Basic Information
Moveset: Huang Gai
Advanced Skill: Godly Hammer
Flask Wheel
Attack 攻撃力 |
Damage 破壊力 |
Defense 防御力 |
Life 体力 |
Musou 無双 |
---|---|---|---|---|
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 | +32 | +22 | +17 | +28 | +35 |
2 | Death Rod | +35 | +25 | +20 | +31 | +38 |
3 | Great Rod | +38 | +28 | +23 | +34 | +41 |
4 | Shadow Rod | +41 | +31 | +26 | +37 | +44 |
5 | Dark Shadow | +44 | +34 | +29 | +40 | +47 |
6 | True Dark Shadow | +47 | +37 | +32 | +43 | +50 |
7 | Shade | +50 | +40 | +35 | +46 | +53 |
These are all the + stats of the Weapons.
Pictures
Iron Rod | Death Rod | Great Rod |
Shadow Rod | Dark Shadow | True Dark Shadow |
Shade | ||
For a view of the weapons in every element click here!
Emblems & Move Set
Emblems
Thrust 突 |
Powerful downward strike. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Pierce 砕 |
Windup swing followed by an upward strike to the left. Extra input is an upward strike to the right. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Crescent 盾 |
Frontal kick to the left. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Moon 陣 |
Place a bomb. Quick extra input and you will throw it causing it to explode on contact. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | Fire | O |
Fan 衛 |
Frontal upward swing to the right. |
Stagger |
Stun | Launch | Knockback | Drop | Rotation lock | Element | Super Armor |
O | O |
Eclipse 覇 |
A small hop to slam the Rod on the ground creating an AoE effect. |
Stagger |
Stun | Launch | Knockback | Drop | Rotation lock | Element | Super Armor |
O | O |
Move Set
Charge 2 |
Small uppercut with the shield hand. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Charge 3 |
Side kicks from the right and left. Ends with a smack upwards from the shield. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O last hit | O last hit | O |
Charge 4 |
Frontal swipe. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | O |
Charge 5 |
Smash the ground causing an explosion. |
Stagger |
Stun | Behind | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | Fire |
Evolution |
N4 > N5 > N6 |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O last hit | O |
Jump Charge |
Throws a bomb down and forward. Can't be blocked |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | Fire |
Jump Attack |
Downward strike. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Dash Attack |
harge forward then ram with the shield. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
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 while performing this.
- "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.
- Charge 1 and Charge 6 depend on the Emblem
- Charge 3 gets longer with Combo upgrades. Can end Charge 3 prematurely if you don't continue to press Charge Attack.
Musou
Type | Mobility | Juggles | Finisher does | Description |
Musou | Good | Yes | Knockback | Swings left and right while walking forward, Ends with a strike from to the left that covers the whole front. |
True Musou | Launch |
Musou with added fire damage. Ends with throwing five bombs in front that all explode as they hit the ground. |
Musou Length
Musou | 140-164 | 165-190 | 200-220 | 228-250 | 268-270 | 290-??? |
Number of Hits | 9/11 | 10/12 | 11/13 | 12/14 | 13/15 | 14/16 |
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.
Emblem Evaluation
Target | C1 | C6 | ||||||||||
Thrust | Pierce | Crescent | Moon | Thrust | Pierce | Crescent | Moon | Fan | Eclipse | |||
Confront | Excellent | Excellent | Bad | Good | Bad | Ok | Bad | Bad | Good | Excellent | ||
Defeat/Capture | Ok | Good | Bad | Excellent | Bad | Ok | Bad | Bad | Bad | Good | ||
Defeat | Good | Bad | Good | Excellent | Bad | Ok | Ok | Ok | Ok | Excellent |
These are opinions and should not be taken as fact. every player has there own opinion.
Video Demonstration
Video go here |
Advanced +
Godly Hammer - Musou Attacks will become True Musou and Musou attack power is increased.
Weapon Switch
When using the Weapon Switch to this weapon -
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 | 17 | (12+12)*N+12+20 | 17 | 15 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 20 | 15+15+20 | 18+15+20 | 20 | 12 | 15 | 12 | 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
Build | Tempers | C1 | C6 | Mode | Element | Mods |
---|---|---|---|---|---|---|
50330 | 27 | P酔, T突 | E覇, F衛 | Confront | Ice氷, Blitz雷, Wind風 |
Def mod or Atk mod, Temper (Balance Chi) |
30432 | 25 | Any except C盾 | E覇 | Confront | Ice氷, Vorpal斬(Then C1 must be P酔) | Double Def mods, Temper, (Any Chi) |
These are opnions based on what other players have created. To add a new Row right click any box and select insert row after.