Murad — Patch 1.63 Verdict
[Liquipedia RPL: S | Web: C | Web: A | Web: A | Web: A] Pro play (RPL 2026): 41 picks, 46.3% WR, 50.5% pick/ban rate. Note: pro meta may differ from ranked. Ranked C on zathong.com. Ranked A on metatierlist.com. Ranked A on pillarofgaming.com. Ranked A on commonsensegamer.com.
Murad — Assassin Guide
Key Insights
- Rift requires 4 auto-attack stacks to unlock Dimension Slash; stacks decay after 3s, so pre-stack on jungle camps en route to a gank.
- Thorn of Time's 3rd cast snaps Murad back to where cast 1 landed; place the anchor point before you engage, not after.
- Time Surge makes Murad untargetable while it pulses and applies a 90% slow plus 100-armor shred for 3 seconds on enemies inside.
- Dimension Slash delivers 5 hits with lifesteal while fully untargetable; can't be cast without 4 Rift stacks, and a failed engage resets the stack requirement.
- Activating Time Surge mid-combo doubles as a dodge window against telegraphed skill shots like Violet's ultimate or Laville lock-on.
Strengths
- W (
Time Surge) and R (
Dimension Slash) both grant full untargetability during their animations.
Thorn of Time's third-cast return gives a built-in escape most assassins lack.
Time Surge's 100-armor shred benefits the whole team, not just Murad.- Pre-loading
Rift stacks on camps means he arrives at ganks with R already unlocked.
Weaknesses
- Pre-stacking on camps is visible on the minimap; smart enemies just back off.
- Hard point-and-click CC before W or R activates kills his entire combo sequence.
- No wave-clear; enemy jungler out-pathing him early delays item spikes badly.
- A failed
Dimension Slash leaves him exposed with only
Thorn of Time and
Time Surge available.
Matchups
Abilities
PRift
Murad's auto attacks grant him 1 Energy point (does not apply to structures). Energy points decay after 3 seconds. After accumulating 4 Energy points, he gains 5% increased attack damage and unlocks Dimension Slash for 5 seconds.
1Thorn of Time
Murad dashes in a designated direction, dealing physical damage and stunning enemies. This skill can be recast within 5 seconds. On the 3rd cast, he blinks back to his starting position.
2Time Surge
Murad unleashes temporal power, dealing physical damage to enemies and extra physical damage to those in his path. Enemies hit are slowed by 90% for 2 seconds and have their armor reduced by 100 for 3 seconds. Murad cannot be targeted while this skill is active.
RDimension Slash
Murad performs 5 consecutive dashes in a designated area, dealing physical damage with each strike and leeching from enemies in the area. Murad cannot be targeted during this skill. Dimension Slash can only be used when unlocked by Rift and is locked again after use.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | · | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | · | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard All-In
Pre-stack Rift on a jungle camp before engaging, then Q in to stun the target, drop W on them immediately for the armor shred and slow, fire R while they're rooted in the field, and hold Q casts 2 and 3 as an escape or extended chase tool.
Turret Dive & Return
Same sequence as the standard all-in, but place the first Q so the return anchor lands just outside turret range, guaranteeing a clean exit after R completes. Always visualize the return trajectory before committing the first cast.
Bait & Punish
When Rift stacks aren't ready yet, open with Q1 stun and W to bait the enemy's defensive spell or CC, then auto four times fast to unlock R and clean up. Use this when the target has a dash that needs to be burned first.
Expert Video Guide
ROV : Murad สอนเล่นมูราด ฮีโร่สุดพริ้วดาเมจวิบวับที่ถูกลืม — Jayop
Gameplan
Murad's first real spike is level 4, when Thorn of Time hits its full three-cast form. Before that he genuinely can't run the full combo safely, so force nothing. Soulreaver is his most important item breakpoint: the jungle passive plus his untargetability lets him solo-secure Dark Slayer skirmishes that any other jungler would have to contest. Broken Spear into Omni Arms is the second spike, in the mid-game teamfight window. His late game is real but conditional. If enemies stack armor past 400, Fenrir's Tooth becomes mandatory to break through. He is weakest at levels 1 to 3 and whenever Rift stacks are on cooldown mid-fight.
Early Game
Levels 1–6- →Run a fast full clear starting from the buff that lets you arrive at the enemy's scuttle crab or a side-lane gank at level 3. Prioritize the path that pre-stacks Rift on the last camp before the gank.
- →Contest the enemy jungler's red or blue buff at the 1:30 invasion window only if your team has a strong level-1 fighter. Otherwise skip the risk and focus on clean personal clear speed to hit level 4 before them.
- →Your first gank should target a lane with hard engage or a setup ally. Murad's stun from Q is short and his damage window only works if the enemy can't dash out. Pick the lane where the carry is already pushed up.
Mid Game
Post Broken Spear- →After Soulreaver and War Boots complete, rotate to every Dark Slayer spawn. Your untargetability during R makes you the safest Dark Slayer soloer in the game and you should weaponize this every single time the objective is alive.
- →In 5v5 teamfights, don't dive the frontline. Find the enemy carry's position before the fight breaks, then flank from the side so your Q1 lands on them while the rest of the enemy team is distracted by your frontliners.
- →When behind on items, avoid extended skirmishes and instead hard-focus sidelane split pressure to generate gold. Your Q return mechanic makes 1v1 split scenarios reasonably safe even when you're one item down.
Late Game
Teamfight phase- →At full build with Death Sickle, you become a real teamfight presence rather than a pure pick assassin. Death Sickle's shield works alongside your untargetable windows to make you nearly impossible to kill during the full combo.
- →Prioritize assassinating the enemy mage or marksman before every teamfight initiates. A successful pick that removes one squishy before 5v5 contact turns into an effective 5v4 and compensates for Murad's weaker teamfight AoE.
- →Late-game vision control around the Dark Slayer pit is your personal responsibility as jungler. Place wards on both flanks and be prepared to solo-contest or 2v2 the objective using your untargetability as the deciding advantage.
Pro Tips
- →Always track the exact ground position where your first Q cast lands. The third-cast return snaps you back there, and in fog-of-war engagements that anchor point is your only guaranteed escape. If you moved Q1 into a bad angle, casts 2 and 3 cannot fix it.
- →You can use Time Surge as a deliberate animation interrupt against telegraphed skill shots. If you see Violet charging her ultimate or Laville locking on, activating W makes you untargetable just long enough for the projectile to pass without hitting.
- →In the jungle, don't finish your fourth Rift auto-attack on a camp that's nearly dead. Let the camp drop to low HP, pause, confirm the fourth stack, then leave for your gank with R unlocked and the camp still alive to reset on if the gank goes wrong.
- →Death Sickle should be purchased before Dark Slayer spawns rather than after. The shield activates between your untargetable windows and gives you a survival buffer if you miscalculate and enemies burst you the instant R ends.
Murad is high-ceiling and high-commitment, for players willing to drill the Rift pre-stack until it's automatic under pressure. His untargetability windows are game-breaking against the right lineup, and his A-tier tag hides a hero whose real power the raw win rate consistently undervalues. If you are a Diamond-plus jungler who already has pathing and macro down, he is one of the most rewarding one-tricks on the server. The thing to master is Q anchor-point discipline: know exactly where cast one lands before you press it, every time.
Murad — Frequently Asked Questions
Is Murad good in the current ROV patch?+
Yes. Murad is A tier this patch, and the 36.1% ban rate confirms enemies respect him at the top of Thai-server play. His 46.3% win rate looks modest but is dragged down by instalockers who don't know the Rift loop. Dedicated one-tricks beat that average comfortably. With the practice in, he is among the most oppressive junglers available.
What is the best build for Murad?+
The Thai-server standard is Soulreaver into War Boots, then Broken Spear for armor pen, Omni Arms to extend his physical damage through auto resets, Fenrir's Tooth to execute low targets, and Death Sickle as a late-game survivability anchor. Do not skip Broken Spear. The armor pen is essential against the tanky frontlines that show up at Diamond and above. Soulreaver is always the first jungle item, no substitutes.
How do you counter Murad?+
Use hard point-and-click CC that interrupts him before or between his untargetable windows. Grakk's chain pull and Baldum's suppression are the textbook answers. Medallion of Troy on your carry gives a CC-immune shield that can break his combo if he engages before you pop it. Positionally, deny him jungle camps early. He has no reliable lane income, so it delays his spikes hard.
Is Murad hard to play / good for beginners?+
Hard, and earned. Landing four autos (Rift) before every serious engage is a discipline loop beginners break under pressure, and the Q third-cast return trajectory needs spatial awareness that takes dozens of games. Start on a simpler jungler. Murad is for players who already have pathing down and just need to layer his combo timing on top.



