00032013 1-14

Basic Information

Flask Wheel

Attack Damage Defence Life Musou
5 2 3 1 6

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Chakram 46 37 29 140 145 135 150 Protect

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Chakram +30 +23 +29 +19 +33
2 Steel Chakram +33 +26 +32 +22 +36
3 Moon Chakram +36 +29 +35 +25 +39
4 Luna Chakram +39 +32 +38 +28 +42
5 Sol Chakram +42 +35 +41 +31 +45
6 True Sol Chakram +45 +38 +44 +34 +48


Chakram & Steel Chakram

+ Fire + Ice
Chakrams2 Chakram2F Chakrams2I
+ Wind + Vorpal + Lightining
Chakram2W Chakram2V Chakram2L

Moon Chakram

+ Fire + Ice
Chakrams3 Chakram3F Chakrams3I
+ Wind + Vorpal + Lightning
Chakram3W Chakram3V Chakram3L

Luna Chakram

+ Fire + Ice
Chakrams4 Chakram4F Chakrams4I
+ Wind + Vorpal + Lightning
Chakram4W Chakram4V Chakram4L

Sol Chakram & True Sol Chakram

+ Fire + Ice
Chakrams6 Chakram6F Chakrams6I
+ Wind + Vorpal + Lightning
Chakram6W Chakram6V Chakram6L



Emblem Description Stagger Stun Launch Knockback Element SA

Three cartwheels forward, last one ends with a falling heel kick.

JP UPDATE: Now has SA.

O C6

Throws one Chakram forward and the other behind that return like a boomerang.

JP UPDATE: Additional input to kick a red blast forward. The throw causes Launch while the blast causes Element and Knockback.

O C6

Throws both Chakrams forward close together that return like a boomerang.


O C6 C1

Two kicks from left to right while hopping in place.

JP UPDATE: The two kicks now do two hits. Each kick creates a red trail. First kick causes Launch, second kick causes Element and Knockback.

O C6

Throw both Chakrams around in a circle, can be repeated three times.

JP UPDATE: Does not Launch and has no mobility. Ends with a red cyclone around you, which has Element and Knockback.

O O(Last hit) O(Last hit)

Throw both Chakrams forward slightly apart from each other that return like a boomerang.

JP UPDATE: Longer ranged and more powerful.



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


DWO Chakrams - Thrust00:18

DWO Chakrams - Thrust

DWO Chakrams - Pierce00:14

DWO Chakrams - Pierce

DWO Chakrams Crescent00:15

DWO Chakrams Crescent

DWO Chakrams - Moon00:15

DWO Chakrams - Moon

DWO Chakrams - Eclipse00:29

DWO Chakrams - Eclipse

DWO Chakrams - Fan00:33

DWO Chakrams - Fan

Move Set

Attack Description Stagger Stun Launch Knockback Element SA
Charge 2 Uppercut with the left Chakram. O
Charge 3

Spins with the Chakrams extended outward. Ends with both Chakrams thrown in a 360 around the character.

JP UPDATE: Lower cooldown time.

O(Last hit) O(Last hit)
Charge 4

Throw both Chakrams in a 360 around the front and back of the character.

JP UPDATE: Faster attack animation.

Charge 5

Backflip with a small petal tornado in front of the character.

JP UPDATE: Replaced with a counterclockwise moving trail of fire. Does knockback and has natural Fire.

Evolution N2 > N3 > C4. O O O
Jump Charge Throw both Chakrams downward while doing a backflip in midair and catch them before you fall back down to land. O
Jump Attack Swirling downward attack with both Chakrams. O
Dash Attack Bearhug like attack while sliding. O

Move Set Video
DWO Chakrams - Move Set01:00

DWO Chakrams - Move Set



Type Attributes Description
Musou Good Mobility, Juggles, Knockback finisher.

Steps forward and throws the Chakrams one by one in a series of slash motions. Ends musou with a spinning 360 slash.

JP UPDATE: Longer range for every hit.

True Musou Musou with added fire damage. Ending finisher is a spinning jump creating a Tornado AoE.

Musou Length

Musou 145-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 Chakrams - Musou's00:16

DWO Chakrams - Musou's

Advanced +

Protect - Gradually heals allies HP

Advanced + Video
DWO Chakrams - Advanced00:12

DWO Chakrams - 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 17 17 10*N+10 17 12

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 10+5+5 17+5+5e 10 14e 10 14e 10 14e 14e 8+5+5+5+10e


  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, F = Fire e = Element.
  • 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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