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44


Basic InformationEdit

Moveset: Zhang Liao

Advanced Skill: Leech


Flask WheelEdit

Attack Damage Defence Life Musou
5 2 3 6 1


Basic StatsEdit

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Pole Blade 44 44 29 160 145 115 125 Leech




Upgrade StatsEdit

Level Weapon Name Atk Dmg Def Life Musou
1 Pole Blade +31 +23 +24 +36 +17
2 Vicious Blade +34 +26 +27 +39 +20
3 Great Blade +37 +29 +30 +42 +23
4 Blue Wyvern +40 +32 +33 +45 +26
5 Gold Wyvern +43 +35 +36 +48 +29
6 True Gold Wyvern +46 +38 +39 +51 +32

These are all the + stats of the Weapons.

PicturesEdit

Pole Blade Vicious Blade Great Blade
PBlade2 PBladeR2 PBlade3
Blue Wyvern Gold Wyvern True Gold Wyvern
PBlade4 PBlade5 PBlade6

For a view of the weapons in every element click here!

Emblems & Move SetEdit

EmblemsEdit

Thrust
Brandish the Blade before thrusting it forward. Extra input adds a charge up before executing a wind powered dashing thrust.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C1(Charge 1) O O(C1, Charge 2. C6, both charges)
Pierce
Stab forward followed by a slam behind. Slam causes knock down.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O(Stab) C6(Both hits)
Crescent
Charge forward with pole held in front.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C6 O
Moon
A clockwise double slash.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O(Last hit) C6(Both hits)
Fan
Swing the Blade to the right sending out two disc projectiles that travel in a V-shaped direction.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Eclipse
Twirls the Blade around creating a tornado around the body. Zhang Liao's original C6.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O


Move SetEdit

Charge 2
Upward slash.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Charge 3
Swings the Blade diagonally in front multiple times with both the front and butt end, in the opposite direction each time then finishes with a broad swing.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O(Last hit) O(Last hit)
Charge 4
Spins around using one foot as a pivot with the Blade held out.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Charge 5
Spinning jumping slash that sends out a tornado launcher. Extra input will cause you to dash forward while spinning the Blade in front of you. Zhang Liao's original C1 minus the ending strike.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O(Both hits) O(Both hits)
Evolution
N1 > N2 > N3 > C4

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O(Second last hit) O(Last hit) O
Jump Charge
Emits a blue disc projectile.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Jump Attack
Swipe to the left.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Dash Attack
Slash to the right

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.
  • Collapse - Enemy slumps onto the ground, as if being defeated with no health left. Takes effect even if enemy is stunned or staggered. Takes precedence over Knockback, but not Stun.
  • 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.


MusouEdit

Type Mobility Juggles Finisher does Description
Musou Low Ground Knockback

Downward slashes to the right then left while moving forward. Ends with a low sweep.

True Musou Yes

Musou with added fire damage. Ends with a low sweep to the right followed by a giant fireball forward.




Musou LengthEdit

Musou 145-150 ???-??? ???-??? ???-??? ???-??? ???-???
Number of Hits 7 # # # # #

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 EvaluationEdit

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

These are opinions and should not be taken as fact. every player has there own opinion.

Video DemonstrationEdit

Video go here


Advanced +Edit

Leech - Every attack that connects will heal you a small amount.

Weapon SwitchEdit

When using the Weapon Switch to this weapon -

Motion Damage ValuesEdit

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 14 17 8 5 17 (5+5)*N+10 17 12+10



Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 14(14) 16(18) 10+10 12+12 13 15 8+10 10+12 (15+15) 15 15*N+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 SuggestionEdit

Build Tempers C1 C6 Mode Element Mods
30440 26 Crescent/Moon Moon/Eclipse Survival Any

1x Defense or 1x Life, 2x Max Temper

40430 26 Thrust Moon Confront Ice 1x Defense or 1x Life, 2x Max Temper
40332 25 Thrust/Crescent Moon Confront Ice/wind 2x Life, 1x Max Temper

These are opnions based on what other players have created. To add a new Row right click any box and select insert row after.

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