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Gifted’s Mutalisk Pride (will win 99% in a zvz)

Hero Attack 3X Mutalisk Hero

Hero Attack 3X Mutalisk Hero

Mutalisk:

Mutalisk is among one of the most entertaining hero to play as, it’s a very squishy but high in mobility. If played right it can be a game changer hero. With similar to ghost’s mechanic where it require extreme map awareness and also theoretically 99% of the time you should not be able to get gank thanks to “Echolocation”. High in mobility, damage over time but at the cost of armor. Great at sniping buildings even expos at the late games.

 

Skills

Image Q – Scream   Range 12| Energy 50| Cooldown 12s (scale with level) (Active) Allow your hero to scream in a straight line, Enemy affected by it will take damage and run away in fear and will not able to attack for a short period of time.

Lv1: Deals 18 damage and enemies units cannot attack for 1 second
Lv2: Deals 27 damage and enemies units cannot attack for 1.5 seconds
Lv3: Deals 36 damage and enemies units cannot attack for 2 seconds

 

Image W – Echolocation Energy cost 0| Cooldown 30s (Passive/Active) Passive: Allow hero to passively see the location of enemies units in the fog of war. Active: Reveals invisible/burrowed units for a short period of time within range.

Lv1: 18 range echolocation/ can reveal enemies units within 8 range for 3 seconds.
Lv2:  24 range echolocation/ can reveal enemies units within 8 range for 5 seconds.
Lv3: 30 range echolocation/ can reveal enemies units within 8 range for 7 seconds.

 

ImageE – Summon Mutalisks Energy 100| Cooldown 25 seconds (Active) Hero summon allies mutalisks to aide in the fight and last for 50 seconds. If Hero died all allies mutalisks will too perish.

Lv1: Summon 2 Allies Mutalisks
Lv2: Summon 3 Allies Mutalisks
Lv3: Summon 4 Allies Mutalisks

 

Image R – Glaive Wurm (Passive) Hero auto attacks bounces to multiple targets and each bounces deals 33% of the original attack.

Lv1: 1 bounce
Lv2: 2 bounces
Lv3: 3 bounces

 

Image T – Flight Cooldown 3 seconds Allow Hero to fly at the cost of energy. In Addition summoned allies mutalisks also benefits from flight.

Lv1: 1 Energy/ Second
Lv2: 0.5 Energy/ Second

Skill Order

Mutalisk Hero doesn’t have many path way to take because most of its skills are passive, the most efficient build would be:

Order: E,R,E,R,Q,Q,Q,W,T,R,W,W,T Then stat for the rest.

1v1 Summon mutalisks raise your chance of last hitting significantly, kiting potential if microed correctly and poking capability, hence maxing E is priority. Glaive will help you to push lane harder 2 points will be sufficient, at lv 6 start working on Q. Q serve 3 purposes:

1, Creep Clear.
2, Use defensively to escape.
3, Use Offensively to helps ganks. W is OP! with such a large sensing range there is no way you can get gank if you have quick reaction and access to teleport.

Items

Note that in hero attack 3x there is no penalty on selling your items so you’ll always get 100% minerals back so spam those Chrystalis. Always spend those minerals to give you an advantage.

Starting items: Port, Aerodynamic Carapace, Glaive Wurm|. once you have those 3 you can start prioritize maxing your Zerg energy lv5 —> Zerg attack lv5 End-game items: Port, Aerodynamic Carapace, Glaive Wurm, Razor Storm, Nydus Cannal/Zerg Drop Prod.

 

Early game

Mutalisk hero is very strong at early game against heroes who accel in single target and weak against aoe heroes. Weak against: Ghost, Infestor, High Templar, ect. Strong against: Dark Templar, zealot, zerglings, lurker, vulture, ect As muta early game you should try to max E as soon as possible because it can allow you to push hard and fast. Your first trip back to base you MUST buy a nydus canal before anything else, this is zerg equivalent to protoss warp prism, terran dropships. Out of the 2 nydus canal is by far the most cost efficient and effective in a form of transportation that allow you to get back in lane as soon as possible. If placed right and proper amount of micro it allow you to have infinite energy and infinite health.

You should continue to push until you break through the first set of towers and you should be in a good position to transition into the midgame.

 

Mid-Game

Team fights are not  your concerns with the condition of if the enemies is alone and low in hp, the main things that you must focus on is to farm up pushing lanes all by yourself and port out if enemies hero nearby. Q will peel most the hp while you allies mutalisks will finish off the job. Continue to do so until you have full gear and start working on stats. A good mutalisk can start back-dooring at 17-20 mins mark. When you back door you force enemies to port back to defend so your teammate will have more room to roam and take back map control.

 

Late-game

Keep pushing lanes by yourself and earns those $$$ your muta should be very high in stats if not keep on concentrate on clearing creeps and try to back door so you force your enemies to port back to defend. Repeat this step serveral times and win, simple as that. If against protoss beware of  dweb if you get caught you are most likely will die. Conclusion:  Mutalisk require quick desicion making, good micro and great map awareness in order to utilise it to full potential. It is very slipery and hard to pin down and quite be annoying if playing against it. Morderate – High difficulty, easy to play but hard to master.

 

Conclusion:  

Mutalisk require quick desicion making, good micro and great map awareness in order to utilise it to full potential. It is very slipery and hard to pin down and quite be annoying if playing against it. Morderate – High difficulty, easy to play but hard to master.

Comments

Darkangel 21-12-2014, 11:03

I’d also add a note that you should use nydus to recharge energy after making summons in lane.

Darkangel 21-12-2014, 11:02

I strongly disagree with this Skill order. Scream is a very good ability and you should have it by level 2 at the latest.

Gifted 21-12-2014, 20:00

I apologize for the misunderstanding I did mention “Your first trip back to base you MUST buy a nydus canal before anything else” and ” If placed right and proper amount of micro it allow you to have infinite energy and infinite health”.

As for skill order I get glaive before scream is because it ease off the apm allow more control in lane. muta has an energy pool of 200 at the start, getting ur e and q will eats up 150 so u have to go back to base to replenish more often. By all mean u’re not wrong I can see the potential for poking with this build , but the further u push the farther away ur nydus is hence it get less effective.

There is also another downside to scream especially against terran ghost. When you scream marines it get knock back and because zerglings are melee I cannot connect it damages, during that short period of time enemies heroes can go to town with ur zerglings and if they can clear it you have nothing to tank for your summons so in the end u’ll be push back to bunker and ur chance of getting last hit is reduce. Sorry it is a hard thing to explain Im not sure if I explained it right, English is my second language 😀

Im currently still testing on my aggressive nydus where I place it almost mid next to where all the actions are and it’s completely vulnerable v’s a ghost or tank it is almost impossible to defend hence I always like to crit as muta because I can always clear farm at lv 1. Overall work in progress 😀

Darkangel 22-12-2014, 10:09

“When you scream marines it get knock back and because zerglings are melee I cannot connect it damages, during that short period of time enemies heroes can go to town with ur zerglings”

Ideally, you’d like to hit marines and your lane opponent. If this also happens to be the case, you could use your spawns to help split your creep so he doesn’t get as clean of a shot on all the lings (this does mean you’ll be leaving your spawns vulnerable though so I’ve never really done it). If your lane opponent is capable of 1 shotting creep waves, there isn’t much you can do to stop them. The best you can do is make them pay as they run back to the comfort of their towers and get as many hits in as you can (since their ability is on cooldown from using it on creeps).

” if they can clear it you have nothing to tank for your summons so in the end u’ll be push back to bunker and ur chance of getting last hit is reduce.”

You could always cut your loses and kite creep back to tower with your hero, and manuever spawns around to poke enemy ghost (who is now on cooldown for emp). This would only need to be done up until level 5 since you can clear marines at Hero level 5 and level 3 scream.

“As for skill order I get glaive before scream is because it ease off the apm allow more control in lane. muta has an energy pool of 200 at the start, getting ur e and q will eats up 150 so u have to go back to base to replenish more often.”

If you are using nydus properly, you aren’t even wasting energy on muta spawns. You make the spawns in lane, hop back in nydus, pop out at beacon and regen energy, then back in beacon and then pop out of nydus in lane. Whole process takes 3-5 seconds and leaves you with a full 200 energy in lane. With the build you are proposing, you do not have anything left to use that energy for (until you get broodling at least). you can easily sustain 2 waves with 200 energy (1 scream and 1 broodling per wave) and a set of muta spawns (they last about 2 waves at least if you don’t suicide them) already on the map. If you start pushing a ways, simply get a couple of creep tumors and frenzy and the time to travel between nydus and lane is greatly reduced. I was actually quite sad to see that frenzy is not listed in your build at any point during the game since it is definitely a great tool for mutalisk and its spawns.

Gifted 23-12-2014, 10:40

I just typed a long as reply then I accidentally alt f4 lol. To make this simple a guide’s purpose is meant give a player who have never play or with little experience about a specific hero a feel of what’s the mechanic and role behind it. As you play you’ll gradually understand more about it and adjust to your playing style and you can change the build to your liking. This guide I wrote is very vague and general and easy to execute, and accounted for all race and maps also crittings (I hope you don’t get scream when you crit as well :D).

Examples would be frostbite top/bot lanes where small choke will not allow you to spread ur lings effectively and what if they place a tank? You just push marines back and allow zling to enter tank’s range. Against a Protoss getting scream early is a terrible idea, what you’re suggesting is very situational and only apply if certain conditions are met.

As for items, let me go over the build and see what is mandatory and what’s not.
Aerodynamic Carapace (must)
Razor Storm (must)
Nydus Cannal/port. (must)
Glaive Wurm (offer great kiting passive where muta can just chase without having to stop and it’s scale to level)
Zerg Drop Prod (why get this? scale to level and can cast to any location on the map. When you reach the end game stage 2 prong attacks are important and this offer great distraction)

As for frenzy I don’t simply don’t get it because scream and glaive does insane damage in clearing waves having it will not make much of a diff, in the late game moving with summons can be risky of getting caught in a gank, so commonly you would send your summons and when your hero isn’t nearby it doesn’t benefit from the passive.

Everything you’ve pointed out can also be countered like creep tumor what if enemy get detection? I have great successes with this build both in public and inhouses hence the title 99% win rate, I agree that this isn’t what an ideal build should be but I am more than happy to 1v1 you as ghost vs muta to demonstrate the situations listed above or 1v1 muta vs muta 😀 I just want to adapt and improve nothing more.

Gifted
Blessed by Fate
Humble in Nature
Scrub by Choice!

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