Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
Official Ratings
Official ratings shown on the in-game hero detail screen.
Base Stats
Compare all heroes' base stats →Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Summoner Spells That Fit
The reasoning for each is on the summoner spells page. You may only bring one per match, and the best choice shifts with the enemy draft.
Arcana Build That Fits
This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.
This is a role-wide recommendation, not one tuned for this hero specifically.
See every build on the Arcana page →First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.
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
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.
Popular Item Builds
The order matches the in-game display. The win rate covers matches played with that build, so player skill is mixed in. Taken on 2026-08-25.
Skills

Passive Skill: Niten Ichiryuu
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.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Slash Damage | 120 | 240 |
Chop Damage | 45 | 90 |
Overhead Slash Damage | 45 | 90 |
Dash Damage | 20 | 48 |
Movement Speed Reduction | 25% | 50% |

Skill 1: Illuminating Slash
He gains crowd control immunity when using this skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 12 | 11.6 | 11.2 | 10.8 | 10.4 | 10 |
Physical Damage | 390 | 468 | 546 | 624 | 702 | 780 |
Slow | 25% | 30% | 35% | 40% | 45% | 50% |

Skill 2: Extreme Speed
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 10 | 9.6 | 9.2 | 8.8 | 8.4 | 8 |
Physical Damage | 210 | 252 | 294 | 336 | 378 | 420 |
Shield | 330 | 396 | 462 | 528 | 594 | 660 |

Skill 3: Duel to the Death
Musashi has crowd control immunity and takes 50% less damage during the dash.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 50 | 45 | 40 |
Physical Damage | 400 | 600 | 800 |
Strategy Guide
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 — performing the complete swordsman, projectile-parries included.
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.
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.
- •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
- •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
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.
Once you have your Ultimate, hunt isolated enemies in the side lanes. The lock-on dash cannot miss, grants 50% damage reduction and super armor 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.
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.
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.
Other Jungle Heroes
Stats: official HoK Camp, as of 2026-08-14
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