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00032012 1-10

Basic Information


Flask Wheel

Attack Damage Defense Life Musou
3 2 6 5 1

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Iron Halberd 48 50 25 180 140 105 140 Berserk


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Iron Halberd +25 +24 +31 +29 +18
2 Heavy Halberd +28 +27 +34 +32 +21
3 Great Halberd +31 +30 +37 +35 +24
4 Sky Piercer +34 +33 +40 +38 +27
5 Sky Scorcher +37 +36 +43 +41 +30
6 True Sky Scorcher +40 +39 +46 +44 +33


Pictures

Iron Halberd & Heavy Halberd

+ Fire + Ice
Halberd2 Halberd2F Halberd2I
+ Wind + Vorpal + Lightining
Halberd2W Halberd2V Halberd2L


Great Halberd

+ Fire + Ice
Halberd3 Halberd3F Halberd3I
+ Wind + Vorpal + Lightning
Halberd3W Halberd3V Halberd3L


Sky Piercer

+ Fire + Ice
Halberd4 Halberd4F Halberd4I
+ Wind + Vorpal + Lightning
Halberd4W Halberd4V Halberd4L


Sky Scorcher & True Sky Scorcher

+ Fire + Ice
HalberdR6 Halberd6F Halberd6I
+ Wind + Vorpal + Lightning
Halberd6W HalberdR6vorpal Halberd6L

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Swing Halberd to the left, then right, left, right and kick forward each releasing a red X's forward. O(Last X) O(Last X)
Pierce Swing Halberd up releasing two red eletrical pillars infront and behind you. O C6
Crescent Downward slash to the left then right then dash forward and stomp the ground creating an AoE. Lu Bu's original C1. O(First two hits) C6(Stomp) O(During first hit)
Moon

Charge 1 wildly swing Halberd overhead.
Charge 2 spin Halberd overhead.
Charge 3 triumphantly hold Halberd overhead.
Each charge causes a red electrical AoE around your character. Charge 1 hits 2 times, Charge 2 hits 3 times, Charge 3 hits 4 times.

O(All hits) C1 Charge 3 C1(During Charge 1)
Fan Frontal slash to the left, then right, then jump forward slamming the Halberd on the ground creating an explosion. O(First two hits) Fire(Last hit)
Eclipse Frontal downward slash to the left then right, ends by jamming the Halberd into the ground creating an AoE. Can be extended to 6 hits each causing collapse, Lu Bu's original C6. O(Last hit) O(Last hit)

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 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.


Evaluation

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

Video's

Thrust
DWO Halberd - Thrust Emblem00:18

DWO Halberd - Thrust Emblem


Pierce
DWO Halberd - Pierce00:17

DWO Halberd - Pierce









Crescent
DWO Halberd - Crescent Emblem00:14

DWO Halberd - Crescent Emblem


Moon
DWO Halberd - Moon Emblem00:27

DWO Halberd - Moon Emblem


Eclipse
DWO Halberd - Eclipse Emblem00:26

DWO Halberd - Eclipse Emblem


Fan
DWO Halberd - Fan Emblem00:16

DWO Halberd - Fan Emblem

Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Uppercut with the butt end of the Halberd. O O
Charge 3 Counterclockwise spinning slash holding the Halberd at the very tip at the end. Ends with a frontal slash to the left, right then stomps the ground releasing a shockwave. O(Shockwave) O(Shockwave)
Charge 4 Frontal slash to the right. O O
Charge 5 Swing Halberd up creating an AoE effect infront of you. O O
Evolution N2 > N3 > C4 O(Last hit) O O
Jump Charge Stomp on the ground for a small AoE then fo a frontal slash to the right. O(Slash) O(Stomp)
Jump Attack Frontal slash to the left. O
Dash Attack Upward slash to the right. 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.


Move Set Video
DWO Halberd - Move Set00:45

DWO Halberd - Move Set

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Hop forward while spinning the Halberd downward to the right. Ends by slamming the axe head on the ground creating an AoE.
True Musou Musou with added fire damage. Ends by stomping the ground creating an AoE then swing the Halberd to the right creating a shockwave.

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 Halberd - Musou's00:16

DWO Halberd - Musou's

Advanced +

Berserk attacks deal damage through enemy Guard

Advanced + Video
DWO Halberd - Advanced00:20

DWO Halberd - Advanced

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 6 6 8 10 15 18 10 10 15 18 8 12+10 17 7*N+10e 17e 12e


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 4+4+4+4+4e 6+6+6+6+6e 10 14e 8+8+10 10+10+12e 4(5+4e) 6(5+4e) 8+8+10F 4*6+10e 15N+20
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, e = Element, F = Fire.
  • 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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