Overview

Malfurion is one of the most powerful Heroes in Heroes of the Storm. Thanks to Regrowth he can comfortably keep an entire team alive. Combined with his Innervate, he's a great addition to any team as his heals over time are incredibly useful at mitigating damage and his mana return allows your allies to stay in fights much longer.

What really makes Malfurion invaluable is his silence (Twilight Dream Heoric) combined with his Entangling Roots. Not only can he snare groups of players near instantly, but he can ensure that they then can't use abilities to defend themselves. While Malfurion isn't a burst healer, he provides so much sustain for his team 

Guide Updated: 20 December 2016

Pros

Cons

Amazing amounts of healing over time

Besides his root, he really has no methods of escape

His Entangling Roots is ridiculously strong

Mana hungry during early levels if you spam your abilities

Capable of healing an entire team easily whilst Regrowth is cheap on mana

Can't really fight against most Heroes due to his lack of damage if he doesn't take Twilight Dream

His Innervate provides incredible amounts of sustain

Not a very exciting Hero to play

Abilities

Malfurion, by default, only has one heal. Due to this, his early game healing is limited and instead you need to rely on your ability to provide Innervate to allies but to also use your Entangling Roots to trap enemy players so that your team can spike them down. Also be aware that you should be regularly poking with Moonfire not just to reduce the mana cost of Regrowth but to look for any stealth Heroes. 


Innervate (Trait) - Through Innervate, Malfurion is the only Hero that can restore mana to others and you should be taking advantage of this as often as possible. While you ideally would like to be using Innervate on your most mana-hungry allies, don’t hold on to it for long periods of time just to use it on the best target. You should be keep Innervate more or less on cooldown; just keep in mind it cannot be self-cast. What's also particularly strong about Innervate, besides the mana sustain it provides, is that it also lowers a targets cooldowns by 50% for 5 seconds. On high cooldown Heroes such as Jaina, it's invaluable. 

Regrowth (Q) - In terms of total numbers, no other basic ability offers the level of single-target heal that Regrowth grants. This is balanced by the fact that the majority of the healing is done over time, which makes this ineffective against large burst damage. Because of this, it’s important to anticipate where the damage will be coming from, so you’re beginning to heal your allies right away, rather than waiting until it’s too late. Do remember however that a portion of the healing is given instantly so it can save someone in a pinch. Also be aware that with only a 5 second cooldown, you can afford to be fairly liberal with it.

Moonfire (W) - The damage on Moonfire isn't impressive; however, due to its extremely low mana cost and cooldown, can be used quite often as an effective poking tool, or even finishing off a kill on a fleeing enemy. Moonfire is also useful for revealing stealthed enemies, taking down merc camps, and checking brushes due to the vision it grants. If there's a Nova or Zeratul on the opposing team, you should be constantly using this skill to reveal them. 

Entangling Roots (E) - has a small AoE on the initial cast, though its radius will grow over 3 seconds, rooting anyone who gets caught by it. You will instantly root anyone who’s standing in the area of the initial cast, this can be difficult to do against opponents who are looking out for it: this makes Entangling Roots more effective as a follow-up to more reliable CC, though it can also be used as a tool for zone control, or guaranteed CC against a stationary enemy. If possible, try to always use it in areas where players will try to escape to such as a Keep door - it's then gaurenteed to prevent their escape. 

Tranquility (R) - is a strong AoE heal over time, and can change the tides of a team fight as your opponents struggle to finish off your allies. The beauty of this ability is that despite being an over time effect, Malfurion is still free to move around and cast other abilities (though he cannot mount up or Hearthstone.) Tranquility is at its best when it’s healing multiple allies, so try to position yourself to get the most use out of this Heroic, especially considering its long cooldown.

Twilight Dream (R) - For a Support Hero, Malfurion can put out reasonable damage if he wants to and is helped, largely, by Twilight Dream. Aside from the surprisingly high damage numbers, Twilight Dream’s real usefulness is in the form of its silence. Stopping enemy abilities for a full 3 seconds can be incredibly powerful, but it can be difficult to position yourself in a way that will cause this ability to hit the maximum number of targets. Because of this, Twilight Dream is often most effective when it follows another form of crowd control or if you have another support to help you keep your team alive. 

Talents

Level 1: Shan'do's Clarity

Innervate is one of the main reasons why Malfurion is such a strong support. By having him on your team, you will ALWAYS have access to more mana than the enemy. That's an enormous benefit, especially since most fights can last some time (especially when fighting on objective based Battlegrounds). Taking Shan'do's Clarity reduces the cooldown of Innervate by 10 seconds, down from 30. Being able to use it every 20 seconds allows for much more mana and cooldown reduction. 

Level 4: Elune's Grace

Malfurion's Entangling Growth used to be a nightmare to land because its range was so poor. With a 30% extension thanks to Elune's Grace, you're now able to poke opposing players easily. Best of all, you can trap players trying to escape even easier with Entangling Roots without putting yourself in harms way. 

Level 7: Cleanse

Cleanse is often a must as it allows you to keep your allies free from roots and crowd control. If you're against the likes of Uther or Jaina, it can really help. It can also be used offensively if you use it on a Hero such as The Butcher before he uses Furnace Blast as it will prevent him being stopped. Be aware that Cleanse has a lengthy cooldown, can only be cast on one target and cannot be cast on yourself. 

Level 10: Twilight Dream

Having the ability to silence anyone around you for 3 seconds, while dealing high damage, is incredible. Whether you're being dived by a tank or assassin, Twilight Dream will instantly shut them down and allow your team to deal huge damage with reprisal. Against any melee composition, it's incredible. 

Variable: Tranquility is a great AOE heal that can comfortably keep a team alive thanks to the amount it heals but also the radius. Combined with Regrowth, most players can happily survive a spike. Just be aware that you can be interrupted while using it, as well as still being prone to crowd control. If you aren't against a dive heavy composition, it's a solid pick. 

Level 13: Life Seed

Providing a natural AOE heal every 20 seconds, Life Seed keeps most players and their health topped up while fighting. It also means you can cast Regrowth less or save it for key moments. 

Variable: If your opposing team has a damage heavy player (Illidan/Butcher) it's sometimes worth taking Shrink Ray. A 50% reduction to their damage and speed, combined with your root should spell their death. 

Level 16: Tenacious Roots

Providing Malfurion with much stronger area denial and crowd control, Tenacious Roots allows his roots to spread 25% further, 25% longer and rooting for a fraction longer (0.5 seconds). 

Variable: When above 80% health your normal ability cooldowns (excluding Tranquility) will be reduced by 50% because of Hardened Focus. It's outrageously strong and makes Malfurion a healing god. 

Level 20: Bolt of the Storm

Whether it's escaping or initiating, Bolt of the Storm is near mandatory for effective use of Twilight Dream. Simply teleport into the opposing team and use your Heoric for maximum impact. 

Variable: Rewind is the best alternative as it allows for a double Regrowth, Root and Moonfire. 

Matchups

These Hero Threat Levels (1 being lowest threat and 10 being highest threat) are to help you determine which enemy Heroes can give you a headache. For the Heroes listed here, take extra care as they're particularly dangerous for Malfurion. 

Hero

Threat 

Illidan: His mobility and evades make him a challenge for Malfurion. His damage and if he uses an Heoric will also leave you in trouble. If you miss your root, you're in real trouble. 

9/10

Kerrigan: Staying out of her range is important because if she catches you with Primal Grasp > Impaling Blades you're going to take a huge amount of damage. 

8/10

Nova: Nova loves to kill Malfurion.  If you are not full health and you are alone, you are in jeopardy.  Try to always stay near allies and keep your Entangling Root ready.

9/10

Tyrael: Although his damage alone isn't amazing, it's the fact he can interrupt your tranquility which can cause you serious problems. If he does this, your team are going to pay for it. 

7/10

The Butcher: His charge, Lamb to the Slaughter or self heal can rip you up in seconds. Even if you root him, a good Butcher will have saved his Lamb to the Slaughter to ensure he can finish you off. Keep your distance!

9/10

Valla: Her escape makes her tough to kill and her sustain damage can cause real problems, especially with the extended reach of Hunger Arrow. Fortunately she's squishy so if she gets caught in your Entagling Roots you can at least run away or poke her with Moonfire. 

7/10

Zeratul: He is much like Nova, only he kills you quicker. Be nervous if he's in the enemy team. 9/10
Tracer: Her speed, Heoric ability and the fact she can Blink away from your Entangling Roots the moment you cast it makes her a headache. 9/10

Tips

This list of tips and tricks are just a handful of things we think will help your Malfurion play. We'll continue to add to the list as required and if you have any tips you'd like to share, let us know in the comments below and we'll place them here. 


1. Don't overuse Regrowth. It's mana heavy so you'll quickly run out if you do: reduce its mana cost by using Moonfire first.

2. Tranquility should only ever be used in large group fights. Don't waste it. 

3. Use your root offensively and defensively. It's great at holding players in place for a spike or for allowing you to escape. Remember that players caught in the center circle will be instantly rooted. 

4. Moonfire reveals stealthed targets - make it count and use it often. 

5. Use Innervate as often as humanly possible, preferrably on magic users so they can stay and fight longer.

6. Regrowth applies a heal over time as well as a direct heal so it's a good idea to use it a early to pre-empt any incoming damage. 

7. Positioning is really important with Malfurion as you have no escapes. Make sure you're near allies or behind them at all times.

8. Tranquility is a heal over time. Use it before everything goes to hell so that you can keep your team alive before they're near death.

9. Try to always use Entangling Root at the entrance of a Keep to stop enemy players escaping from a fight. 

10. Moonfire can be difficult to land against a cloaked target. Ideally you want to catch them when they're waiting to pounce on you - look for the shimmer. 

11. Don't be afraid, at level 20, to dive into a team fight using Bolt of the Storm > Twilight Dream. It's an instant, offensive AOE silence that will take a team by complete surprise.


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Last Updated: Dec 20, 2016

About The Author

Burnell 1
Lover of all things MOBA, Lewis splits his time between Heroes of the Storm, Paragon and SMITE.

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