
← Hero Guides · Weapon
Musket
By Amya · Updated 2026-08-06
Loadouts
pick one columnLiquid Fire / Scatter Shot
Anti-unitAoE burn that one-shots fragile units at range. Position on high ground or a flank and throw from distance.
QLiquid FireLiquid FireIII30sThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.Effects on EnemiesPanics enemy soldiers.
EScatter ShotScatter ShotIII5sLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback.
RSkirmisherSkirmisherIII28sLeaps backward. Grants Invincibility for 0.8 seconds during the flip.Control RemovalRemoves Dazed, Knockdown, and Concussed.Special EffectLeaves a small patch of caltrops behind.
TBombBlackpowder GrenadeIII40sThrows a bomb, dealing 600% Base + 4928 Blunt Damage and inflicting Knockup.Liquid Fire one-shots Zykalian Militia, T3 archers and Rattan Marksmen whatever the count. Scatter Shot staggers and headshots, and pokes horses.
HP is worth more than damage here. Survivability lets you dive deeper to reach the Zykalians.
Reload
Hero killingHero-killing, one spell swap from Liquid Fire. Common in Deathmatch and tournament formats.
QReloadFine GunpowderIII8sQuickly reloads a bullet. All damage +24% for 6 seconds.
EScatter ShotScatter ShotIII5sLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback.
RSkirmisherSkirmisherIII28sLeaps backward. Grants Invincibility for 0.8 seconds during the flip.Control RemovalRemoves Dazed, Knockdown, and Concussed.Special EffectLeaves a small patch of caltrops behind.
TBombBlackpowder GrenadeIII40sThrows a bomb, dealing 600% Base + 4928 Blunt Damage and inflicting Knockup.The combo: bomb, get behind them, headshot auto-attack, Scatter Shot to the body, reload, finish with another auto-attack.
Blue Tier-lock
Safe ranged carry vs low-HP flammable units. Heroes are low impact in this format, so unit damage from safety is what carries.
QDeploy CaltropsDeploy CaltropsIII22sThrows caltrops at the target area for 7 seconds. Slows enemy Heroes by 50% and enemy Soldiers by 40%.Effects on Enemies 1Enemies affected by caltrops take 250 bleed damage per second.Effects on Enemies 2Rolling while affected by caltrops inflicts bleed damage equal to 3% of current health per second. Stacks up to 3 times and lasts for 5 seconds.Special EffectThe caltrops' area of effect is increased by 1 meter.
ELiquid FireLiquid FireIII30sThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.Effects on EnemiesPanics enemy soldiers.
RSkirmisherSkirmisherIII28sLeaps backward. Grants Invincibility for 0.8 seconds during the flip.Control RemovalRemoves Dazed, Knockdown, and Concussed.Special EffectLeaves a small patch of caltrops behind.
TBombBlackpowder GrenadeIII40sThrows a bomb, dealing 600% Base + 4928 Blunt Damage and inflicting Knockup.Same weapon for all three
roll it once, it carries every loadoutNEED Piercing DMG, Piercing Pen ; bonus Agility, Strength, Blunt Damage
Also true whatever you slot
- Best gender
- Female (animation changes depending on it)
- Aiming (Hero)
- Assisted on, Locked on
- Aiming (Units)
- Assisted off, Locked off
- Armour class
- S LeadershipLeadership increases the number of units you can take into battle, making it the best value out of every stat you could wish to get. · AA HP · A Crit Value / Piercing def · B Rest
Gear Which set to build, cheapest first, and what to roll on the weapon. Leadership is a reforged armour stat you grind (lock it on every piece), not a flat set bonus. New to it? See crafting and honing.
Roll forPiercing damage and piercing pen on the weapon. Bonus, agility, strength and blunt damage. Lock leadership on every armour piece.
Best runes this season Amya's picks for Chaos: A Realm Divided. Every piece holds at most 5 Rune Power, so each slot is a budget call. Open a rune for its full effect, or read the whole seasonal set on the Hero Runes page.

Master Inventor
3
Within 10 seconds of using [Blackpowder Grenade], you may use [Blackpowder Grenade] again. This can only trigger once per cooldown cycle, and the cooldown time is increased by 15 seconds.

Yang Fire VII
1
Increases Strength and Toughness by 2 points.

Yang Fire VIII
1
Increases Agility and Armour by 2 points.

Severed Hair
3
Damage taken from Units is reduced by 20%. When Health is below 50%, damage taken from Units is additionally reduced by 10%.

Yang Fire VIII
1
Increases Agility and Armour by 2 points.

Yang Fire VII
1
Increases Strength and Toughness by 2 points.

Art of Stillness
3
Damage taken is reduced by 10%. While in a Knockback, Knockdown, Knockup, or Concussed state, damage taken is additionally reduced by 5%.

Peach Garden Oath
2
Maximum Health increased by 5%. Upon death, surrounding allies immediately restore 10% maximum Health.

Line Breaker
2
Damage dealt to Units is increased by 6%.

Unexpected Strike
2
Damage dealt to Heroes is increased by 6%.

Yang Fire VII
1
Increases Strength and Toughness by 2 points.

Fight to the Death
3
When Health is below 25%, damage taken from Heroes is reduced by 50%.

Cyan Satchel
2
Bandage duration is reduced by 40%, but the total healing amount remains unchanged.
Guide
Liquid Fire
Liquid FireThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.
Effects on Enemies:
Panics enemy soldiers. /
Scatter Shot
Scatter ShotLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback.AoE burn that one-shots fragile units at range.
Purpose: The
Liquid Fire
Liquid FireThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.
Effects on Enemies:
Panics enemy soldiers. /
Scatter Shot
Scatter ShotLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback. build emerged after Zykalian Militia gained popularity due to their high AoE damage. This unit can carry a push with ease but has extremely low HP, and when they die from burning, they explode, adding to the damage.
Playstyle advice:
- This playstyle revolves around
Liquid Fire
Liquid FireThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.
Effects on Enemies:
Panics enemy soldiers., a ranged grenade that deals low initial damage but leaves targets burning. Your goal is to position yourself well (high ground, flanks, etc.) to throw your grenades at range effectively.
Liquid Fire
Liquid FireThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.
Effects on Enemies:
Panics enemy soldiers. can one-shot fragile units like Zykalian Militia, T3 archers, and Rattan Marksmen, regardless of how many there are.- Stronger units like Falconetti Gunners, Shenji Grenadiers, Flamers, or T4 archers won’t be one-shot. You’ll need to adapt based on the number of targets: if you throw two bombs into 8 Shenjis, you might kill them, but more than that will spread the damage too much.
- Despite Blunt DMG giving more kill potential on lower units, Agility is still the best stat for this build. Blunt penetration helps increase your killing power against tougher units; Agility enhances your ability to follow up ally CC with auto attacks and Scatter Shots, which are essential for bursting enemies.
- Use
Scatter Shot
Scatter ShotLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback. to stagger enemies and headshot them easily. The damage combo remains good value even without Reload, and you can poke horses too.
HP/Agi/Str on the bomb build:
- HP gives a bit more room for risky moves, such as deeper dive-ins, or running near a blob to try and throw
Liquid Fire
Liquid FireThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.
Effects on Enemies:
Panics enemy soldiers. into Zykalians. - It also makes it less likely you get randomly one-shot by cav/Stalwarts/etc., lets you jump off a wall without dying, and means enemy DB/CD can’t kill you in one combo anymore.
- Agi/Str making any difference is kinda copium for 95% of cases: we are in a meta with nearly 0 dm and no or near 0 skirmish. As Musket, if you can hit a hero (meaning you are in the main push for some reason) you are doing something wrong anyway: you should be flanking or on high ground if possible, to apply pressure on the enemy exo/range and buy space for your team. (And even in a dreamworld where you do a lot of dm and reach 200-300k damage here, it will make 0 difference in game, and that’s not your job.)
- The Blunt pen won’t let you kill anything you wouldn’t already kill: you either throw the bomb at range (where you are already near the pen cap), or you spread the damage enough that it hits minimal damage (where more pen doesn’t change anything).
- If you throw into exo, you will either hit a low enough unit count that you can kill, or spread the damage too much, and pen won’t change anything again.
- Especially in this season with double bomb, your main job is
Liquid Fire
Liquid FireThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.
Effects on Enemies:
Panics enemy soldiers. on Zykalians, and double-bombing Vipers if you can (but if you have enough space to do that, it’s an enemy mistake tbh). Damage isn’t a problem: +30-50% survivability is better value than killing +1 Flamer/Shenji on a bomb every 1 out of 10 games.
ReloadHero-killing, one spell swap from
Liquid Fire
Liquid FireThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.
Effects on Enemies:
Panics enemy soldiers..
Purpose: The Reload build is commonly used in Deathmatch and tournament formats like 1v1, 2v2, and 5v5, though it can also be fun in siege battles. This build focuses entirely on hero-killing abilities, with just one spell change from the
Liquid Fire
Liquid FireThrows a firebomb at the target area, dealing 100% Base + 266 Blunt Damage on impact. Burns enemies hit for 350 fire damage per second for 3 seconds.
Effects on Enemies:
Panics enemy soldiers. build. The key difference is the Reload skill, which allows you to extend your bomb combo, often the extra damage needed to finish off heroes.
Playstyle advice:
- The standard hero-killing combo: start by throwing your bomb, then position yourself behind the enemy.
- Aim from above their head and slowly move down until the aim assist shows the red circle for a headshot.
- After hitting the headshot with your auto-attack (AA), move your aim to the center of the body and follow up with a
Scatter Shot
Scatter ShotLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback.. Aiming the
Scatter Shot
Scatter ShotLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback. at the head can result in a miss due to its spread, so it’s safer to target the body. - After this, reload and finish with another AA.
- This build provides an extended combo chain, giving you enough damage output to secure kills efficiently.
Insane Combo: This advanced combo involves timing an auto-attack (AA) right after using the bomb’s crowd control (CC). When you CC with your bomb ultimate, the target will naturally get up after a short delay. However, if they are staggered by any AA, they will get up instantly. The trick is to land an AA during the small frame before they get up, allowing you to hit them quickly without giving them time to recover. This timing is crucial to maximize your damage output while keeping your target locked in the combo.
Blue Tier-lockSafe ranged carry vs low-HP flammable units.
Purpose: This build leverages the fact that during blue tier lock, all units are flammable, all units have a low HP pool, and range is spammed heavily.
Playstyle advice: Heroes are very low impact, so Musket having insane impact on units while being safe as a range + medium is what makes it so good.
