Conqueror's Blade Wiki
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Musket class
Support an assault or bolster a defence! Inflicts extremely high damage at mid-range, but some attacks have a long reload. Carries several throwing weapons to disrupt the enemy.
~ In-game Description for the Musket

Musket is a weapon class in Conqueror's Blade.

Overview[ | ]

The Musket is an early modern firearm which itself boasts high piercing damage and piercing penetration. Musket skills are versatile and can either be selected for a duelling focus, or more commonly, selected for the usage of strong area of effect damage skills with bombs.

Acquisition[ | ]

The musket can be unlocked in the skills page of the Character tab (default key P, top right) for 5 skill points once the player reaches level 15. Once unlocked, the level 1 versions of all musket skills will become available and can then be upgraded further for more skill points. Musket weapon skills can be used simply by equipping any musket, but like all weapons only 4 skills including up to 1 paragon (yellow-coloured) skill can be used at a time, customizable through the skills page.

Muskets are classed for medium armour. This means that musket users can wear any mix of light or medium armour and still be allowed to use a musket. However, it is recommended for players to use the heaviest armour they can equip for the additional defenses.

Class Skills[ | ]

Close Combat[ | ]

Close Combat I

Cooldown: 17s

basic

Batter your enemies with the grip of your gun, dealing 222% of your base blunt damage plus 611 points of blunt damage.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Knocks enemies down.

Bec de Corbin

Bonus Effect / Skill Point Cost: 600

Cooldown: -1 second(s)

Close Combat II

Cooldown: 14s / Skill Point Cost: 800

basic

Batter your enemies with the grip of your gun, dealing 222% of your base blunt damage plus 680 points of blunt damage.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Knocks enemies down.

Quick Swipe

Bonus Effect / Skill Point Cost: 800

Cooldown: -1 second(s)

Close Combat III

Cooldown: 10s / Skill Point Cost: 1000

basic

Batter your enemies with the grip of your gun, dealing 222% of your base blunt damage plus 749 points of blunt damage.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Knocks enemies down.

Deploy Caltrops[ | ]

Deploy Caltrops I

Cooldown: 30s

basic

Throw a handful of caltrops into the chosen area, slowing enemy heroes in the area by 50% and enemy soldiers in the area by 40% for 5 seconds.

Dragon's Teeth

Bonus Effect / Skill Point Cost: 600

Cooldown: -1 second(s)

Deploy Caltrops II

Cooldown: 28s / Skill Point Cost: 800

basic

Throw a handful of caltrops into the chosen area, slowing enemy heroes in the area by 50% and enemy soldiers in the area by 40% for 6 seconds.

Extra Effect: Enemies affected also suffer 200 points of bleeding damage per second.

Cavalry Terror

Bonus Effect / Skill Point Cost: 800

Cooldown: -1 second(s)

Deploy Caltrops III

Cooldown: 26s / Skill Point Cost: 1000

basic

Throw a handful of caltrops into the chosen area, slowing enemy heroes in the area by 50% and enemy soldiers in the area by 40% for 7 seconds.

Extra Effect: Enemies affected also suffer 250 points of bleeding damage per second.

Extra Effect 2: Range of Caltrops is extended by 1 metre.

Fine Gunpowder[ | ]

Fine Gunpowder I

Cooldown: 12s

basic

Shortens your reload time, and increases the damage done by 8% for 4 seconds.

Prepared Cartridges

Bonus Effect / Skill Point Cost: 50

Duration: +1 second(s)

Fine Gunpowder II

Cooldown: 12s / Skill Point Cost: 600

basic

Shortens your reload time, and increases the damage done by 12% for 5 seconds.

Weapon Maintenance

Bonus Effect / Skill Point Cost: 600

Duration: +1 second(s)

Fine Gunpowder III

Cooldown: 12s / Skill Point Cost: 800

basic

Shortens your reload time, and increases the damage done by 16% for 6 seconds.

Liquid Fire[ | ]

Liquid Fire I

Cooldown: 30s

basic

Throw a firebomb that deals 100% of your base blunt damage plus 212 points of blunt damage to enemies caught in the blast. The liquid incendiary inside sets the area on fire, dealing 230 fire damage for 3 seconds.

Extra Effect: Frightens soldiers.

Pyrotechnics

Bonus Effect / Skill Point Cost: 50

Bonus Blunt Damage: +10 points

Liquid Fire II

Cooldown: 30s / Skill Point Cost: 200

basic

Throw a firebomb that deals 100% of your base blunt damage plus 239 points of blunt damage to enemies caught in the blast. The liquid incendiary inside sets the area on fire, dealing 300 fire damage for 3 seconds.

Extra Effect: Frightens soldiers.

Slow Match

Bonus Effect / Skill Point Cost: 200

Bonus Blunt Damage: +10 points

Liquid Fire III

Cooldown: 30s / Skill Point Cost: 600

basic

Throw a firebomb that deals 100% of your base blunt damage plus 266 points of blunt damage to enemies caught in the blast. The liquid incendiary inside sets the area on fire, dealing 350 fire damage for 3 seconds.

Extra Effect: Frightens soldiers.

Scatter Shot[ | ]

Scatter Shot I

Cooldown: 7s

basic

Fire a blast of 7 shots, each dealing 8% of your base piercing damage plus 174 points of piercing damage.

Powder Horn

Bonus Effect / Skill Point Cost: 50

Cooldown: -1 second(s)

Scatter Shot II

Cooldown: 6s / Skill Point Cost: 200

basic

Fire a blast of 9 shots, each dealing 8% of your base piercing damage plus 194 points of piercing damage.

Bandolier

Bonus Effect / Skill Point Cost: 200

Cooldown: -1 second(s)

Scatter Shot III

Cooldown: 5s / Skill Point Cost: 600

basic

Fire a blast of 12 shots, each dealing 8% of your base piercing damage plus 224 points of piercing damage.

Skirmisher[ | ]

Skirmisher I

Cooldown: 38s

basic

Leap backwards.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Upon activation this skill makes you immune to all attacks for 0.8 seconds.

Footwork

Bonus Effect / Skill Point Cost: 50

Cooldown: -2 second(s)

Skirmisher II

Cooldown: 36s / Skill Point Cost: 600

basic

Leap backwards.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Upon activation this skill makes you immune to all attacks for 0.8 seconds.

Regular Exercise

Bonus Effect / Skill Point Cost: 600

Cooldown: -2 second(s)

Skirmisher III

Cooldown: 32s / Skill Point Cost: 900

basic

Leap backwards.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Extra Effect 2: Deploys caltrops to your position before leaping backwards.

Extra Effect 3: Upon activation this skill makes you immune to all attacks for 0.8 seconds.

Blackpowder Grenade[ | ]

Blackpowder Grenade I

Cooldown: 50s

basic

Throw a hand grenade that deals 400% of your base blunt damage plus 3974 points of blunt damage.

Extra Effect: Anyone caught in the blast may be sent flying.

Fragmentation

Bonus Effect / Skill Point Cost: 1000

Bonus Blunt Damage: +50 points

Blackpowder Grenade II

Cooldown: 45s / Skill Point Cost: 3000

basic

Throw a hand grenade that deals 400% of your base blunt damage plus 4470 points of blunt damage.

Extra Effect: Anyone caught in the blast may be sent flying.

Shatter

Bonus Effect / Skill Point Cost: 1000

Bonus Blunt Damage: +50 points

Blackpowder Grenade III

Cooldown: 40s / Skill Point Cost: 4000

basic

Throw a hand grenade that deals 400% of your base blunt damage plus 4928 points of blunt damage.

Extra Effect: Anyone caught in the blast may be sent flying.

Five Rounds Rapid[ | ]

Five Rounds Rapid I

Cooldown: 50s

basic

Fire five bullets in quick succession, each dealing 35% of your base piercing damage plus 864 points of piercing damage.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Loading Drill

Bonus Effect / Skill Point Cost: 1000

Bonus Piercing Damage: +40 points

Five Rounds Rapid II

Cooldown: 45s / Skill Point Cost: 3000

basic

Fire five bullets in quick succession, each dealing 35% of your base piercing damage plus 997 points of piercing damage.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Crackshot

Bonus Effect / Skill Point Cost: 1000

Bonus Piercing Damage: +40 points

Five Rounds Rapid III

Cooldown: 40s / Skill Point Cost: 4000

basic

Fire five bullets in quick succession, each dealing 35% of your base piercing damage plus 1072 points of piercing damage.

Extra Effect: Removes "Dazed" and "Knocked Down" effects.

Tips[ | ]

Skill Selection[ | ]

  • Blackpowder Grenade is the near-mandatory skill for musket users. It has the capability to send both heroes and units flying and is a great source of area damage. In contrast, the other paragon skill Five Rounds Rapid has little applicability against units, has a noticeable windup time, and is easy to interrupt.
  • Musket users by and large must choose one of Skirmisher and Close Combat as a source of control effect removal. Of the two, Skirmisher is generally more favored due to giving a more feasible escape against higher mobility dueling weapon types such as Chain Dart & Scimitar, Pike, Spear, and Dual Blades. However, Close Combat offers a much lower cooldown as well as the ability to retaliate against enemies in melee with a knock down.
  • From here, musket builds diverge either into a hero-killing build using the musket itself or a support build focused around bomb usage.
    • The hero-killing build utilizes Scattershot and Fine Gunpowder to leverage the musket's extremely high piercing armour penetration and piercing damage to kill enemy heroes.
    • The support build instead uses Liquid Fire and Deploy Caltrops for extra area damage and control effects.

Equipment & Attribute Builds[ | ]

  • Attribute point allocations depend on whether the musket user is aiming to duel enemy heroes or focus on enemy units. In the former case, it's recommended to put every attribute point into agility to boost piercing damage and increase the chances of killing an enemy hero in a single combo. In the latter case, every attribute point should be put into strength to take advantage of the high blunt damage multipliers on Blackpowder Grenade and Liquid Fire.
  • When reforging a musket, the ideal stats to aim for are strength, agility, piercing damage, and blunt damage.
  • The Carnifex set is the standard armour choice for musket players, being the medium armour set that uses the Rare Armour Schematic. The Musketeer set has fairly lackluster bonuses and so it's recommended to focus more on obtaining a great Carnifex set.

Gameplay[ | ]

  • The musket is versatile and the playstyle of a musket user differs based on the chosen skill selection and build. Musket users must be careful with maintaining a small amount of distance between themselves and the enemy, but in return boast great ranged damage output against heroes and ranged area of effect skills to disrupt and kill units.
  • Although the musket is a ranged weapon, there is a sharp damage falloff with range. Hence, musket users should still aim to move in close to deal good damage.
  • Headshots with the musket increase damage. Try to hit headshots on enemies wherever possible.
  • Musket users can effectively blunt enemy cavalry charges using Deploy Caltrops, Blackpowder Grenade, and Liquid Fire.
  • Blackpowder Grenade and Liquid Fire have especially high effectiveness against ranged infantry; the fact that these skills are ranged means musket users can kill large numbers of lightly armoured ranged troops at a low risk to themselves.
  • Musket users with Liquid Fire are also especially effective against lower tier units which have low fire resistance. This comes into play most often early in the seasonal phases when players are restricted to bringing silver-era and below units.
  • Blackpowder Grenade inflicts thrown which cannot be removed by hero skills. As such it is a potent dueling tool; musket users can lead in with this ability to then safely move in close and deal great damage with Scattershot and Fine Gunpowder.

Playing Against Musket[ | ]

  • As sprinting and rolling both disrupt the reload of the musket, musket users tend to struggle against dueling weapon classes that grant high mobility and frequent disruptions such as the pike, the dual blades, and the chain dart & scimitar.
  • In contrast, heavy armoured heroes with low-mobility weapon classes such as the maul and the poleaxe (without Rough Justice) are at a disadvantage when dueling with musket users.
  • Musket users cannot deal large amounts of damage or control effects against units consistently compared to other melee weapon classes such as the nodachi and the poleaxe. As such, melee infantry with good defenses such as Men-at-Arms are hard for musket users to effectively deal with.
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