will prevent all players on the Battlefield from refilling Musou - this includes red HP, Fury Advanced+ and Remedy item. However battlefield Items that restore Musou will.
A fan made with the feathers of a goose, extremely light.
Base Stats
Attack
47(5)
Damage
44(3)
Defence
28(2)
Life
150(6)
Musou
140(1)
Speed
130
Jump
140
Flask Wheel
Attack
5
Damage
3
Defence
2
Life
6
Musou
1
Advance+ (Ultimate reinforcement)
Boomerang
STASIS MUSOU
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Boomerang
+28
+22
+22
+35
+17
2
Iron Boomerang
+31
+25
+25
+38
+20
3
Spitfire
+34
+28
+28
+41
+23
4
Magma Wheel
+37
+31
+31
+44
+26
5
Inferno
+40
+34
+34
+47
+29
6
True Inferno
+43
+37
+37
+50
+32
7
Fire Goddess
+46
+40
+40
+53
+35
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Boomerang
+29
+23
+23
+36
+18
2
Iron Boomerang
+32
+26
+26
+39
+21
3
Spitfire
+35
+29
+29
+42
+24
4
Magma Wheel
+38
+32
+32
+45
+27
5
Inferno
+41
+35
+35
+48
+30
6
True Inferno
+44
+38
+38
+51
+33
7
Fire Goddess
+47
+41
+41
+54
+36
Emblems (engraved)
突
Thrust
Floats slowly while firing 3 beams forward at intervals (they overlap and look like one). The finisher fires 4 beams in a row while retreating.
Knockback ○Element infusion C6
砕
Pierce
Musou + Fire element. The finisher fires one thick beam.
Knockback ○Element infusion C6/ Fire
盾
Crescent
Throws like a boomerang. One hitbox. Penetrates base walls etc., with mid-range reach (like the air cannons of the multi-section whip or battle rod thrust). Can turn after throwing.
Knockdown ○Element infusion C6
陣
Moon
Charges briefly and throws the weapon forward (knockback + C6 element infusion); a point-blank throw deals 2 hits. Simultaneously fires one knockback + Fire-element fireball to each diagonal rear left and right. With the right timing, ignition-musou is possible.
Float ○Element infusion C6Super Armor ○
衛
Fan
After a momentary charge, back-steps about one character-length while throwing a dagger forward (knockdown). The hitbox varies with the character's height and ground level.
Float ○Element infusion ○
覇
Eclipse
Wraps the weapon around the legs for breakdancing. Up to 4 hits. The final kick floats. Can move about one character-length.
After a brief charge, back-steps about 3 character-lengths while making a launching shockwave at the original spot + forward. Can cross up, but long wind-up and no Super Armor, so it can be beaten by N. Range extends far beyond the effect (like the iron-spear Smash).
C3
A combined attack: glides the weapon 360° around (2 hitboxes — 1st stagger, 2nd element + knockdown), then leans back for a kick (launch + element). The boomerang distance is shorter than the thrust. The kick lands just before the enemy falls, so it's hard to connect.
C4
An upward slash from the left. The right side is wide open and the link is slow.
C5
Throws forward like a boomerang. Fairly long distance but low power. Both the throw and return have hitboxes, and after Combo Boost it throws up to 5 times, so C3 alone can deal up to 10 hits. Only the final throw's return stuns + infuses element. But no Super Armor, so a rear attack easily beats it — be careful.
JA
Spins the weapon around the user. Wide range and decent start-up, but the recovery afterward is quite long.
JC
A small tornado forward. Little recovery. Small range too.
D
Swings the weapon from left to right. Fast start-up but short reach.
Evo
Fires a shockwave only straight to the lower front in the air.
Musou Attacks
Name
Effect
Musou Ranbu
A forward sweep.
Shin Musou Ranbu
N1–N3 ⇒ C4. The 8th hit launches, the 9th knocks back.
Motion Damage
Hits are listed in the order they land: . separates hits, *n repeats the preceding hit n times, {…} groups hits for a following *n, and ( ) marks a hit that launches or knocks down. A / gives the two versions of a move — for the emblem slots, the Emblem 1 value then the Emblem 6 value. A kanji after a figure is that hit's element: 火/炎 Fire, 氷/冰 Ice, 電/雷 Lightning, 風 Wind, 斬 Slash. Figures are base motion damage, before Attack and enhancements.
Move
Damage
Normal 1
16
Normal 2
16
Normal 3
18
Normal 4
20
Normal 5
24
Normal 6
28
EVO attack
18.20.24.28
Dash attack
12
Jump attack
8
Jump charge
5
Musou
18
True Musou
18
Musou finisher
20
True Musou finisher
30
Charge 2
17
Charge 3
{2.2.3.3}*2.5.(5)
Charge 4
(25)
Charge 5
(25)
Thrust 突
9/(12)
Pierce 砕
5.5.7火/7.(7).9火
Crescent 盾
10/(14)
Moon 陣
7*5/10*4.(10)
Fan 衛
(15)
Eclipse 覇
15.(15).(20)
Motion damage & stats from the DWOZ community data set.
Details (DWO)
Musou Length
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.
Advanced +
Wither will prevent all players on the Battlefield from refiling Musou - this includes red HP, Fury Advanced+ and Remedy item. However battlefield Items that restore Musou will.
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
Floats slowly while firing 3 beams forward at intervals (they overlap and look like one). The finisher fires 4 beams in a row while retreating.
Knockback ○Element infusion C6
砕
Pierce
Musou + Fire element. The finisher fires one thick beam.
Knockback ○Element infusion C6/ 炎
盾
Crescent
Throws like a boomerang. One hitbox. Penetrates base walls etc., with mid-range reach (like the air cannons of the multi-section whip or battle rod thrust). Can turn after throwing.
Knockdown ○Element infusion C6
陣
Moon
Charges briefly and throws the weapon forward (knockback + C6 element infusion); a point-blank throw deals 2 hits. Simultaneously fires one knockback + Fire-element fireball to each diagonal rear left and right. With the right timing, ignition-musou is possible.
浮かし ○Element infusion C6Super Armor ○
衛
Fan
After a momentary charge, back-steps about one character-length while throwing a dagger forward (knockdown). The hitbox varies with the character's height and ground level.
浮かし ○Element infusion ○
覇
Eclipse
Wraps the weapon around the legs for breakdancing. Up to 4 hits. The final kick floats. Can move about one character-length.
After a brief charge, back-steps about 3 character-lengths while making a launching shockwave at the original spot + forward. Can cross up, but long wind-up and no Super Armor, so it can be beaten by N. Range extends far beyond the effect (like the iron-spear Smash).
C3
A combined attack: glides the weapon 360° around (2 hitboxes — 1st stagger, 2nd element + knockdown), then leans back for a kick (launch + element). The boomerang distance is shorter than the thrust. The kick lands just before the enemy falls, so it's hard to connect.
C4
An upward slash from the left. The right side is wide open and the link is slow.
C5
Throws forward like a boomerang. Fairly long distance but low power. Both the throw and return have hitboxes, and after Combo Boost it throws up to 5 times, so C3 alone can deal up to 10 hits. Only the final throw's return stuns + infuses element. But no Super Armor, so a rear attack easily beats it — be careful.
JA
Spins the weapon around the user. Wide range and decent start-up, but the recovery afterward is quite long.
JC
A small tornado forward. Little recovery. Small range too.
D
Swings the weapon from left to right. Fast start-up but short reach.
Evo
Fires a shockwave only straight to the lower front in the air.
无双乱舞
名称
效果
無双乱舞
A forward sweep.
真·無双乱舞
N1–N3 ⇒ C4. The 8th hit launches, the 9th knocks back.
Floats slowly while firing 3 beams forward at intervals (they overlap and look like one). The finisher fires 4 beams in a row while retreating.
Knockback ○Element infusion C6
砕
Pierce
Musou + Fire element. The finisher fires one thick beam.
Knockback ○Element infusion C6/ 炎
盾
Crescent
Throws like a boomerang. One hitbox. Penetrates base walls etc., with mid-range reach (like the air cannons of the multi-section whip or battle rod thrust). Can turn after throwing.
Knockdown ○Element infusion C6
陣
Moon
Charges briefly and throws the weapon forward (knockback + C6 element infusion); a point-blank throw deals 2 hits. Simultaneously fires one knockback + Fire-element fireball to each diagonal rear left and right. With the right timing, ignition-musou is possible.
浮かし ○Element infusion C6Super Armor ○
衛
Fan
After a momentary charge, back-steps about one character-length while throwing a dagger forward (knockdown). The hitbox varies with the character's height and ground level.
浮かし ○Element infusion ○
覇
Eclipse
Wraps the weapon around the legs for breakdancing. Up to 4 hits. The final kick floats. Can move about one character-length.
After a brief charge, back-steps about 3 character-lengths while making a launching shockwave at the original spot + forward. Can cross up, but long wind-up and no Super Armor, so it can be beaten by N. Range extends far beyond the effect (like the iron-spear Smash).
C3
A combined attack: glides the weapon 360° around (2 hitboxes — 1st stagger, 2nd element + knockdown), then leans back for a kick (launch + element). The boomerang distance is shorter than the thrust. The kick lands just before the enemy falls, so it's hard to connect.
C4
An upward slash from the left. The right side is wide open and the link is slow.
C5
Throws forward like a boomerang. Fairly long distance but low power. Both the throw and return have hitboxes, and after Combo Boost it throws up to 5 times, so C3 alone can deal up to 10 hits. Only the final throw's return stuns + infuses element. But no Super Armor, so a rear attack easily beats it — be careful.
JA
Spins the weapon around the user. Wide range and decent start-up, but the recovery afterward is quite long.
JC
A small tornado forward. Little recovery. Small range too.
D
Swings the weapon from left to right. Fast start-up but short reach.
Evo
Fires a shockwave only straight to the lower front in the air.
無雙亂舞
名稱
效果
無双乱舞
A forward sweep.
真·無双乱舞
N1–N3 ⇒ C4. The 8th hit launches, the 9th knocks back.
سيمنع جميع اللاعبين في Battlefield من إعادة تعبئة Musou - وهذا يشمل عنصر HP الأحمر وFury Advanced+ وRemedy. ومع ذلك، فإن عناصر ساحة المعركة التي ستستعيد Musou سوف تفعل ذلك.
مروحة مصنوعة من ريش الإوزة، خفيفة للغاية.
الإحصائيات الأساسية
هجوم
47(5)
ضرر
44(3)
دفاع
28(2)
حياة
150(6)
موسو
140(1)
سرعة
130
قفز
140
مخطط القدرات
هجوم
5
ضرر
3
دفاع
2
حياة
6
موسو
1
+ تقدم (究極強化)
Boomerang
STASIS MUSOU
تطور الرتبة
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Boomerang
+28
+22
+22
+35
+17
2
Iron Boomerang
+31
+25
+25
+38
+20
3
Spitfire
+34
+28
+28
+41
+23
4
Magma Wheel
+37
+31
+31
+44
+26
5
Inferno
+40
+34
+34
+47
+29
6
True Inferno
+43
+37
+37
+50
+32
7
Fire Goddess
+46
+40
+40
+53
+35
إحصائيات ترقية DWOZ
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Boomerang
+29
+23
+23
+36
+18
2
Iron Boomerang
+32
+26
+26
+39
+21
3
Spitfire
+35
+29
+29
+42
+24
4
Magma Wheel
+38
+32
+32
+45
+27
5
Inferno
+41
+35
+35
+48
+30
6
True Inferno
+44
+38
+38
+51
+33
7
Fire Goddess
+47
+41
+41
+54
+36
الشعارات (刻印)
突
Thrust
Floats slowly while firing 3 beams forward at intervals (they overlap and look like one). The finisher fires 4 beams in a row while retreating.
Knockback ○Element infusion C6
砕
Pierce
Musou + Fire element. The finisher fires one thick beam.
Knockback ○Element infusion C6/ 炎
盾
Crescent
Throws like a boomerang. One hitbox. Penetrates base walls etc., with mid-range reach (like the air cannons of the multi-section whip or battle rod thrust). Can turn after throwing.
Knockdown ○Element infusion C6
陣
Moon
Charges briefly and throws the weapon forward (knockback + C6 element infusion); a point-blank throw deals 2 hits. Simultaneously fires one knockback + Fire-element fireball to each diagonal rear left and right. With the right timing, ignition-musou is possible.
浮かし ○Element infusion C6Super Armor ○
衛
Fan
After a momentary charge, back-steps about one character-length while throwing a dagger forward (knockdown). The hitbox varies with the character's height and ground level.
浮かし ○Element infusion ○
覇
Eclipse
Wraps the weapon around the legs for breakdancing. Up to 4 hits. The final kick floats. Can move about one character-length.
After a brief charge, back-steps about 3 character-lengths while making a launching shockwave at the original spot + forward. Can cross up, but long wind-up and no Super Armor, so it can be beaten by N. Range extends far beyond the effect (like the iron-spear Smash).
C3
A combined attack: glides the weapon 360° around (2 hitboxes — 1st stagger, 2nd element + knockdown), then leans back for a kick (launch + element). The boomerang distance is shorter than the thrust. The kick lands just before the enemy falls, so it's hard to connect.
C4
An upward slash from the left. The right side is wide open and the link is slow.
C5
Throws forward like a boomerang. Fairly long distance but low power. Both the throw and return have hitboxes, and after Combo Boost it throws up to 5 times, so C3 alone can deal up to 10 hits. Only the final throw's return stuns + infuses element. But no Super Armor, so a rear attack easily beats it — be careful.
JA
Spins the weapon around the user. Wide range and decent start-up, but the recovery afterward is quite long.
JC
A small tornado forward. Little recovery. Small range too.
D
Swings the weapon from left to right. Fast start-up but short reach.
Evo
Fires a shockwave only straight to the lower front in the air.
هجمات موسو
الاسم
التأثير
無双乱舞
A forward sweep.
真·無双乱舞
N1–N3 ⇒ C4. The 8th hit launches, the 9th knocks back.
ضرر الحركات
يتم إدراج الزيارات بالترتيب الذي وصلت إليه: . يفصل الضربات، *n يكرر الضربة السابقة n مرات، {…} مجموعات الزيارات للمتابعة *n، و ( ) يمثل ضربة تطلق أو تهدم. أ / يعطي نسختين من الحركة - بالنسبة لفتحات الشعار، قيمة الشعار 1 ثم قيمة الشعار 6. الكانجي بعد الشكل هو عنصر الضربة: 火/炎 نار، 氷/冰 الجليد, 電/雷 البرق، 風 رياح، 斬 خفض. الأرقام هي ضرر الحركة الأساسية، قبل الهجوم والتحسينات.
الحركة
ضرر
Normal 1
16
Normal 2
16
Normal 3
18
Normal 4
20
Normal 5
24
Normal 6
28
EVO attack
18.20.24.28
Dash attack
12
Jump attack
8
Jump charge
5
Musou
18
True Musou
18
Musou finisher
20
True Musou finisher
30
Charge 2
17
Charge 3
{2.2.3.3}*2.5.(5)
Charge 4
(25)
Charge 5
(25)
Thrust 突
9/(12)
Pierce 砕
5.5.7火/7.(7).9火
Crescent 盾
10/(14)
Moon 陣
7*5/10*4.(10)
Fan 衛
(15)
Eclipse 覇
15.(15).(20)
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
Floats slowly while firing 3 beams forward at intervals (they overlap and look like one). The finisher fires 4 beams in a row while retreating.
Knockback ○Element infusion C6
砕
Pierce
Musou + Fire element. The finisher fires one thick beam.
Knockback ○Element infusion C6/ 炎
盾
Crescent
Throws like a boomerang. One hitbox. Penetrates base walls etc., with mid-range reach (like the air cannons of the multi-section whip or battle rod thrust). Can turn after throwing.
Knockdown ○Element infusion C6
陣
Moon
Charges briefly and throws the weapon forward (knockback + C6 element infusion); a point-blank throw deals 2 hits. Simultaneously fires one knockback + Fire-element fireball to each diagonal rear left and right. With the right timing, ignition-musou is possible.
浮かし ○Element infusion C6Super Armor ○
衛
Fan
After a momentary charge, back-steps about one character-length while throwing a dagger forward (knockdown). The hitbox varies with the character's height and ground level.
浮かし ○Element infusion ○
覇
Eclipse
Wraps the weapon around the legs for breakdancing. Up to 4 hits. The final kick floats. Can move about one character-length.
After a brief charge, back-steps about 3 character-lengths while making a launching shockwave at the original spot + forward. Can cross up, but long wind-up and no Super Armor, so it can be beaten by N. Range extends far beyond the effect (like the iron-spear Smash).
C3
A combined attack: glides the weapon 360° around (2 hitboxes — 1st stagger, 2nd element + knockdown), then leans back for a kick (launch + element). The boomerang distance is shorter than the thrust. The kick lands just before the enemy falls, so it's hard to connect.
C4
An upward slash from the left. The right side is wide open and the link is slow.
C5
Throws forward like a boomerang. Fairly long distance but low power. Both the throw and return have hitboxes, and after Combo Boost it throws up to 5 times, so C3 alone can deal up to 10 hits. Only the final throw's return stuns + infuses element. But no Super Armor, so a rear attack easily beats it — be careful.
JA
Spins the weapon around the user. Wide range and decent start-up, but the recovery afterward is quite long.
JC
A small tornado forward. Little recovery. Small range too.
D
Swings the weapon from left to right. Fast start-up but short reach.
Evo
Fires a shockwave only straight to the lower front in the air.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
A forward sweep.
真·無双乱舞
N1–N3 ⇒ C4. The 8th hit launches, the 9th knocks back.