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00032047 1-10

Basic Information


Flask Wheel

Attack Damage Defense Life Musou
6 3 1 2 5

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Cursed Deck 43 50 40 160 140 120 130 Sacrifice

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Cursed Deck +27 +22 +15 +18 +24
2 Enchanted Deck +30 +25 +18 +21 +27
3 Mystic Trump +33 +28 +21 +24 +30
4 Crane Deck +36 +31 +24 +27 +33
5 Heavenly Trump +39 +34 +27 +30 +36
6 True Heavenly Trump +42 +37 +30 +33 +39

Pictures

Cursed Deck & Enchanted Deck

+ Fire + Ice
Deck2 Deck2F Deck2I
+ Wind + Vorpal + Lightining
Deck2W Deck2V Deck2L


Mystic Trump

+ Fire + Ice
Deck3 Deck3F Deck3I
+ Wind + Vorpal + Lightning
Deck3W Deck3V Deck3L


Crane Deck

+ Fire + Ice
Deck4 Deck4F Deck4I
+ Wind + Vorpal + Lightning
Deck4W Deck4V Deck4L


Heavenly Trump & True Heavenly Trump

+ Fire + Ice
Deck6 Deck6F Deck6I
+ Wind + Vorpal + Lightning
Deck6W Deck6V Deck6L

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Fan the Cards downward releasing a Yellow floating orb that slowly travels forward then explodes. If it hits a wall it will explode immediately. Zuo Ci's original C1 minus the innate fire (first charge) & innate ice (double tap charge) element. O O C6
Pierce Launches 4 pieces of ice in the 4 compass directions diagonal of you(front right, back left, front left, back right) ends with a floating ice orb launched forward. Note that by using Musou after the last ice shard has left you will launch five ice orbs instead of one. O C1 Ice (All hits) O
Crescent Launches two large seals infront one after the other quickly. Very slow startup. While both hits stun only one will count. O C6 O
Moon The Cards fly above your head to summon a lightning storm. O C6 O
Fan 1st charge - Gather the Cards together in a ball shape then palm thrust forward creating an explosion.
2nd charge - Makes a dark wave appear around you. Zuo Ci's original C6.
O (2nd Charge) O (1st Charge) 1st: Fire
2nd: O
Eclipse Throw the Cards upward floating above your head then slightly levitate above the ground to create a large Yin Yang AoE. O 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 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.

Evaluation

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

Video's

Thrust
DWO_Cursed_Deck_-_Thrust


Pierce
DWO_Cursed_Deck_-_Pierce









Crescent
DWO_Cursed_Deck_-_Crescent


Moon
DWO_Cursed_Deck_-_Moon


Eclipse
DWO_Cursed_Deck_-_Eclipse


Fan
DWO_Cursed_Deck_-_Fan

Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Floats all Cards around your person, then spins them around launching the Cards up. O
Charge 3 Floats Cards in front of you in a pentagram pattern making them criss-cross in the center. Ends by spinning them and pushing them forward. The push will have a large range of effect O(Last hit) O(Last hit)
Charge 4 Spins Cards around body releasing 2 sets of 5 beams around you. O O
Charge 5 Pushes hand forward releasing dark wind cone forward. O O
Evolution N2 > N3 > C4 O O O
Jump Charge Glide downard with a fireball infront. Causes burn out. Fire
Jump Attack Swings Cards around the body at a slightly slanted angle. O
Dash Attack Launches dark wind cone forward from splitting the Cards. Doesn't go very far. O

Note:

  • 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_Cursed_Deck_-_Move_Set

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou Low Yes Knockback Slowly walks forward, hand held up, with the Cards spinning around you rapidly. Ends with lightning strike all around you.
True Musou Launch(Fire and Ice), Knockback(Lightning) Musou with added fire damage. Ends with a frontal arc of 5 fireballs, then 5 iceballs, finishing with a lightning strike all around you.

Musou Length

Musou 140-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_Cursed_Deck_-_Musou's

Advanced +

Sacrifice - Lower your own stats and gradually lose HP, while your allies heal HP and get a stat boost.

Advanced + Video
DWO_Cursed_Deck_-_Advanced

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 8 6 6 8 10 15 18 6 10 10 8+8 8 1F 17 (5+5)*N+10 8+8 17


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 7 10 5*4+5I 9*4+8I 10+10 14+14 5 9 8F+10 18 (13+15*3)*N+13+20 M*N+13+7F+7I+20F
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, F = Fire, I = Ice M = 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.

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