00032001 1-1525

Basic Information

Flask Wheel

Attack Damage Defense Life Musou
3 2 5 1 6

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Crescent Blade 49 37 35 170 140 110 135 Toughness

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Crescent Blade +23 +23 +29 +21 +31
2 Moon Blade +26 +26 +32 +24 +34
3 Fatal Crescent +29 +29 +35 +27 +37
4 Blue Dragon +32 +32 +38 +30 +40
5 Blue Moon Dragon +35 +35 +41 +33 +43
6 True Blue Moon Dragon +38 +38 +44 +36 +46


Crescent Blade & Moon Blade

Crescent Blade + Fire + Ice
Crescent Blade Cblader2Fire Cblader2ice
+ Wind + Vorpal + Lightining
Cblader2wind Cblader2vorpal Cblader2lightning

Fatal Crescent

Fatal Crescent + Fire + Ice
Crescent blade r3 Cblader3Fire Cblade3ice
+ Wind + Vorpal + Lightning
Cblader3wind Cblader3vorpal Cblader3lightning

Blue Dragon

Blue Dragon + Fire + Ice
Crescent blade r4 Cblader4Fire Cblader4ice
+ Wind + Vorpal + Lightning
Cblader4wind Cblader4vorpal Cblader4lightning

Blue Moon Dragon & True Blue Moon Dragon

True Blue Moon Dragon + Fire + Ice
Crescent blade r6 Cblader6Fire Cblader6Ice
+ Wind + Vorpal + Lightning
Cblader6wind Cblader6vorpal Cblader6lightning


Emblem Description Stagger Stun Knockback Launch Collapse Rotation Lock Element SA
Thrust Swing the blade downward creating a large earthquake effect forward. O C1 O

Swing the blade downward then jab backwards with the butt of the weapon. First hit will knock the enemy down preventing counter attacks.

O (Strong, Last hit) O (Last hit) O (Both hits)


(First hit)


Frontal slash to the left.

O C6 C6

Upwards slash to the right followed by a downward slash forward. Extra input causes you to perform a large swing to the left.

O (Last hit) O (First hit) O (First 2 hits) O (All hits) C6

Two counterclockwise spins followed by a clockwise spin that releases an AoE cyclone that does Wind damage.

O O+Wind

Frontal slash to the right.



  • 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.
  • "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 Good Excellent Good Bad Ok Bad Ok Ok Good Good
Defeat/Capture Bad Bad Ok Ok Bad Bad Ok Ok Ok Good
Defeat Bad Ok Excellent Good Bad Bad Good Good Ok Good


DWO Crescent Blade - Thrust Emblem

DWO Crescent Blade - Thrust Emblem

DWO Crescent Blade - Pierce Emblem

DWO Crescent Blade - Pierce Emblem

DWO Crescent Blade - Crescent Emblem

DWO Crescent Blade - Crescent Emblem

DWO Crescent Blade - Moon Emblem

DWO Crescent Blade - Moon Emblem

DWO Crescent Blade - Eclipse Emblem

DWO Crescent Blade - Eclipse Emblem

DWO Crescent Blade - Fan Emblem

DWO Crescent Blade - Fan Emblem

Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2

Uppercut with the blade

Charge 3

Upward slashes from right to left. Ends with a frontal upwards slash

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

360 slash from the left.

Charge 5

Creates a small tornado in front. Extra input causes you to do twirl the Blade counterclockwise while jumping forward. Guan Yu's original C1.

O (Both hits) O (Both hits) O (Tornado)

N1 > N2 > N3 > C4

O (Last hit) O O
Jump Charge

Frontal swipe followed by a slam on the ground.

O (Swipe) O (Slam)
Jump Attack Frontal swipe downward O
Dash Attack Frontal slash while sliding. O


  • Charge 1 and Charge 6 depend on the Emblem
  • Charge 3 gets longer with Combo upgrades. Can end Charge 3 prematurely if you don't continue to press Charge Attack.

Move Set Video
DWO Crescent Blade - Move Set

DWO Crescent Blade - Move Set


Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Spins body while holding the blade outward. Ends with a frontal slash to the right.
True Musou Launch

Faster musou with added fire damage. Ends with a one handed weapon spin with a 360 tornado effect around your character.

Musou Length

Musou 140-164 165-190 200-220 228-250 268-270 290-???
Number of Hits 7 8 9 10 11 12

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 Crescent Blade - Musou's

DWO Crescent Blade - Musou's

Advanced +

Toughness - If current life is below 100 you will be healed by 100, if current life is over 100 it will be doubled. Repeated activations while still in effect will heal you.

Advanced + Video

DWO. Crescent Blade - 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 12 12 17 20 8 17+12 17 (5+5)*N+10e 20e 12e+10e

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 12e 20e+20e 15 20e 13e+13e+15e 15e+13e+15e 25e 12e+12e+15W 15*N+20
  • 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.