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00032043 1-10

Basic Information


Flask Wheel

Attack Damage Defense Life Musou
5 6 1 2 3


Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Twin Picks 45 47 33 180 120 100 140 Aggression


Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Twin Picks +28 +30 +20 +26 +23
2 Halberd +31 +33 +23 +29 +26
3 Sturdy Halberd +34 +36 +26 +32 +29
4 Pole Axe +37 +39 +29 +35 +32
5 Heavenly Halberd +40 +42 +32 +38 +35
6 True Heavenly Halberd +43 +45 +35 +41 +38

Pictures

Twin Picks & Halberd

+ Fire + Ice
TPick2 TPick2F TPick2I
+ Wind + Vorpal + Lightining
TPick2W TPick2V TPick2L


Sturdy Halberd

+ Fire + Ice
TPick3 TPick3F TPick3I
+ Wind + Vorpal + Lightning
TPick3W TPick3V TPick3L


Pole Axe

+ Fire + Ice
TPick4 TPick4F TPick4I
+ Wind + Vorpal + Lightning
TPick4W TPick4V TPick4L


Heavenly Halberd & True Heavenly Halberd

+ Fire + Ice
TPick6 TPicks6F TPick6I
+ Wind + Vorpal + Lightning
TPick6W TPick6V TPick5L

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Cross both Picks and point forward to create a large earthquake effect. O C1 O C6
Pierce Quick front flip while attack behind and infront. O C6 C6
Crescent Charge 1 - Frontal outward cross attack.
Charge 2 - Stomp back with the right leg creating an AoE. Pang De's original C1.
O(Charge 1) O(Charge 2) O(C1 Charge 1, C6 both charges) O(Both charges)
Moon Hop then jam both Picks into the ground creating an AoE. C1 has a slight delay while C6 is instant. O O O
Fan Run forward with both Picks extended outward then bearhug with them infront. Pang De's original C6. O(Both hits) O(Both hits) O(Both hits)
Eclipse Right Pick swing left, swing both Picks left, swing both Picks right ending with a pose with an AoE effect. O(First 2 hits) O(Last hit) O(Last 2 hits) O(First 3 hits)

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

Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Upward uppercut slash. O O
Charge 3 Forward downward slash with right Pick then left. Ends with a frontal swing to the left. Has wide range. O(Last hit) O(Last hit) O
Charge 4 Forward stepping sweep. O(Strong) O O
Charge 5 Jams both Picks on the ground creating a small AoE effect. O O O
Evolution N4 > N5 > N6 O(Last hit) O O
Jump Charge Forward roll in the air. Short start up time O
Jump Attack Outward frontal swipe.. O
Dash Attack Horizontal slash. 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.

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou None No, each causes collapse Strong Knockback A series of stationary frontal slashes to the right and left. Ends with frontal slash to the right.
True Musou Knockback Musou with added fire damage. Ends with one more slash to the right then jump jamming the Picks on the ground creating a shockwave. Enemies can jump over shockwave if they are not caught in it.

Musou Length

Musou 120-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 +

Aggression ~ Attack x3


Weapon Demonstration Video

Weapon Demo

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 8 10 15 18 8 17 17 (8+8)*N+12e 20e 12e


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 12e 14e 8 10e 15e+10 17e+10e 12e 17e 5+5+5e+15e 12*N+12 12*N+10+20F
  • 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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