00032042 1-13

Basic Information

Flask Wheel

Attack Damage Defense Life Musou
2 5 3 1 6

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Twin Blades 47 45 35 160 165 130 150 Acceleration

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Twin Blades +20 +32 +25 +19 +34
2 Sturdy Twin Blades +23 +35 +28 +22 +37
3 Twin Fangs +26 +38 +31 +25 +40
4 Pure Havoc +29 +41 +34 +28 +43
5 Requiem +32 +44 +37 +31 +46
6 True Requiem +35 +47 +40 +34 +49


Twin Blades & Sturdy Twin Blades

+ Fire + Ice
Twin2 Twin2F Twin2I
+ Wind + Vorpal + Lightning
Twin2W Twin2V Twin2L

Twin Fangs

+ Fire + Ice
Twin3 Twin3F Twin3I
+ Wind + Vorpal + Lightning
Twin3W Twin3V Twin3L

Pure Havoc

+ Fire + Ice
Twin4 Twin4Fire Twin4I
+ Wind + Vorpal + Lightning
Twin4W Twin4V Twin4L

Requiem & True Requiem

+ Fire + Ice
Twin6 Twin6F Twin6I
+ Wind + Vorpal + Lightning
Twin6W Twin6V Twin6L


Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Thrust hand forward releasing a blue floating orb. C6 releases three orbs. Ice C6
Pierce Frontal slash to the right, then backflip creating an AoE as you land.
Extra input - Dash forward with the blade held in front.
O(Slash) O(Dash) O(Backflip) C1(Dash)
C6(All hits)
Crescent Frontal slash to the right then left, then an outward frontal attack detaching the Blades. First two hits causes collapse. O(Last hit) O(Last hit) C6
Moon Twirl the Blade around you creating a dark energy AoE around you. O C6 C6
Fan Shoot an ice ball forward. Multi input up to three ice blocks.
Extra Input - Toss out five vorpal orbs.
Ice(3 Ice balls)
Vorpal(Purple Orbs)
Eclipse Put hand in front of face then swing it to the left creating an AoE. Causes opponent to drop on their back. O


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


DWO Twin Blade - Thrust

DWO Twin Blade - Thrust

DWO Twin Blade - Pierce

DWO Twin Blade - Pierce

DWO Twin Blade - Crescent

DWO Twin Blade - Crescent

DWO Twin Blade - Moon

DWO Twin Blade - Moon

DWO Twin Blade - Eclipse

DWO Twin Blade - Eclipse

DWO Twin Blade - Fan

DWO Twin Blade - Fan

Move Set

Attack Description Stagger Stun Knockback Launch Element SA Extra
Charge 2

Uppercut with the Blade. Extra input releases a vorpal orb.

O X O(Vorpal)
Charge 3 Downward slash to the left then split the Blades swinging the right Blade up to the right then left Blade up to the left, ends with a rush forward swing both Blades outward. O (Last hit) O(Last hit)
Charge 4 Frontal slash to the right. Extra input releases a vorpal orb. O O O(Ice)
Charge 5 Detach the Blades and jam them into the ground on your sides. Extra input releases a vorpal orb. O O O(Ice)
Dash Attack Hopping frontal slash to the right. O X
Jump Normal Swipe to the right. O X
Jump Charge Lifting swipe, followed by swipes left and right. Opponent can aerial recover from the last swipe if it connects. O (Last hit) O (First hit) X
Evolution N2-->N3-->C4. O O X 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.
  • Jump charge can be extended if you continue pressing charge attack.
  • Extra - Pressing charge attack again after the attack will shoot an orb dealing elemental damage.

Move Set Video
DWO Twin Blade - Move Set

DWO Twin Blade - Move Set


Type Mobility Juggles? Finisher does Description
Regular Musou Low Yes Knockback Detach the Blades and swing them up to the left then down to the right. Ends with a circular spin reattaching the Blades with a giant slash following.
True Musou Musou with added fire damage. Ends a double slash to the right, then left and a final slash with your back turned with a giant ice crystal.

Musou Length

Musou 165-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 Twin Blade - Musou's

DWO Twin Blade - Musou's

Advanced +

Acceleration gives a speed boost to you and your Allies

Advanced + Video
DWO Twin Blade - Advanced

DWO Twin Blade - 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 10 12 15 8 5+10N+12 17+10V (5+5)N+5+10e 17e+6i 12e+6i

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 5i (8+8+8)i 10+12+7e 12e+14e+10e 5+5+5e 7+5+5e 12 14e 5i+5i+5i+(4+4+4)V 15e 15N+20 15N+10+10+15F
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, i = Ice, F = Fire, V = Vorpal, e = Element
  • 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.