Basic Information

Flask Wheel

Attack Damage Defense Life Musou
1 3 6 5 2

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Battle Shield 49 55 35 190 120 110 140 Strong Guard

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Battle Shield +20 +23 +35 +29 +22
2 Heavy Battle Shield +23 +26 +38 +32 +25
3 Echo Shield +26 +29 +41 +35 +28
4 Deep Impact +29 +32 +44 +38 +31
5 Thunder Clap +32 +35 +47 +41 +34
6 True Thunder Clap +35 +38 +50 +44 +37


Battle Shield & Heavy Battle Shield

+ Fire + Ice
Cymbals2 Cymbals2F Cymbals2I
+ Wind + Vorpal + Lightning
Cymbalr2wind Cymbals2V Cymbal2L

Echo Shield

+ Fire + Ice
Cymbals3 Cymbals3F Cymbals3I
+ Wind + Vorpal + Lightning
Cymbals3W Cymbals3V Cymbal3L

Deep Impact

+ Fire + Ice
Cymbals4 Cymbals4F Cymbals4I
+ Wind + Vorpal + Lightning
Cymbals4W Cymbals4V Cymbal4L

Thunder Clap & True Thunder Clap

+ Fire + Ice
Cymbals6 Cymbals6F Cymbals6I
+ Wind + Vorpal + Lightning
Cymbals6W Cymbals6V Cymbal6L


Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Throw both Shields in front. Right handed straight forward, left handed in an arc infront. O O
Pierce Clap both Shields then kneel down creating an earthquake line infront and behind. O C1 O
Crescent Frontal outward attack O O O
Moon Two counterclockwise spins. O O O
Fan Roll forward then push both Shields forward one by one creating a frontal earthquake effect. O O(Earthquake) O
Eclipse Clap both Shields creating a giant shockwave around you. O O


  • Stagger - Enemy weapon gets pushed up in the air and they lean backwards. Hitting them before they can fully recover will cause them to be juggled.
  • Stun - Enemy is dazed with stars over their head and unable to move. Any attack while in this state will cause them to be juggled.
  • Knockback - Sends the enemy backwards away from you. Usually ending a combo.
  • Launch - Knocks the enemy up in the air setting them up for a juggle.
  • Rotation Lock - Inability to turn your character during the animation.
  • Element - If weapon is imbued with an orb or element, the element can be activated on this attack.
  • SA - Super Armor status. Cannot be flinched by normal attacks and some charge attacks while performing this. Indicated by little orange swirly sparks around your body.
  • "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.


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


DWO Cymbals - Thrust

DWO Cymbals - Thrust

DWO Cymbals - Pierce

DWO Cymbals - Pierce

DWO Cymbals - Crescent

DWO Cymbals - Crescent

DWO Cymbals - Moon

DWO Cymbals - Moon

DWO Cymbals - Eclipse

DWO Cymbals - Eclipse

DWO Cymbals - Fan

DWO Cymbals - Fan

Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Clap both Shields upward creating a shockwave. O O X
Charge 3 Spin with both Shields held outward. Ends by spreading the arms out creating a shockwave. O(Shockwave) O(Shockwave) O
Charge 4 Slam the right handed Shield on the ground creating a shockwave. O O
Charge 5 Twisting body spin creating a shockwave. O O
Dash Attack Counterclockwise Spin. O X
Jump Normal Frontal outward attack. Causes knockdown. X
Jump Charge Throw a Green orb at a downward angle. O X
Evolution N2>N3>N4 O X O


  • Charge 1 and Charge 6 depend on the emblem.
  • Charge 3 gets longer with Combo Upgrade. Can end Charge 3 prematurely if you don't continue to press charge attack.

Move Set Video
DWO Cymbals - Move Set

DWO Cymbals - Move Set


Type Mobility Juggles? Finisher does Description
Regular Musou None Yes Launch Clap both Shields in front wildly. Ends with one final clap.
True Musou Knockback Musou with added fire damage. Adds a twisting spin followed by a jumping slam causing a giant shockwave.

Musou Length

Musou 120-xxx xxx-xxx xxx-xxx xxx-xxx xxx-xxx xxx-xxx
Number of Hits - - - - - -

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 Cymbals - Musou's

DWO Cymbals - Musou's

Advanced +

Strong Guard Defence x3 and increased elemental resistance

Advanced + Video
DWO Cymbals - Advanced

DWO Cymbals - 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 8 8 8 12 10 10 7 15+(8+8)N+12e 9e 12e

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 10e 12e 10e 15e 15e 8e 13N+17 13N+17+20
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, F = Fire, e = Elemental
  • 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.

Temper Suggestion's

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