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52


Basic Information[]

Moveset: Taishi Ci

Advanced Skill: Fury


Flask Wheel[]

Attack Damage Defence Life Musou
5 6 2 3 1


Basic Stats[]

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Twin Rods 46 40 34 180 135 110 135 Fury


Upgrade Stats[]

Level

Weapon Name Atk Dmg Def Life Musou
1 Twin Rods +31 +32 +23 +30 +16
2 Deadly Rods +34 +35 +26 +33 +19
3 Spiral Rods +37 +38 +29 +36 +22
4 Wolf Slayer +40 +41 +32 +39 +25
5 Tiger Slayer +43 +44 +35 +42 +28
6 True Tiger Slayer +46 +47 +38 +45 +31
7 R7 + + + + +
Joke Fried Corn + + + + +

These are all the + stats of the Weapons.

Pictures[]

Twin Rods Deadly Rods Spiral Rods
TRod1 TRod1 TRod3
Wolf Slayer Tiger Slayer True Tiger Slayer
TRod4 TRod6 TRod6
R7 Fried Corn
200x210 Double Corn

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

Emblems & Move Set[]

Emblems[]

Thrust
Powerful double forward thrust. C1 Has a delay while C6 is instantaneous.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C1 O O
Pierce
Powerful strike behind and in front. C1 has a delay while C6 is instantaneous.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C1 O O
Crescent
Frontal strike with both Rods. C1 has a delay while C6 is instantaneous.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C6 O
Moon
Jam both rods into the ground creating an earthquake AoE. Extra input - Stomp on the ground creating a red aura around you (motion is Taishi Ci's original C1).

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O (Extra input) O
Fan
Swing both rods to the left creating a long range wide wave forward.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O O
Eclipse
Single strike right, double strike left then forward thrust with both Rods.

Stagger

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

Move Set[]

Charge 2
Uppercut with the left Rod

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Charge 3
Right downward strike followed by a left one. Ends with a frontal cross strike.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Last hit) O O
Charge 4
Double Rod thrust.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Charge 5
Jame Rods into the ground creating a forward moving quake.

Stagger

Stun Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O O
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
Diving thrust with the right rod, creating a quake upon impact.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Jump Attack
Twirls both rods out in front.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Dash Attack
Frontal thrust with right Rod.

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.


Musou[]

Type Mobility Juggles Finisher does Description
Musou Good Ground Knockback Right downward whack followed by a left one while moving forward. Ends with cross hit inward then outward and a double thrust.
True Musou Yes Knockback

Musou with added fire damage and juggles. Ending finisher is lifting cross hit followed by a ground pound.




Musou Length[]

Musou 135-??? ???-??? ???-??? ???-??? ???-??? ???-???
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 Evaluation[]

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

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

Video Demonstration[]

Video go here


Advanced +[]

Fury - Doubles the speed with which the Musou Gauge fills and slowly restores your Life.

The in-game description (given above) is misleading: it does NOT restore your life in any way and slowly restores Musou instead. Stacks with Red Health Musou regeneration.

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 8 8 10 17 8 10 17 17+(15+15)*N+15 17 17



Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 13 15 15 15 13 10 13 10+10+15 17*N+20+15+20 17*N+17+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 Suggestion[]

Build Tempers C1 C6 Mode Element Mods
30432 25 Moon/Pierce Crescent/Eclipse Confront Wind 1x Defense, 1x Life, 1x Max Temper
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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