Basic Information[]
Moveset: Dong Zhuo
Advanced Skill: Phoenix
Flask Wheel[]
Attack | Damage | Defence | Life | Musou |
---|---|---|---|---|
3 | 5 | 2 | 1 | 6 |
Basic Stats[]
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Tyrant Sword | 46 | 47 | 42 | 190 | 130 | 110 | 130 | Phoenix |
Upgrade Stats[]
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Tyrant Sword | +24 | +36 | +18 | +18 | +32 |
2 | Bandit Sword | +27 | +39 | +21 | +21 | +35 |
3 | Great Tyrant | +30 | +42 | +24 | +24 | +38 |
4 | Fearsome Blade | +33 | +45 | +27 | +27 | +41 |
5 | Horrific Blade | +36 | +48 | +30 | +30 | +44 |
6 | True Horrific Blade | +39 | +51 | +33 | +33 | +47 |
These are all the + stats of the Weapons.
Pictures[]
Tyrant Sword | Bandit Sword | Great Sword |
Fearsome Blade | Horrific Blade | True Horrific Blade |
R7 | ||
200X210 |
For a view of the weapons in every element click any ranks name!
Emblems & Move Set[]
Emblems[]
Thrust |
Slams Sword on the ground to create a forward moving fissure. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | C1 | O |
Pierce |
Leans back before stomping the ground creating a whirlwind. C1 has a delay while C6 is instantantaneous. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Crescent |
Does a body slam creating an earthquake. Causes knockdown. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
Moon |
Lays a bomb and rolls backwards. Takes 3 seconds to explode. The bomb doesn't kill enemies and can damage you or allies if in range. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | Fire |
Fan |
Frontal slash to the right. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Eclipse |
Jumps in place and before slaming the Sword on the ground creating an earthquake. Causes knockdown. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Move Set[]
Charge 2 |
Hopping uppercut slash. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Charge 3 |
Moving slashes to the right and left. Ends with two more diagonal slashes one to the right then the left. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O (Last hit) | O (Last hit) |
Charge 4 |
Turn around and jabs with the Sword held backwards. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Charge 5 |
Headbutts the ground causing a quake. |
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 (Second last hit) | O (Last hit) | O |
Jump Charge |
Stomps on the ground. Can be repeated to up to 3 times. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Jump Attack |
Downward slash. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Dash Attack |
Diagonal slash from 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.
- 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 | Low | Ground | Knockback |
Frontal slashes to the left and right. Ends with one more swing which launches enemies into the air then a belly flop. |
True Musou | Launch |
Musou with added fire damage. Ends with a bomb thrown forward while rolling backwards. |
Musou Length[]
Musou | 130-??? | ???-??? | ???-??? | ???-??? | ???-??? | ???-??? |
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 | Bad | Good | Ok | Ok | Ok | Good | Good | Ok | Good |
Destroy/Capture | Bad | Ok | Good | Ok | Bad | Ok | Good | Ok | Ok | Good |
Defeat | Bad | Ok | Excellent | Ok | Bad | Ok | Good | Ok | Ok | Excellent |
These are opinions and should not be taken as fact. every player has there own opinion.
Video Demonstration[]
Video go here |
Advanced +[]
Phoenix - All attacks will be imbued with Elemental affinities. Attacks with no affinities will only increase Attack strength.
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 | 12 | 17 | 20 | 8 | 7*N | 17 | (5+5)*N+7+7 | 17 | 12 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 12 | 12 | 12 | 12 | 15 | 12 | 15*N+15+15+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 |
---|---|---|---|---|---|---|
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.