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Musashi

Musashi

JungleFighterAssassinDifficulty: Hard

Win, Pick and Ban Rates

Jungle
B
Tier / Pop
49.3%
Win Rate
0.86%
Pick Rate
0.25%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.2pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Base Stats

Max HP
3300
Max Energy
2
Physical Attack
167
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
385
Attack Range
Melee
HP Regen / s
48
Energy Regen / s
0

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1Sustain and hold the front
  • Smite

When two or more enemy heroes deal magic damage

Pure Sky arrives fifth: land a skill on an enemy hero and incoming damage drops 20% for three seconds. Its active cuts another 30% for three more. Bloodweeper closes the build, taking physical lifesteal to 33% and physical attack to +427. Boots of Resistance, bought second, add +100 magic defense and 25% tenacity, so Miyamoto Musashi can trade in the middle of a magic-heavy fight.

Build 2Stack HP, turn it into damage
  • Smite

When the enemy front line runs high-HP tanks

Boots of Tranquility go in second here, pushing total cooldown reduction to 42.5%. Max HP piles up across Axe of Torment third, Dragon's Rage fifth and Blood Rage last, +2750 in all. Blood Rage adds 1.5% of that bonus HP to every basic attack, and trades 30% of current HP for a shield worth 40% of max HP. Dragon's Rage strips 3.5% of an enemy hero's HP per hit, so the tankier the target, the harder it bites.

This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.

Strategy Guide

Playstyle

A dual-wielder whose skills build hostility stacks that change his empowered attacks. Skill 1 cuts projectiles out of the air, and his ultimate forces a duel with the healing delayed.

Best for: players who want to be the one issuing the duel, projectile-parries included — Skill 1 cuts arrows out of the air and the ultimate pins one target with their healing delayed.

Recommended Combos
The Five-Second Duel

The lock-on dash cannot miss, and Musashi takes 50% less damage with crowd control immunity while it travels. After landing, alternate skills and basics — each enhanced hit trims 1s off both Skill 1 and Skill 2. If the target lives through the five seconds of delayed healing, they simply recover and turn the duel around.

Two-Vigor Flank

Casting Skill 2 into Skill 1 without a basic attack in between leaves Musashi holding 2 Vigor. That version of the enhanced basic dashes onto the target and adds a one-second slow. A Skill 2 that connected returns at half cooldown, so a target who survives can still be run down.

These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.

Strengths
  • One-of-a-kind defense — Skill 1 shoots enemy projectiles out of the air
  • Top-tier dueling via an unmissable dash with a healing delay attached
  • Empowered-basic cooldown cycling keeps his output relentless
  • Missing-HP execute damage closes out targets below half HP
Weaknesses
  • Breaking the skill-into-basic weaving rhythm craters his damage
  • Struggles in head-on brawls where multiple CC chains land on him
  • A failed Ultimate pick lets the target heal back up and turn on him
Early Game Strategy

Jungle start is standard. Skill 2 refunds half its cooldown when it hits, so dashing through camps keeps you moving and puts your level 4 timing among the fastest in the jungle class. From your very first camp, drill the habit of weaving a basic attack after every skill: your Passive's empowered basics refund one second off Skill 1 and Skill 2 each, and that habit alone dictates both your clear speed and your gank quality. There's no need to force anything before level 4 — take river vision and scout your first duel target.

Mid Game Strategy

Once you have your Ultimate, hunt isolated enemies in the side lanes. The lock-on dash cannot miss, grants 50% damage reduction and crowd control immunity while traveling, and slaps a five-second healing delay on the target — the more a fighter relies on sustain, the harder you beat them. At Tyrant fights, Skill 1's hidden strength shows: it destroys enemy projectiles along its path, letting you shield your team in river skirmishes. This is the window to build an item lead through duels and take control of the game's second half.

Late Game Strategy

Past four items, the winning pattern is split-pushing a side lane and dueling whoever comes to answer. Against enemies below 50% HP, your empowered basic converts to a missing-HP execute strike, so your damage climbs as fights drag on. When you're needed in a teamfight, come in from a flank and point your Ultimate at the enemy carry — but a failed pick just hands them a reset once the healing delay expires. Before you commit, ask one question: can I kill this target within five seconds? If you hesitate, holding the dash wins more games than forcing it.

Teamfight Strategy

Musashi is not a front-and-center teamfighter. Open by holding Skill 1 to swat down the enemy's key projectiles, then enter from a flank with Skill 2 once their crowd control is spent. Your ideal victims are overextended marksmen and mages. From the Ultimate's knock-up, alternate skills and empowered basics and the cooldown refunds keep your hands full the entire fight. Two rules: never linger where multiple enemies can hit you, and never waste a single empowered basic. Follow both and even a five-man brawl turns into the duel you wanted.

Counters & Synergies

Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.

Frequently Paired With

2-hero team
3-hero team

The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.

First Skill to Level Up

Official pickSkill 2: Extreme Speed
2

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

Niten Ichiryuu
Passive

Niten Ichiryuu

DamageMovementCooldown
Musashi receives 1 Vigor upon using skills, for up to 2 stacks. While he has Vigor, he gains enhanced Basic Attacks that consume 1 Vigor, are not affected by Attack Speed, and reduce the cooldowns of Skills 1 and 2 by 1s upon hitting an enemy.
While he has 1 Vigor:
If the target's Health is above 50%, his next Basic Attack is enhanced to a dual-blade slash, dealing 120 (120 + 40% extra physical attack) extra physical damage.
If the target's Health is below 50%, his next Basic Attack is enhanced to a forward slash, dealing 45 (45 + 15% extra physical attack) (+ 6% of target's lost Health) extra physical damage.
While he has 2 Vigor:
His next Basic Attack lets him dash to the target, dealing 187 (20 + 100% physical attack) physical damage and slowing them by 25% for 1s.
Lvl 1Lvl 15
Slash Damage
120240
Chop Damage
4590
Dash Damage
2048
Movement Speed Reduction
25%50%
Illuminating Slash
Skill 1⏳ CD: 12s

Illuminating Slash

KnockdownImmunityDamage
Musashi unleashes a wave of sword energy forward that knocks down enemy projectiles, deals 390 (390 + 130% extra physical attack) physical damage to enemies in its path, and slows the enemies by 25% for 1s.
He gains crowd control immunity when using this skill.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
1211.611.210.810.410
Physical Damage
390468546624702780
Slow
25%30%35%40%45%50%
Extreme Speed
Skill 2⏳ CD: 10s

Extreme Speed

MovementDamageShield
Musashi dashes forward, dealing 210 (210 + 75% extra physical attack) physical damage to enemies in his path. If he hits an enemy, he gains a shield that negates 330 (330 + 6% extra Health) damage and reduces this skill's Cooldown by 50%.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
109.69.28.88.48
Physical Damage
210252294336378420
Shield
330396462528594660
Duel to the Death
Ultimate⏳ CD: 50s

Duel to the Death

ImperilCrowd ControlDamage
Musashi locks onto an enemy hero and dashes toward them. Upon arrival, deals 400 (400 + 130% extra physical attack) physical damage to enemies within range and launches them for 1s. The target is then marked by Musashi for a duel to the death for 5s. All of the target's recovery effects are delayed until after the duel.
Musashi has crowd control immunity and takes 50% less damage during the dash.
Lvl 1Lvl 2Lvl 3
Cooldown
504540
Physical Damage
400600800

Other Jungle Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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