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51


Basic InformationEdit

Moveset: Diao Chan

Advanced Skill: Rally


Flask WheelEdit

Attack Damage Defence Life Musou
5 1 3 6 2


Basic StatsEdit

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Twin Maces 41 37 31 150 170 135 155 Rally




Upgrade StatsEdit

Level Weapon Name Atk Dmg Def Life Musou
1 Twin Maces +30 +16 +26 +35 +21
2 Graceful Maces +33 +19 +29 +38 +24
3 Royal Maces +36 +22 +32 +41 +27
4 Enchantress +39 +25 +35 +44 +30
5 Diva +42 +28 +38 +47 +33
6 True Diva +45 +31 +41 +50 +36

These are all the + stats of the Weapons.

PicturesEdit

Twin Maces Graceful Maces Royal Maces
TMaces2 TMaces2 TMaces3
Enchantress Diva True Diva
TMaces4 TMaces6 TMaces6

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

Emblems & Move SetEdit

EmblemsEdit

Thrust
Back flip (C1) or kneel down (C6) followed by a wind cone.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O C6
Pierce
360º dancing attack ending in a back strike then repeated for a forward strike.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (First strike) O (Second strike) O (Second strike)
Crescent
Forward flip to slam the ground with your legs creating a quake.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Moon
Spins on one leg with maces outward.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Fan
Shoot out 2 blue energy discs in a V shape forward. Extra input causes a sliding leg sweep. Diao Chan's original C6 and C1 respectively.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Disc) O (Leg sweep) O (Both hits)
Eclipse
Hop to slam both Maces on the ground creating a shockwave.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O


Move SetEdit

Charge 2
Hopping upward strike.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Charge 3
Does one vertical strike then a horizontal strike. Finishes with an upside down strike then a hopping frontal sweep.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Last hit) O (Last hit) O
Charge 4
Frontal swipe followed by a kick from the left.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Kick) O (Kick)
Charge 5
Frontal petal tornado launcher.

Stagger

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

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Third last hit) O (Last hit) O (Last hit) O
Jump Charge
Does a flip and smashes both Maces upon landing, creating a quake.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Jump Attack
Smacks with the right Mace.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Dash Attack
Does a forward flip kick.

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 Good Yes (first hit Stuns) Knockback

A rotating series of kicks. Each kick will stun an enemy. Ends with a front flip using both Maces to knock the enemy away.

True Musou

Musou with added fire damage. Ending finisher is a 360 Tornado spawned from a kick upwards in front of you.




Musou LengthEdit

Musou 170-??? ???-??? ???-??? ???-??? ???-??? ???-???
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.


Emblem EvaluationEdit

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

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

Video DemonstrationEdit

Video go here


Advanced +Edit

Rally - Recovers the Life of all troops except for commanders.

Troops include regular soldiers, lieutenants, officers, and generals (if present in battle). Does not regenerate life for allied players.

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 10 15+15 10 12 17 (10+10)*N+12+12 17+15 12



Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 3 5 8+17 17+17 12 14 15 17 (10+10)+20 12 18*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
00000 00 ? ? ? ?

?

00000 ? ? ? ? ? ?

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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