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Musket weapon icon

← Hero Guides · Weapon

Musket

By Amya · Updated 2026-08-06

AAMedium ArmorAgility build: Full Agility
Where this weapon shines
Hero Killing2/10
Units Killing7/10
Dueling2/10
Crowd Control5/10

Loadouts

pick one column

Liquid Fire / Scatter Shot

Anti-unit

AoE burn that one-shots fragile units at range. Position on high ground or a flank and throw from distance.

Spells
Liquid FireQLiquid FireLiquid FireIII30sControlThrows 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.Scatter ShotEScatter ShotScatter ShotIII5sRangedLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback.SkirmisherRSkirmisherSkirmisherIII28sCleanseEnhanceLeaps backward. Grants Invincibility for 0.8 seconds during the flip.Control RemovalRemoves Dazed, Knockdown, and Concussed.Special EffectLeaves a small patch of caltrops behind.Blackpowder GrenadeTBombBlackpowder GrenadeIII40sControlUltimateThrows 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.

WearCarnifex'sNormal Blue · Medium

Musketeer's The epic schematic. Not needed.

Attributes
Full HPor Full Agility

HP is worth more than damage here. Survivability lets you dive deeper to reach the Zykalians.

Reload

Hero killing

Hero-killing, one spell swap from Liquid Fire. Common in Deathmatch and tournament formats.

Spells
Fine GunpowderQReloadFine GunpowderIII8sEnhanceQuickly reloads a bullet. All damage +24% for 6 seconds.Scatter ShotEScatter ShotScatter ShotIII5sRangedLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback.SkirmisherRSkirmisherSkirmisherIII28sCleanseEnhanceLeaps backward. Grants Invincibility for 0.8 seconds during the flip.Control RemovalRemoves Dazed, Knockdown, and Concussed.Special EffectLeaves a small patch of caltrops behind.Blackpowder GrenadeTBombBlackpowder GrenadeIII40sControlUltimateThrows 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.

WearCarnifex'sNormal Blue · Medium

Musketeer's The epic schematic. Not needed.

Attributes
Full Agilityor Full HP

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.

Spells
Deploy CaltropsQDeploy CaltropsDeploy CaltropsIII22sRangedThrows 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.Liquid FireELiquid FireLiquid FireIII30sControlThrows 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.SkirmisherRSkirmisherSkirmisherIII28sCleanseEnhanceLeaps backward. Grants Invincibility for 0.8 seconds during the flip.Control RemovalRemoves Dazed, Knockdown, and Concussed.Special EffectLeaves a small patch of caltrops behind.Blackpowder GrenadeTBombBlackpowder GrenadeIII40sControlUltimateThrows a bomb, dealing 600% Base + 4928 Blunt Damage and inflicting Knockup.

Same weapon for all three

roll it once, it carries every loadout

NEED 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.

Weapon5/5

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.

Helm5/5

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.

Armour5/5

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.

Bracers5/5

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.

Boots5/5

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 FireLiquid 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 ShotScatter 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 FireLiquid 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 ShotScatter 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 FireLiquid 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 FireLiquid 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 ShotScatter 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 FireLiquid 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 FireLiquid 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 FireLiquid 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 FireLiquid 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 ShotScatter ShotLoad scattershot to fire 12 pieces of shrapnel. Each piece deals 12% base + 224 Piercing Damage and inflicts Knockback.. Aiming the Scatter ShotScatter 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.

Learn from the best Tournament players to watch for this weapon. Watch their POV and understand why they do what they do.

Musket Hero Killer
Musket Liquid Fire

Balance history Official balance changes for this weapon, newest first. Each entry's Source opens the real patch notes.

26 changes
  1. Source ↗
    • Normal Attack:
    • Ranged Attack
    • Skill Piercing Damage base multiplier: 120% → 132%;
    • Guard Break Damage: 240 → 300;
    • Optimized trajectory calculation for close-range targets, making it more accurate;
    • Optimized bullet efficiency decay for normal shots. Minimum effectiveness of a single bullet within shooting range: 20% → 50%.
    • Melee Attack
    • Stage 1 skill Blunt Damage base multiplier: 100% → 250%, hitting now causes Knockback;
    • Stage 2 skill Blunt Damage base multiplier: 100% → 300%;
    • Stage 3 skill Blunt Damage base multiplier: 100% → 300%;
    • Skills:
    • [Liquid Fire]
    • Skill button response adjusted to release to cast;
    • [Caltrops]
    • Enemies affected by Caltrops who perform Roll / Dodge actions will take Bleed Damage equal to 3% of their current Health per second, stacking up to 3 times, lasting for 5 seconds;
    • Base skill cooldown time: 26 seconds → 22 seconds;
    • Skill button response adjusted to release to cast;
    • [Skirmisher]
    • Base skill cooldown time: 32 seconds → 28 seconds;
    • Ignores collision detection during the skill;
    • [Close Combat]
    • Skill Blunt Damage base multiplier: 222% → 400%;
    • Base skill cooldown time: 10 seconds → 8 seconds;
    • Guard Break Damage: 180 → 240;
    • Fixed the Character stability issue during skill casting;
    • [Fine Gunpowder]
    • Skill cooldown time: 12 seconds → 8 seconds;
    • Damage value increased: 16% → 24%;
    • Fixed the Character stability issue during skill casting;
    • [Scatter Shot]
    • Skill Piercing Damage base multiplier: 8% → 12%;
    • Bullets hitting targets will now cause Knockback;
    • Optimized trajectory calculation for close-range targets, making it more accurate;
    • [Blackpowder Grenade]
    • Skill Blunt Damage base multiplier: 400% → 600%;
    • Skill button response adjusted to release to cast;
    • [Five Rounds Rapid]
    • Skill Piercing Damage base multiplier: 35% → 88%;
    • Base skill cooldown time: 40 seconds → 35 seconds;
    • Fixed the Character stability issue during skill casting;
    • Optimized trajectory calculation for close-range targets, making it more accurate;
    • Other:
    • Optimized Musket ground and mounted camera field of view effects;
    • Roll stamina cost: 300 → 250.
    • Every listed skill also carries: Optimized the animation chaining frames, target engagement, and damage detection logic to improve handling and responsiveness.
  2. Source ↗
    • Fixed an issue where the actual effect of the Musket Rune [Flames of Red Cliffs] was inconsistent with the announcement.
  3. Source ↗
    • Targets affected by Deploy Caltrops I suffer 100 Bleed damage per second.
  4. Source ↗
    • Fixed an issue where the reloading recovery animation would cause jittering.
    • Fixed an issue where the Hero was unable to quickly switch to deploy [Artillery] after reloading ammunition.
  5. Source ↗
    • Fixed the issue where the loading of [Musket] could be interrupted by minor terrain elevation differences.
  6. Source ↗
    • Heroes equipped with a Musket will have their weapon in a fully loaded state by default when they enter a campaign for the first time or after respawning.
  7. Source ↗
    • Fixed an issue where the left-click would stop working for a while after using Fine Gunpowder when using the Musket's [Blazing Glory] rune.
  8. Source ↗
    • Fixed issues where some Bow, Short Bow, Musket and Chain Dart & Scimitar skills didn't trigger the intended invulnerability windows.
  9. Source ↗
    • Fixed an issue where the [Deploy Caltrops] of the Musket would sometimes retain their effect after leaving the area.
  10. Source ↗
    • [Liquid Fire]'s ignition efficiency increased to 60%.
    • [Deploy Caltrops]: II's damage over time increased to 200 (was 130) and III's damage over time increased to 250 (was 140).
  11. Source ↗
    • Fixed an issue where the Musket and Bow heroes couldn't deal damage in some situations.
  12. Source ↗
    • [Five Rounds Rapid] Five Rounds Rapid I: Cooldown reduced to 50 seconds (was 55). Five Rounds Rapid II: Cooldown reduced to 45 seconds (was 50). Five Rounds Rapid III: Cooldown reduced to 40 seconds (was 45). [Deploy Caltrops] Slow effect against units increased to 40% (was 25%). Deploy Caltrops I: Cooldown increased to 30 seconds (was 27). Deploy Caltrops II: Cooldown increased to 28 seconds (was 25). Deploy Caltrops III: Cooldown increased to 26 seconds (was 22).
  13. Source ↗
    • Fixed an issue where the Musket skill [Blackpowder Grenade] would deal damage to heroes and units through gates.
  14. Source ↗
    • Fixed an issue where the Musket hero's caltrops didn't work in some areas.
  15. Source ↗
    • After receiving feedback and analyzing data, it has become apparent to us that the musket is somewhat too strong against units, which is why we're making a range of changes to it.
    • [Deploy Caltrops] slow against units reduced to 50% of its original value.
    • [Blackpowder Grenade]'s damage radius reduced to 2.25m (was 2.5m).
    • Blunt skill change, Blackpowder Grenade: Attribute Bonus 710% and Skill Damage 2,662 changed to 497% and 4,764.
  16. Source ↗
    • Resolved an issue where equipping the [Deft Fingers] Musket rune made it impossible to chain [basic attack] after using [Fine Gunpowder].
  17. Source ↗
    • Resolved an issue with the cooldown reduction on the musket rune [Contraption Mastery].
  18. Source ↗
    • [Liquid Fire]'s hitbox radius has been changed to 2.5 meters (up from 2 meters).
  19. Source ↗
    • [Hugin's Lament] (Musket) no longer reduces the cooldown of [Blackpowder Grenade] by 2 seconds.
  20. Source ↗
    • Resolved an issue where equipping the [Hugin's Lament] rune on a Musket hero would incorrectly alter the damage of [Blackpowder Grenade].
  21. Source ↗
    • The "Grenades" skill will now display the right buff name.
  22. Source ↗
    • Added a cast animation when Musket uses the "Fine Gunpowder" skill, it no longer casts the skill immediately.
  23. Source ↗
    • Moved the position of the camera further back for Longbow, Shortbow and Musket, making it easier for them to aim.
  24. Source ↗
    • Deploy Caltrops: Decreased the attacking radius from 3.5m to 3m for level I and level II, from 4m to 3.5m for level III
    • Deploy Caltrops I: decreased skill duration from 8s to 5s
    • Deploy Caltrops II: decreased skill duration from 8s to 6s, increased the bleeding damage from 100 points/s to 130 points/s
    • Deploy Caltrops III: decreased skill duration from 8s to 7s, increased the bleeding damage from 100 points/s to 140 points/s
  25. Source ↗
    • Fixed a bug where the Musket warlord's skills: Grenade, Liquid Fire and Deploy Caltrops could easily be interrupted and would then enter cooldown status.
  26. Source ↗
    • Maximum shot range from left-clicking reduced from 25m to 16m in an effort to compensate for damage from stun effects.

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