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Basic Information[]

Moveset: Lu Xun

Advanced Skill: Rally


Flask Wheel[]

Attack Damage Defence Life Musou
3 2 5 1 6


Basic Stats[]

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Twin Sabers 40 29 25 140 150 140 155 Rally




Upgrade Stats[]

Level Weapon Name Atk Dmg Def Life Musou
1 Twin Sabers +24 +19 +29 +16 +32
2 Sharp Sabers +27 +22 +32 +19 +35
3 Wing Sabers +30 +25 +35 +22 +38
4 Eagle +33 +28 +38 +25 +41
5 Falcon +36 +31 +41 +28 +44
6 True Falcon +39 +34 +44 +31 +47

These are all the + stats of the Weapons.

Pictures[]

Twin Sabers Sharp Sabers Wing Sabers
TSabers2 TSabers2 TSabers3
Eagle Falcon True Falcon
TSabers4 TSabers6 TSabers6

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

Emblems & Move Set[]

Emblems[]

Thrust
Runs forward with Sabers held out then spin and do a frontal attack. An extra input during the run will stop the run and do a ground pound instead.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Ground pound) O (Run and spin only) O (C6 spin only) O (C1, spin only. C6, spin and ground pound only)
Pierce
Does a spin jump backwards creating a 360º tornado attack around your character then fire a small ground projectile forward.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Tornado) O (Projectile) C6 (Both hits)
Crescent
Short dashing frontal attack from left to right with both Sabers.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O C6
Moon
Two frontal outward strikes.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C6
Fan
Jumps in the air and throws a blue projectile disc. Extra input causes you to throw another blue disc forward upon landing.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Both hits) O (Both hits)
Eclipse
Clockwise spin with both Sabers held outward. Extra input causes you to shoot a yellow orb forward that will explode after awhile while jumping backwards. The spin is Lu Xun's original C6.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O (Spin only) O


Move Set[]

Charge 2
Upward cross slash.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Charge 3
Spins around in the air with Sabers held above. Ends with a downward cross slash.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Last hit) O (Last hit) O
Charge 4
Jumping cross slash that lifts enemies up followed by a downward cross slash while landing.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (First hit) O (Last hit) O (Both hits)
Charge 5
Frontal tornado launcher.

Stagger

Stun Stun Launch Knockback Collapse Rotation lock Element Super Armor
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
Throws a blue projectile disc at a downward slope.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Jump Attack
Downward slash while flipping forward.

Stagger

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

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 High Ground Knockback A rotating series of slashes. Ends with one slash across followed by a downward slash
True Musou Knockback

Musou with added fire damage. Ending finisher is lifting slash followed by a giant fireball thrown forward.




Musou Length[]

Musou 150-??? ???-??? ???-??? ???-??? ???-??? ???-???
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 Ok Bad Excellent Good Good Ok Bad Ok Excellent Ok
Defeat/Capture Ok Bad Good Excellent Good Ok Ok Good Excellent Good
Defeat Bad Good Good Excellent Bad Ok Bad Good Good Excellent

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

Video Demonstration[]

Video go here


Advanced +[]

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 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 10 6 6 8 10 15 18 8 8 13 15 15 6 15 7*N+12 10+10 12



Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 10+10(10) 12+10(12) 6+8 15+10 10 12 15+13 12(+8) 16(+8) 12*N+15+16 12*N+15+30
  • 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
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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