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23


Basic InformationEdit

Moveset: Pang De

Advanced Skill: Aggression


Flask WheelEdit

Attack Damage Defence Life Musou
5 6 1 2 3


Basic StatsEdit

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




Upgrade StatsEdit

Level Weapon Name Atk Dmg Def Life Musou
1 Twin Picks +29 +31 +21 +27 +24
2 Halberd +32 +34 +24 +30 +27
3 Sturdy Halberd +35 +37 +27 +33 +30
4 Pole Axe +38 +40 +30 +36 +33
5 Heavenly Halberd +41 +43 +33 +39 +36
6 True Heavenly Halberd +44 +46 +36 +42 +39

These are all the + stats of the Weapons.

PicturesEdit

Twin Picks Halberd Sturdy Halberd
TPick2 TPick2 TPick3
Pole Axe Heavenly Halberd True Heavenly Halberd
TPick4 TPick6 TPick6

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

Emblems & Move SetEdit

EmblemsEdit

Thrust
Cross both Picks and point forward to create a forward moving fissure.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C1 O C6
Pierce
Quick front flip while attacking behind and in front.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C6 C6
Crescent
Frontal outward cross attack. Extra input causes you to stomp back with the right leg creating an AoE. Pang De's original C1.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (First hit) O (Second hit) O (C1, first hit. C6, both hits) O (Both charges)
Moon
Hop then jam both Picks into the ground creating a quake. C1 has a slight delay while C6 is instantaneous.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O O
Fan
Run forward with both Picks extended outward, followed by a cross slashing bear hug. Pang De's original C6.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O O
Eclipse
Right Pick swing left, swing both Picks left, swing both Picks right ending with a post with an AoE effect.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (First 2 hits) O (Last hit) O (Last 2 hits) O (First 3 hits)


Move SetEdit

Charge 2
Upward uppercut slash.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Charge 3
Forward downward slash with right Pick then left. Ends with a frontal swing to the left.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Last hit) O (Last hit) O
Charge 4
Forward stepping sweep.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O O
Charge 5
Jams both Picks on the ground creating an earthquake.

Stagger

Stun Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O O
Evolution
N3 > N4 > N5 > N6

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Second last hit) O (Last hit) O
Jump Charge
Forward roll in the air.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Jump Attack
Downward cross slash.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Dash Attack
Sliding sweep.

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 None No (each hit causes Collapse) 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.




Musou LengthEdit

Musou 120-??? ???-??? ???-??? ???-??? ???-??? ???-???
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 Ok Good Excellent Bad Bad Bad Bad Bad Good Bad
Defeat/Capture Bad Bad Good Ok Bad Bad Bad Bad Good Bad
Defeat Bad Bad Good Good Bad Bad Bad Ok Good Good

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

Video DemonstrationEdit

Video go here


Advanced +Edit

Aggression - Attack strength is tripled.

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 6 6 8 10 15 18 8 10 15 18 8 17 17 (8+8)*N+12 20 12



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