Basic Information

Flask Wheel

Attack Damage Defense Life Musou
1 6 5 3 2

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Ogre's Fist 50 42 40 180 120 115 120 Drain Guard

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Ogre's Fist 21 33 31 28 23
2 Giant Fist 24 36 34 31 26
3 Goliath Fist 27 39 37 34 29
4 Titan Fist 30 42 40 37 32
5 Colossus Fist 33 45 43 40 35
6 True Colossus Fist 36 48 46 43 38


Ogre's Fist & Giant Fist

+ Fire + Ice
Manifer R1 Manifer R1 F Manifer R1 I
+ Wind + Vorpal + Lightining
Manifer R1 W Manifer R1 V Manifer R1 L

Goliath Fist

+ Fire + Ice
Manifer R3 Manifer R3 F Manifer R3 I
+ Wind + Vorpal + Lightning
Manifer R3 W Manifer R3 V Manifer R3 L

Titan Fist

+ Fire + Ice
Manifer R4 Manifer R4 F Manifer R4 I
+ Wind + Vorpal + Lightning
Manifer R4 W Manifer R4 V Manifer R4 L

Colossus Fist & True Colossus Fist

+ Fire + Ice
Manifer R6 M R5 F M R5 I
+ Wind + Vorpal + Lightning
M R5 W M R5 V M R5 L


Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust A simple punch forward with the Manifer. An extra input causes you to perform a short, stronger dashing punch. O (Strong) O
Pierce A stomp behind followed by a flip, creating a fissure forward upon landing. O O (C1 fissure only, C6 both hits)

O          (Jpn


Crescent Grabs the ground and then pulls up several stone pillars in front. O C6 C6
Moon A right to left hook punch with a trail followed by a smash with the Manifer causing an AoE effect. O (First hit) O (Second hit) C6 (Smash)
Fan A left then right hook punch with a trail each. Another input does two right mid-air kicks with dark energy. Another input causes you to do a backflip summoning several stone pillars forward and then fissures in a V shape upon landing. O (First two hits) O (Last hit first input) O (Second and third input all hits) O (Second input and third input all hits) O (First input)
Eclipse A smash to the ground creating a ground pound, followed by another smash destroying some of the earth. First hit causes collapse. O (Second hit) O (Both hits) O (Throughout first hit)


  • 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.


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


Weapon Demo
真‧三國無双Online 2012 11 22新武器「重手甲」實裝!

真‧三國無双Online 2012 11 22新武器「重手甲」實裝!



Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 A backhanded uppercut. O
Charge 3 A series of left and right punches with the Manifer followed by a jab. O O
Charge 4 Raise your free hand to create an AoE effect. O O
Charge 5 Stomp, creating several fissures that move in a V shaped direction. O O
Dash Attack Two mid-air kicks from the right. O
Jump Normal A right to left downward swing. O
Jump Charge Land punching the ground, causing several boulders to rise from the ground. O
Evolution N4 > N2 > N3 > C4 O O O


  • 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.


Type Mobility Juggles? Finisher does Description
Regular Musou None Yes Knockback Rapid punches with the Manifer over a wide area. Ends with a jump and a punch to the ground creating a blue AoE effect.
True Musou Musou with added fire damage. Ends with an uppercut followed by seven stomps and then a punch to the ground creating a 5 directional earthquake.

Musou Length

Musou 145-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.

Advanced +

Drain Guard Succesfully guarded attacks while this advances is on will make the enemy flinch along lose a bit of their musou.

Motion Damage values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12+12 10 10 12 14 17 20 15 10 12 20 8 12 17 5+7+(7+7)*N+10 17


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 18e/20e 22e/25e 8+10 10e+12e 15 18e 10+12 12+15e 10*2(+10e*2)(+10e+15e) 12e+15e 4*N+4+20 4*N+4+3*7+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

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