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Basic InformationEdit

Moveset: Pang Tong

Advanced Skill: Illusion


Flask WheelEdit

Attack Damage Defence Life Musou
6 3 1 5 2


Basic StatsEdit

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Vision Staff 44 32 28 160 175 120 140 Illusion




Upgrade StatsEdit

Level Weapon Name Atk Dmg Def Life Musou
1 Vision Staff +34 +24 +19 +31 +22
2 Magic Staff +37 +27 +22 +34 +25
3 Mirage Staff +40 +30 +25 +37 +28
4 Wind Staff +43 +33 +28 +40 +31
5 Tornado Staff +46 +36 +31 +43 +34
6 True Tornado Staff +49 +39 +34 +46 +37

These are all the + stats of the Weapons.

PicturesEdit

Vision Staff Magic Staff Mirage Staff
VStaff2 VStaff2 VStaff3
Wind Staff Tornado Staff True Tornado Staff
VStaff4 VstaffR6 VstaffR6

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

Emblems & Move SetEdit

EmblemsEdit

Thrust
Throw Staff forward releasing a large green orb that slowly travels forward and then explodes. If the ball hits a wall it will explode immediately.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O C6
Pierce
Stands on Staff and shoots a wind cone forward and backwards simultaneously.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C6
Crescent
Levitates Staff forward and moves it around. C1 has a delay while C6 has none.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O C6 C6
Moon
Spins Staff twice counterclockwise around your body.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (First hit) O (Second hit) O (Both hits) C6
Fan
Throws four green orbs forward in a 180º arc, which can explode prematurely if it hits a wall. Extra input will make you chant, before sending out bigger Orbs that travel a set distance. The larger Orbs do not explode until after 5 seconds after they stop moving.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O (Second input)
Eclipse
Three 360º tornados while floating in place. A modified version of Pang Tong's original C6.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O (All hits)


Move SetEdit

Charge 2
Throw the Staff upwards to uppercut opponents. Extra input will cause you to send a slow moving mirror forward.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Uppercut) O (Mirror)
Charge 3
Does a series of backward handsprings. Ends by swinging your own body with the Staff as vertical support.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Last hit) O (Last hit)
Charge 4
Gets on head and does a spinning kick up while twirling the Staff 360degrees, hitting all enemies around.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O O
Charge 5
Shoots a wind cone forward. Extra input will make you backflip and land on your staff, creating a gust of fire forward.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O (Wind cone) O (Gust of fire) O+Fire
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
Rides Staff like a skateboard in air. Moves a small distance forward. Pressing charge will increase the distance.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Jump Attack
Upward swing.

Stagger

Stun Launch Knockback Collapse Rotation lock Element Super Armor
O
Dash Attack
Does a forward slide on feet with Staff held out.

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.


MusouEdit

Type Mobility Juggles Finisher does Description
Musou None Yes Knockback

Float slightly above the ground in place while spinning creating tornado gusts. Ends with one more gust.

True Musou

Musou with added fire damage. Ends with 2 rapid tornado's; first one from leaping into the air and the second from spinning the body sideways while looking like a skydiver.




Musou LengthEdit

Musou 175-??? ???-??? ???-??? ???-??? ???-??? ???-???
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 Good Good Good Ok Ok Bad Ok Ok Good Bad
Destroy/Capture Ok Bad Ok Ok Ok Bad Ok Ok Good Good
Defeat Excellent Bad Ok Ok Good Bad Ok Ok 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

Illusion - You are able to know the enemy's location without them knowing.

Lights up the whole map for allies and reveals all enemy player locations. Darkens whole map for enemies and hides allied player locations. The darken effect overrides the effect of Enchanted Mirror. The lighten effect overrides the darken effect of enemy's Illusion.

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 10 10 12 14 19 22 12 14 17 19 8 8 15+3 (5+5+6)*N+14 14 12+8



Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 8 12 5 7 18 20 15+15 17+17 10(20) 12*N 12*N+20 12*N+12+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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