00032048 1-10

Basic Information

Flask Wheel

Attack Damage Defence Life Musou
2 5 6 3 1

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Great Sword 49 35 30 180 160 110 130 Boundary

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Great Sword +23 +33 +34 +29 +15
2 Heavy Great Sword +26 +36 +37 +32 +18
3 Crusher Sword +29 +39 +40 +35 +21
4 Holy Avenger +32 +42 +43 +38 +24
5 Fu Xi's Sword +35 +45 +46 +41 +27
6 True Fu Xi's Sword +38 +48 +49 +44 +30


Great Sword & Giant Sword

+ Fire + Ice
GSword2 GSword2F GSword2I
+ Wind + Vorpal + Lightining
GSword2W GSword2V GSword2L

Crusher Sword

+ Fire + Ice
GSword3 GSword3F GSword3I
+ Wind + Vorpal + Lightning
GSword3W GSword3V GSword3L

Holy Avenger

+ Fire + Ice
GSword4 GSword4F GSword4I
+ Wind + Vorpal + Lightning
GSword4W GSword4V GSword4L

Fu Xi's Sword & True Fu Xi's Sword

+ Fire + Ice
GSword6 GSword6F GSword6I
+ Wind + Vorpal + Lightning
GSword6W GSword6V GSword6L



Emblem Description Stagger Stun Knockback Launch Elemental SuperArmor
Thrust Throw Sword forward creating an eruption where it lands. O Fire C6
Pierce Throw Sword in air then jump and ride it like a surfboard. O C6
Crescent Uppercut with Sword then quick jump 720º spin attack followed by a strong swing. O O C6
Moon Stab sword into the ground then summon a hail of arrows. O C6
Eclipse Float in air then summon an explosion of fire around you. O Fire
Fan Stab Sword forward creating a series of explosions at tip of Sword, multiple input for more explosions, ending with a larger explosion. O O


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


DWO Great Sword - Thrust

DWO Great Sword - Thrust

DWO Great Sword - Pierce Emblem

DWO Great Sword - Pierce Emblem

DWO Great Sword - Crescent

DWO Great Sword - Crescent

DWO Great Sword - Moon Emblem

DWO Great Sword - Moon Emblem

DWO Great Sword - Eclipse

DWO Great Sword - Eclipse

DWO Great Sword - Fan

DWO Great Sword - Fan

Move Set

Attack Description
Charge 2 Left swing uppercut with Sword
Charge 3 Several forward thrusts followed by a wide swing from left to right
Charge 4 Powerfull swing from left to right
Charge 5 Thrust Sword into the ground creating a AoE quake around you
Evolution N2 > N3 > C4
Jump Charge Slam Sword into the ground
Jump Attack Slash down from the right
Dash Attack Slash from left to right

Move Set Video
DWO Great Sword - Move Set

DWO Great Sword - Move Set



Type Attributes Description
Musou Good Mobility, Juggles, Knockback finisher. Spin around continuosly. End with a final spin that creates a flame whirlwind
True Muosu Musou with added Fire damage, Ends with a jumping flame whirlwind then slam Sword into ground creating an erpution at impact area.

Musou Length

Musou 160-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 Great Sword - Musou's

DWO Great Sword - Musou's

Advanced +

Boundary Guard attacks from all directions, Guarding attacks reduces Advanced+ duration

Advanced + Video
DWO Great Sword - Advanced

DWO Great Sword - Advanced

Motion Damage values[1]Edit

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 15 18 8 12 17 12*N+15e 17e 12e

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 5F 7F 8+10 10e+12e 6+7+7+9 8+9+9+11e 10e 12e 5*3+8/5*3+5*N+10F 14F 15*N+15 15*N+15+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[2]Edit

Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.