Any tips to playing Murkey? I haven't quite figured out what his role is on the team other than pushing, which I can do pretty well. But when a team fight happens the only thing I'm good at is getting killed.
He hasn't been a push or split push hero for quite a while. Since Alpha really. You should be team fighting whenever possible (and likely initiating if you placed your egg well and have your ult). You can split push when nothing is going on, but he's just not really all that great at it and is easily stopped from doing so.
I compare it to the issues we see with siege Azmodan and Gazlowe. I can't tell you how often my team or my games have seen Azmo or Gaz split push down a fort in a lane. And then five minutes later a keep and someone is like "FUCK GUISE WE GOTTA STOP HIM" but in the end he stops himself. He can't reliably siege the core...the gains are finite. Once they are further in they just start feeding cause they can't reliably get away.
Back to Murky, you want to function as an annoyance and basically be considered the biggest piece of shit by the other team. There's two basic builds, slime or pufferfish, but when you're just learning to keep yourself alive you probably want to grab at least some of the bubble talents.
1) Block (Bubble Breeze is fine, but they kind of serve the same purpose).
4) Living the Dream (even with the nerf, it's still the best...particularly since Envenom got wrecked)
7) Compressed Air or Slime Advantage (Compressed Air is the standard and makes landing your Octograb ult much easier and creates amazing zoning. Slime Advantage is for the slime build)
10) Octograb (Even with all the Cleanse out there, it still works pretty reliably at middle to lower MMR's)
13) Wrath of Cod or Continuous Slime (Again, Wrath of Cod is the standard but the Slime talent is for Slime build. As you are learning him, you probably want to take Bubble Machine here until you feel comfortable enough without feeding to grab Wrath)
16) Slimy Pufferfish (I'd get this under any circumstance. It adds the slime slow, does damage immediately, and potentially sets you up for more damage from Pufferfish. Combined with Wrath of Cod it wrecks. Combined with Wrath and Octo, it's a beast late game. Rejuvenating Bubble is the choice if you feel you are dying way too much)
20) Rewind or ...And A Shark Too (I personally go ...And A Shark Too the majority of the time, but if you are quick enough Rewind is always the better option. Massive zoning, massive damage. Either talent allows you to 100-0 a squishy solo with Octograb + Pufferfish at 20+)
Think about your tools as you play. Murky is the great annoyer and pretty amazing at preventing escape. During the early game and even mid game, don't throw your pufferfish UNDER someone as you fight in a lane (particularly if you have a gank set up). Throw it in front of the wall and turrets...where will they go? Right into Pufferfish death, or stay and fight? Either way, you are the victor.
When tributes/temples/etc spawn, move your egg to a safe spot in the bushes near those objectives. You don't want to trek across the whole of creation to get back into a fight. That would negate your big advantage which is that you are always on the board.
The same holds true for team fights in the mid to late game. When you know one is gonna happen, take the second to drop your egg nearby (in a safe spot where you think if it things go south your teammates won't lead them right into it) so you can constantly harass.
At almost all times when there's a team fight and your team has the reach, you want to target a middling HP hero or squishy with the Octo + Puffer combo. This gives your team initiation, removes damage and or healing, and does a ton of damage. That stun is long.
It is worth noting that when picking a target for Octo and the option presents itself, you may consider Octoing the healer him/herself due to the Cleanse being such a Murky killer. If you nail Malfurion with the Octo + Puffer, he can't cleanse himself, therefore your ult is not negated and hopefully you have potentially removed the healer from the fight if your team follows up.
You're gonna fall somewhere between 1.5 to 4 deaths per game when you are doing well. Some games you are countered hard (Tychus + Raynor, for example) and you will die more than that, some games they just have no answer and you'll hardly die at all. Expect to die 50% or more of the time when you Octo + Puffer someone in a team fight...but as long as you placed your egg nearby, who took the real loss? They did.
A Murky death is worth dying if it advantages your team. You died to turrets getting a kill on a full EXP hero? Good. You died to the enemy octoing + puffering their healer and killing em? Good. You died at a fort but killed it with Puffer? Good. You died chasing a Valla and didn't even drop her below half health? Bad. You died doing any of the above things but didn't place your egg near the teamfight/objective and now you're at the top of the map while your team is 4v4 or 5v4 at the bottom? Bad.
So in summary:
Step one: cut a hole in a box
Step two: put a Murky in that box
Step three: make em open that box
aka
Step one: Place your egg smartly
Step two: Remember you come back in 5 seconds, they don't
Step three: Get in their faces early and make them want to tunnel you every time they see you.
You want them to waste resources on you. Ults. Abilities. Everything so that they are worried about you while your teammates do the rest of the work.
Bubble up and
Float On, Modest Mouse.