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00032000 1-10

Basic Information


Flask Wheel

Attack Damage Defense Life Musou
2 3 5 6 1

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Bronze Spear 46 34 28 160 165 115 145 Reach


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Bronze Spear +20 +20 +31 +30 +18
2 Superior Spear +23 +23 +34 +33 +21
3 Great Spear +26 +26 +37 +36 +24
4 Dragon Spear +29 +29 +40 +39 +27
5 Fierce Dragon +32 +32 +43 +42 +30
6 True Fierce Dragon +35 +35 +46 +45 +33


Pictures

Bronze Spear & Superior Spear

+ Fire + Ice
BSpear2 BSpear2F BSpear2I
+ Wind + Vorpal + Lightning
BSpear3W BSpear2V BSpear2L


Great Spear

+ Fire + Ice
BSpear3 BSpear3F BSpear3I
+ Wind + Vorpal + Lightning
BSpear2W BSpear3V BSpear3L


Dragon Spear

+ Fire + Ice
BronspearR4 BSpear4F BSpear4I
+ Wind + Vorpal + Lightning
BSpear4W BSpear4V BSpear4L

Fierce Dragon & True Fierce Dragon

+ Fire + Ice
BSpear6 BSpear6F BSpear6I
+ Wind + Vorpal + Lightning
BSpear6W BSpear6V BSpear6L


Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA Reach
Thrust Forward thrust. Has large reach.
Extra Input - Charge up then run forward spinning the Spear on the right and left side of you then thrust forward.
O(Thrust) C1: 1st input O(Thrust) O(2nd input charge up and 1st spin) O(Spins)
Pierce Slams Spear on the ground in front then behind. Causes knockdown. O(Second slam) C6
Crescent Twirls the Spear on the right then left side of your body. Hitting front and behind.
Extra Input - Hopping frontal slash to the right. Zhao Yun's original C6.
O(1st input last spin) O(2nd input) O(1st input last hit, 2nd input) O(1st input) O
Moon Twirls the Spear in a circular motion above the head. Hitting all enemies in the surrounding vicinity. O(First spin) O(Second spin) O(Second spin) O
Fan Low frontal sweep to the left.
Extra Input - Jump forward and slam the Spear in the opposite direction you were facing creating an AoE.
O(2nd input) O O(1st input) O
Eclipse Jump up in the air and slam Spear down on the ground creating a wide AoE Earthquake. O O

Note:

  • 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 while performing this. Indicated by little swirly sparks around your body.
  • Reach - Reach advance effects the range.
  • "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.


Evaluation

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

Video's

Thrust
DWO Bronze Spear - Thrust00:22

DWO Bronze Spear - Thrust


Pierce
DWO Bronze Spear - Pierce00:30

DWO Bronze Spear - Pierce









Crescent
DWO Bronze Spear - Crescent00:29

DWO Bronze Spear - Crescent


Moon
DWO Bronze Spear - Moon00:20

DWO Bronze Spear - Moon


Eclipse
DWO Bronze Spear - Eclipse00:30

DWO Bronze Spear - Eclipse


Fan
DWO Bronze Spear - Fan00:35

DWO Bronze Spear - Fan

Move Set

Attack Description Stagger Stun Knockback Launch Element SA Reach
Charge 2 Uppercut with the butt of the Spear. O X O
Charge 3 Swings Spear in up and down infront while stepping forward. Ends with a frontal slash to the left. O(Last hit) O(Last hit) O
Charge 4 Spin with Spear held above then slash to the right. Hits enemies located behind you as well. O O O
Charge 5 Slams the Spear on the ground creating a circular shock. Can hit behind enemies as well. O O O
Dash Attack Sliding slash to the right. O X O
Jump Normal Swings body around with Spear held out. O X O
Jump Charge Lifting swipe followed by a series of slashes left and right. O(Last hit) O X O
Evolution N2-->N3-->C4. O O X O O

Note:

  • 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.
  • Jump Charge can be extended if you continue to press charge attack.
Move Set Video
DWO Bronze Spear - Move Set01:10

DWO Bronze Spear - Move Set

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Spins with Spear upwards while moving forward. Ends with a frontal slash to the left.
True Musou Launch Musou with added fire damage. Ends with a high jump creating a 360 tornado.

Musou Length

Musou 165-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.

Video

Musou's Video
DWO Bronze Spear - Musou's00:15

DWO Bronze Spear - Musou's

Advanced +

Reach - 2x Attack Range

Advanced + Video
DWO Bronze Spear - Advanced00:31

DWO Bronze Spear - Advanced


Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 6 6 8 10 15 18 6 10 10 12 8 10+8*N+15 12 (5+5)*N+10e 12e 12e


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 16e/8*5+12e 10+10 13+13+15(+10e) 13+15e 15+15e 8e+15e 9e 15*N+20 15*N+20F
  • 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.
  • 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.

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