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00032005 1-10

Basic Information


Flask Wheel

Attack Damage Defense Life Musou
3 5 1 6 2


Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Great Club 46 55 42 200 120 100 120 Godly Hammer


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Great Club +23 +36 +16 +38 +18
2 Heavy Club +26 +39 +19 +41 +21
3 Spiked Club +29 +42 +22 +44 +24
4 Bone Crusher +32 +45 +25 +47 +27
5 Stone Crusher +35 +48 +28 +50 +30
6 True Stone Crusher +38 +51 +31 +53 +33

Pictures

Great Club & Heavy Club

+ Fire + Ice
GClub2 GClub2F GClub2I
+ Wind + Vorpal + Lightining
GClub2W GClub2V GClub2L


Spiked Club

+ Fire + Ice
GClub3 GClub3F GClub3I
+ Wind + Vorpal + Lightning
GClub3W GClub3V GClub3L


Bone Crusher

+ Fire + Ice
GClub4 GClub4F GClub4I
+ Wind + Vorpal + Lightning
GClub4W GClub4V GClub4L4L


Stone Crusher & True Strone Crusher

+ Fire + Ice
GClub6 GClub6F GClub6I
+ Wind + Vorpal + Lightning
GClub6W GClub6V GClub6L

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Powerful downward smash. Knocks the enemy down preventing counterattacks. O C1 O
Pierce Frontal swing in front then behind. O(Strong, both swings) O(Both swings) O(Both swings O(Both swings)
Crescent Hunch body forward then lunges forward with Club out infront. C1 has a delay while C6 is instant. O C1
Moon Jump in place with Club below to smash the ground creating an AoE effect. Causes enemies to fall on their back. C6
Fan Frontal swing to the right then left. O(2nd swings) O(1st swing) O(2nd swing)
Eclipse Two clockwise spins followed by a downward smash with an AoE effect. O(Clockwise spins) O(Smash) O(Smash)

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 Excellent Ok Ok Good Bad Ok Bad Good Bad Good
Capture Bad Bad Bad Good Bad Bad Bad Good Bad Good
Defeat Bad Bad Ok Excellent Bad Ok Ok Good Bad Good

Video's

Thrust
DWO Great Club - Thrust00:18

DWO Great Club - Thrust


Pierce
DWO Great Club - Pierce00:14

DWO Great Club - Pierce









Crescent
DWO Great Club - Crescent00:14

DWO Great Club - Crescent


Moon
DWO Great Club - Moon00:16

DWO Great Club - Moon


Eclipse
DWO Great Club - Eclipse00:25

DWO Great Club - Eclipse


Fan
DWO Great Club - Fan00:23

DWO Great Club - Fan


Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Uppercut with the Club. O O
Charge 3 Slams Club on the ground in front. Ends with a more forceful slam with an AoE effect. O(Last hit) O
Charge 4 Large baseball swing. O(Strong) O O
Charge 5 Slams club creating an AoE in front. O O O
Evolution N2 > N3 > C4. O(Last hit) O O
Jump Attack Frontal swing. O
Jump Charge Curl up into a ball and slam on the ground twice while spinning then land on your two feet. O(Both hits)
Dash Attack Jumps forward to curl into a ball and roll twice. 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.
  • This weapon has large knock back for any sweeping movements. This means enemies will go flying a good distance away if hit. This makes it hard to juggle alone.


Move Set Video
DWO Great Club - Move Set00:43

DWO Great Club - Move Set

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou Low Yes Knockback Spins club outward in a counterclockwise rotation while slowly moving forward. Ends with one final spin that knocks enemies away while you lay down from being dizzy due to the spinning. Good for countering an enemy musou that doesn't juggle.
True Musou Musou with added fire damage. Ends with a jumping downward smash with a shockwave after.


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.

Video

Musou's Video
DWO Great Club - Musou's00:14

DWO Great Club - Musou's

Advanced +

Godly Hammer ~ Musou Attack Up & Musou becomes True Musou regardless of HP

Advanced + Video
DWO Great Club - Advanced00:18

DWO Great Club - Advanced

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 10 8 8 10 12 17 20 8 8 10 17 8 12+12 17 15*N+10e 17e 17e


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 20e 15e+18e 18e+18e 18 17e 12 14e 15+15e 13+13+12e 15*N+20 15*N+10+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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