. Just jumping a little distance on its own depending on who the enemy team has won't always be enough.
Muradin (especially in the lategame) is one of those tanks that shouldn't die very often. He has a lot of mobility with Dwarf Toss whilst also having a slow and a stun. Add to that Avatar, Spell Shield, Stoneform and Hardened Shield and you should just not die except to % based attacks.
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Dwarfs don't escape ! so Dwarf Toss should be only used to charge into one direction and in team fights its mostly the one away from the opposition. Usually to trigger your trait and get Stone form running. It is important though that you don't expose your team while doing those back jumps though.
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Mexico2170 Posts
Something I wanted to say here but forgot is that saying "Only use this ability to escape" is also wrong.
It's like a short guide that, while it will work a lot of the time, even more than if you say "engage everytime with it", only tells half the story.
So I wouldn't say that you should always save Dwarf Toss, but instead that you should use it smartly and that it is not necessary to always start the engage with it. There are times that using Dwarf Toss offensively will enable you to secure kills you wouldn't have otherwise got. If you are playing with a dive comp, I would even say it's crucial you use it offensively.
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United States4883 Posts
On November 05 2015 05:00 [Phantom] wrote: Something I wanted to say here but forgot is that saying "Only use this ability to escape" is also wrong.
It's like a short guide that, while it will work a lot of the time, even more than if you say "engage everytime with it", only tells half the story.
So I wouldn't say that you should always save Dwarf Toss, but instead that you should use it smartly and that it is not necessary to always start the engage with it. There are times that using Dwarf Toss offensively will enable you to secure kills you wouldn't have otherwise got. If you are playing with a dive comp, I would even say it's crucial you use it offensively.
This is more or less correct. In pro play, you often see Muradins jumping forward to secure a stun on someone who's out of position like a Valla or Zagara, but it's always followed up by their teammates. In QM and HL, it's a lot harder for people to follow up on your stun like that, and if you keep chasing afterwards, you might force your team into a really bad engagement.
So...in terms of a "general rule", I think it's not bad to say "don't use offensively", especially when uncoordinated teams can't follow through on your plays consistently. Like everything risky, there is a balance, and it's better to veer on the safer side when you're on your own.
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