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00032031 1-16

Basic Information


Flask Wheel

Attack Damage Defense Life Musou
5 2 1 3 6


Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Iron Rod 45 49 35 190 140 110 130 Godly Hammer


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Iron Rod +31 +21 +16 +27 +34
2 Death Rod +34 +24 +19 +30 +37
3 Great Rod +37 +27 +22 +33 +40
4 Shadow Rod +40 +30 +25 +36 +43
5 Dark Shadow +43 +33 +28 +39 +46
6 True Dark Shadow +46 +36 +31 +42 +49


Pictures

Iron Rod & Death Rod

+ Fire + Ice
IRod2 IRod2F IRod2I
+ Wind + Vorpal + Lightining
IRod2W IRod2V IRod2L


Great Rod

+ Fire + Ice
IRod3 IRod3F IRod3I
+ Wind + Vorpal + Lightning
IRod3W IRod3V IRod3L


Shadow Rod

+ Fire + Ice
IrodR4 IrodR4fire IrodR4ice
+ Wind + Vorpal + Lightning
IrodR4wind IrodR4vorp IrodR4light


Dark Shadow & True Dark Shadow

+ Fire + Ice
IRod6 IRod6F IRod6I
+ Wind + Vorpal + Lightning
IRod6W IRod6V IRod6L

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Powerful downward strike. O O
Pierce Windup swing followed by an upward strike to the left. Press charge again for an upward strike to the right. O(All 3 hits) O(All 3 hits)
Crescent Frontal kick to the left. O O
Moon Press charge once to place a bomb that takes 3 seconds to explode. Press it again before the first animation ends and you will throw it causing it to explode on contact. Huang Gai's original C1. O Fire O
Fan Frontal upward swing to the right. This attack knocks the enemy down preventing counterattacks. O
Eclipse A small hop to slam the Rod on the ground creating an AoE effect. This attack knocks the enemy down preventing counterattacks. 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 Good Ok Good Bad Good Bad Good Ok Good
Capture Ok Ok Bad Bad Bad Bad Bad Bad Good Good
Defeat Good Ok Bad Bad Bad Bad Bad Bad Bad Excellent

Video's

Thrust
DWO Iron Rod - Thrust00:13

DWO Iron Rod - Thrust


Pierce
DWO Iron Rod - Pierce00:16

DWO Iron Rod - Pierce









Crescent
DWO Iron Rod - Crescent00:14

DWO Iron Rod - Crescent


Moon
DWO Iron Rod - Moon00:32

DWO Iron Rod - Moon


Eclipse
DWO Iron Rod - Eclipse00:24

DWO Iron Rod - Eclipse


Fan
DWO Iron Rod - Fan00:23

DWO Iron Rod - Fan


Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Small uppercut with the shield hand. O X O
Charge 3 Side kicks from the right and left. Ends with a smack upwards from the shield. O(Last hit) O(Last hit) O(All hits)
Charge 4 Frontal swipe. O O O
Charge 5 Smash the ground causing an explosion. Can hit behind opponents. O Fire
Evolution N4 > N5 > N6 O(Last hit) O O
Jump Charge Throws a bomb down and forward. This means it will land a short distance away from you. Cannot be blocked. O Fire
Jump Attack Downward strike. O
Dash Attack Charge forward then ram with the shield. 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.
  • All bombs, aside from true musou cannot kill under any circumstance, but will damage all friends and enemies.


Move Set Video
DWO Iron Rod - Move Set01:07

DWO Iron Rod - Move Set


Musou

Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Take swipes left and right while walking forward. Ends with a strike from to the left that covers the whole front.
True Musou Musou with added fire damage. Ends by throwing five bombs in front that all explode as they hit the ground. They land a distance in front of you so you are open to enemy players who run in while you're throwing.
  • With Godly Hammer you can activate true musou at any health and it will be the exact same as if you had critical health(red).

Musou Length

Musou 140-164 165-190 200-220 228-250 268-270 290-???
Number of Hits 7/9 8/10 9/11 10/12 11/13 12/14

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 Iron Rod - Musou's00:13

DWO Iron Rod - Musou's


Advanced +

Godly Hammer makes Musou True Musou and increases Musou attack power.

Advanced + Video
DWO Iron Rod - Advanced00:11

DWO Iron Rod - 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 10 12 17 20 8 12(Fire) 17 (12+12)*N+12+20 17 15(Fire)


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 20e 15e+15e+20e 18e+15e+20e 20e 12(Fire) 15e 12e 12*N+15
  • 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.

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