00032014 1-10

Basic Information

Flask Wheel

Attack Damage Defence Life Musou
5 1 6 2 3

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Apex Blade 48 35 32 170 140 135 140 Acceleration

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Apex Blade +32 +16 +33 +21 +23
2 Sturdy Apex Blade +35 +19 +36 +24 +26
3 Steel Apex +38 +22 +39 +27 +29
4 Yellow Dragon +41 +25 +42 +30 +32
5 Golden Dragon +44 +28 +45 +33 +35
6 True Golden Dragon +47 +31 +48 +36 +38


Apex Blade & Sturdy Apex Blade

+ Fire + Ice
LSword2 LSword2F LSword2I
+ Wind + Vorpal + Lightining
LSword2W LSword2V LSword2L

Steel Apex

+ Fire + Ice
LSword3 LSword3F LSword3I
+ Wind + Vorpal + Lightning
LSword3W LSword3V LSword3L

Yellow Dragon

+ Fire + Ice
LSword4 LSword4F LSword4I
+ Wind + Vorpal + Lightning
LSword4W LSword4V LSword4L

Golden Dragon & True Golden Dragon

+ Fire + Ice
LSword6 LSword6F LSword6I
+ Wind + Vorpal + Lightning
LSword6W LSword6V LSword6L



Emblem Description Knockback Elemental SuperArmor
Thrust Swing Sword upwards creating a wave of energy going forward. O C6
Pierce Slide attack right then slide attack left. Liu Bei's Original C1. O C6
Crescent Slash left then slash right creating a large wave of energy that travels forward a short distance. O C6 C6
Moon Spining slash to the right. C6
Eclipse Left spin creating a AoE wave of energy on the ground around you. O
Fan Spin Blade in hand then stab into the ground, creating four waves of energy that move forwards in a V shape. O


Target C1 C6
Thrust Pierce Crescent Moon Thrust Pierce Crescent Moon Fan Eclipse
Confront Good Excellent Good Good Ok Ok Good Ok Ok Good
Defeat/Capture Bad Bad Excellent Good Ok Ok Good Ok Ok Excellent


DWO Long Sword - Thrust

DWO Long Sword - Thrust

DWO Long Sword - Pierce

DWO Long Sword - Pierce

DWO Long Sword - Crescent

DWO Long Sword - Crescent

DWO Long Sword - Moon

DWO Long Sword - Moon

DWO Long Sword - Eclipse

DWO Long Sword - Eclipse

DWO Long Sword - Fan

DWO Long Sword - Fan

Move Set

Attack Description
Charge 2 Uppercut with Blade
Charge 3 Repeated left and right slashes with Blade
Charge 4 Strong forward slash
Charge 5 Pull sword upwards with both hands greating an AoE energy pulse around you throwing enemies upwards
Evolution N2 > N3 > C4
Jump Charge Left slash right slash releaseing energy disk down/forwards
Jump Attack Slash with sword
Dash Attack Sliding slash

Move Set Video
DWO Long Sword - Move Set

DWO Long Sword - Move Set



Type Attributes Description
Musou Low Mobility, Juggles, Knockback finisher. Left and right swings. Ends with a 3 hit combo of left right swings.
True Musou Musou with added fire damage. Ending finisher is left swing right swing followed by thrusting Sword into the ground creating a AoE shockwave around you.

Musou Length

Musou 140-163 164-208 209-253 254-298 xxx-xxx xxx-xxx
Number of Hits 11 13 15 17 - -

This table lists the Musou stat and how much Musou you will need to increase the minimum number of hits you will do. (Assuming you use the full length of the bar)

Do note that these numbers may not fully represent the minimum needed to increase the number of hits.


Musou's Video
DWO Long Sword - Musou's

DWO Long Sword - Musou's

Advanced +

Acceleration increases Speed for you and all allies

Advanced + Video
DWO Long Sword - Advanced

DWO Long Sword - Advanced

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 8 8 10 12 17 20 10 10 14 17 8 15+5 17 (5+5)N+10e 17e 12e

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 12e 14e 7+7 9e+9e 8+10 10+14e 12 16e 14e 12e 14N+14*4+18
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou.
  • What do these values mean? They determine how much damage you do per swing. Refer to the Battle Mechanics page for more details.
  • The N in the values represents each hit in multi-hit attacks such as jump charges, C3s, and Musous. The final number is usually the knockback finisher of the combo(if it has one).
  • "Base" represents the damage value of the attack by itself.
  • E8 always causes the enemy to be juggled often causing the E9 hit to do 50% damage. The value that is written in the table is the estimated value that E9 would cause if the enemy was not being juggled.

Temper Suggestion's

Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.