Grants protection against all elemental effects on you and statuses including stun. Note that fire from gunpowder/in bases are NOT fire element, and thus you are still hurt by it
Razor sharp, dual iron rings.
Base Stats
Attack
44(3)
Damage
40(6)
Defence
32(1)
Life
180(5)
Musou
130(2)
Speed
115
Jump
120
Flask Wheel
Attack
3
Damage
6
Defence
1
Life
5
Musou
2
Advance+ (Ultimate reinforcement)
B.Pike
FIRM PROTECTION
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
1
B.Pike
+24
+33
+18
+28
+20
2
Sturdy Pike
+27
+36
+21
+31
+23
3
Iron Pike
+30
+39
+24
+34
+26
4
Serpent Blade
+33
+42
+27
+37
+29
5
Viper Blade
+36
+45
+30
+40
+32
6
True Viper Blade
+39
+48
+33
+43
+35
7
Venom
+42
+51
+36
+46
+38
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defence
Life
Musou
1
B.Pike
+25
+34
+19
+29
+21
2
Sturdy Pike
+28
+37
+22
+32
+24
3
Iron Pike
+31
+40
+25
+35
+27
4
Serpent Blade
+34
+43
+28
+38
+30
5
Viper Blade
+37
+46
+31
+41
+33
6
True Viper Blade
+40
+49
+34
+44
+36
7
Venom
+43
+52
+37
+47
+39
Emblems (engraved)
突
Thrust
Slashes swinging each weapon left then right, finishing by spinning into a sweep for knockback. A launching musou. Hit enemies float very high, making it hard to land consistently.
Knockback ○Element infusion ○Super Armor ○
砕
Pierce
↑ + Fire element. The finisher leaps while spinning and creates an omnidirectional shockwave for knockback.
Knockback ○Element infusion ○
盾
Crescent
Thrusts the halberd forward. Narrow horizontal range but slight auto-tracking. C1 can't turn. *Update made it able to turn.
Knockdown ○Element infusion C6
陣
Moon
Stomps the ground with the right foot, creating fissures front and back. Start-up isn't slow.
Knockdown ○Element infusion C6Super Armor ○
衛
Fan
Stabs the halberd into the ground ahead for a knockdown attack. The range is long vertically (longer forward reach than you'd think). Can cross up.
Knockback ○Element infusion ○
覇
Eclipse
Braces and hops lightly for a dust-raising knockdown attack omnidirectionally around the user (about the archer formation). Long wind-up.
Knockback ○Element infusion ○
Gallery
Bronze Pike & Sturdy Pike
Bronze Pike & Sturdy Pike
Bronze Pike & Sturdy Pike
Bronze Pike & Sturdy Pike
Bronze Pike & Sturdy Pike
Bronze Pike & Sturdy Pike
Iron Pike
Iron Pike
Iron Pike
Iron Pike
Iron Pike
Iron Pike
Serpent Blade
Serpent Blade
Serpent Blade
Charge Attacks
Name
Effect
C2
Swings the halberd full force, firing shockwaves in 4 directions at once. The shockwaves have considerable reach, going far. Only the shockwave parts have hitboxes.
C3
Three big overhead slashes while moving, then a shockwave for launch + knockback. The final shockwave's range isn't wide. Links from N. Some recovery.
C4
Floats with the halberd's butt-spike. Links from N1 but narrow range. Extra input removes Super Armor but adds element + knockdown.
C5
Big overhead slashes left and right → a flat omnidirectional shockwave. Combo Boost makes it 4→6→8. Because the slashes aren't a clean figure-eight (more like the character ), the hits don't fall into a steady rhythm. After the final shockwave, a follow-up is possible.
JA
A counter-clockwise horizontal sweep from about 2 o'clock. A wide knockback attack. Around 5 o'clock is hard to hit. Can adjust direction. With extra input, element + knockdown.
JC
Hops forward about a body-length and slams the halberd to the front-left, making a W-shaped narrow shockwave centered on it. Mid-range reach. Can cross up if close.
D
A sweep from left to right. Usable for contesting soldiers with enemy commanders or cleaning up leftover mobs.
Evo
Front-somersaults in the air, then dives and stabs the halberd for a shockwave. With good positioning it can clear a fence, but it's tricky.
Musou Attacks
Name
Effect
Musou Ranbu
A shoulder tackle. Narrow range.
Shin Musou Ranbu
N1–N3 ⇒ C4 to knock the enemy 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
26
EVO attack
18.20.24.26
Dash attack
12
Jump attack
8
Jump charge
12
Musou
20.20
True Musou
25.25
Musou finisher
25.25
True Musou finisher
25*2.30.20 火
Charge 2
17.(10)
Charge 3
8.{8.8}*3.(14)
Charge 4
(22).(14)
Charge 5
(25)
Thrust 突
(20)/(20)
Pierce 砕
(12)/(15)
Crescent 盾
12/(15)
Moon 陣
10/(14)
Fan 衛
(25)
Eclipse 覇
15.(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 +
Fortitude - Nullifies all incoming elemental attacks and changes them to non-elemental.
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
Slashes swinging each weapon left then right, finishing by spinning into a sweep for knockback. A launching musou. Hit enemies float very high, making it hard to land consistently.
Knockback ○Element infusion ○Super Armor ○
砕
Pierce
↑ + Fire element. The finisher leaps while spinning and creates an omnidirectional shockwave for knockback.
Knockback ○Element infusion ○
盾
Crescent
Thrusts the halberd forward. Narrow horizontal range but slight auto-tracking. C1 can't turn. *Update made it able to turn.
Knockdown ○Element infusion C6
陣
Moon
Stomps the ground with the right foot, creating fissures front and back. Start-up isn't slow.
Knockdown ○Element infusion C6Super Armor ○
衛
Fan
Stabs the halberd into the ground ahead for a knockdown attack. The range is long vertically (longer forward reach than you'd think). Can cross up.
Knockback ○Element infusion ○
覇
Eclipse
Braces and hops lightly for a dust-raising knockdown attack omnidirectionally around the user (about the archer formation). Long wind-up.
Knockback ○Element infusion ○
图库
青铜派克和坚固的派克
青铜派克和坚固的派克
青铜派克和坚固的派克
青铜派克和坚固的派克
青铜派克和坚固的派克
青铜派克和坚固的派克
铁矛
铁矛
铁矛
铁矛
铁矛
铁矛
蛇刃
蛇刃
蛇刃
蓄力攻击
名称
效果
C2
Swings the halberd full force, firing shockwaves in 4 directions at once. The shockwaves have considerable reach, going far. Only the shockwave parts have hitboxes.
C3
Three big overhead slashes while moving, then a shockwave for launch + knockback. The final shockwave's range isn't wide. Links from N. Some recovery.
C4
Floats with the halberd's butt-spike. Links from N1 but narrow range. Extra input removes Super Armor but adds element + knockdown.
C5
Big overhead slashes left and right → a flat omnidirectional shockwave. Combo Boost makes it 4→6→8. Because the slashes aren't a clean figure-eight (more like the character メ), the hits don't fall into a steady rhythm. After the final shockwave, a follow-up is possible.
JA
A counter-clockwise horizontal sweep from about 2 o'clock. A wide knockback attack. Around 5 o'clock is hard to hit. Can adjust direction. With extra input, element + knockdown.
JC
Hops forward about a body-length and slams the halberd to the front-left, making a W-shaped narrow shockwave centered on it. Mid-range reach. Can cross up if close.
D
A sweep from left to right. Usable for contesting soldiers with enemy commanders or cleaning up leftover mobs.
Evo
Front-somersaults in the air, then dives and stabs the halberd for a shockwave. With good positioning it can clear a fence, but it's tricky.
Slashes swinging each weapon left then right, finishing by spinning into a sweep for knockback. A launching musou. Hit enemies float very high, making it hard to land consistently.
Knockback ○Element infusion ○Super Armor ○
砕
Pierce
↑ + Fire element. The finisher leaps while spinning and creates an omnidirectional shockwave for knockback.
Knockback ○Element infusion ○
盾
Crescent
Thrusts the halberd forward. Narrow horizontal range but slight auto-tracking. C1 can't turn. *Update made it able to turn.
Knockdown ○Element infusion C6
陣
Moon
Stomps the ground with the right foot, creating fissures front and back. Start-up isn't slow.
Knockdown ○Element infusion C6Super Armor ○
衛
Fan
Stabs the halberd into the ground ahead for a knockdown attack. The range is long vertically (longer forward reach than you'd think). Can cross up.
Knockback ○Element infusion ○
覇
Eclipse
Braces and hops lightly for a dust-raising knockdown attack omnidirectionally around the user (about the archer formation). Long wind-up.
Knockback ○Element infusion ○
圖庫
青銅派克和堅固的派克
青銅派克和堅固的派克
青銅派克和堅固的派克
青銅派克和堅固的派克
青銅派克和堅固的派克
青銅派克和堅固的派克
鐵矛
鐵矛
鐵矛
鐵矛
鐵矛
鐵矛
蛇刃
蛇刃
蛇刃
蓄力攻擊
名稱
效果
C2
Swings the halberd full force, firing shockwaves in 4 directions at once. The shockwaves have considerable reach, going far. Only the shockwave parts have hitboxes.
C3
Three big overhead slashes while moving, then a shockwave for launch + knockback. The final shockwave's range isn't wide. Links from N. Some recovery.
C4
Floats with the halberd's butt-spike. Links from N1 but narrow range. Extra input removes Super Armor but adds element + knockdown.
C5
Big overhead slashes left and right → a flat omnidirectional shockwave. Combo Boost makes it 4→6→8. Because the slashes aren't a clean figure-eight (more like the character メ), the hits don't fall into a steady rhythm. After the final shockwave, a follow-up is possible.
JA
A counter-clockwise horizontal sweep from about 2 o'clock. A wide knockback attack. Around 5 o'clock is hard to hit. Can adjust direction. With extra input, element + knockdown.
JC
Hops forward about a body-length and slams the halberd to the front-left, making a W-shaped narrow shockwave centered on it. Mid-range reach. Can cross up if close.
D
A sweep from left to right. Usable for contesting soldiers with enemy commanders or cleaning up leftover mobs.
Evo
Front-somersaults in the air, then dives and stabs the halberd for a shockwave. With good positioning it can clear a fence, but it's tricky.
يمنح الحماية ضد جميع التأثيرات العنصرية عليك والحالات بما في ذلك الصعق. لاحظ أن النار الصادرة من البارود/في القواعد ليست عنصرًا ناريًا، وبالتالي لا تزال تتأذى بها
حلقات حديدية حادة ومزدوجة.
الإحصائيات الأساسية
هجوم
44(3)
ضرر
40(6)
دفاع
32(1)
حياة
180(5)
موسو
130(2)
سرعة
115
قفز
120
مخطط القدرات
هجوم
3
ضرر
6
دفاع
1
حياة
5
موسو
2
+ تقدم (究極強化)
B.Pike
FIRM PROTECTION
تطور الرتبة
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
B.Pike
+24
+33
+18
+28
+20
2
Sturdy Pike
+27
+36
+21
+31
+23
3
Iron Pike
+30
+39
+24
+34
+26
4
Serpent Blade
+33
+42
+27
+37
+29
5
Viper Blade
+36
+45
+30
+40
+32
6
True Viper Blade
+39
+48
+33
+43
+35
7
Venom
+42
+51
+36
+46
+38
إحصائيات ترقية DWOZ
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
B.Pike
+25
+34
+19
+29
+21
2
Sturdy Pike
+28
+37
+22
+32
+24
3
Iron Pike
+31
+40
+25
+35
+27
4
Serpent Blade
+34
+43
+28
+38
+30
5
Viper Blade
+37
+46
+31
+41
+33
6
True Viper Blade
+40
+49
+34
+44
+36
7
Venom
+43
+52
+37
+47
+39
الشعارات (刻印)
突
Thrust
Slashes swinging each weapon left then right, finishing by spinning into a sweep for knockback. A launching musou. Hit enemies float very high, making it hard to land consistently.
Knockback ○Element infusion ○Super Armor ○
砕
Pierce
↑ + Fire element. The finisher leaps while spinning and creates an omnidirectional shockwave for knockback.
Knockback ○Element infusion ○
盾
Crescent
Thrusts the halberd forward. Narrow horizontal range but slight auto-tracking. C1 can't turn. *Update made it able to turn.
Knockdown ○Element infusion C6
陣
Moon
Stomps the ground with the right foot, creating fissures front and back. Start-up isn't slow.
Knockdown ○Element infusion C6Super Armor ○
衛
Fan
Stabs the halberd into the ground ahead for a knockdown attack. The range is long vertically (longer forward reach than you'd think). Can cross up.
Knockback ○Element infusion ○
覇
Eclipse
Braces and hops lightly for a dust-raising knockdown attack omnidirectionally around the user (about the archer formation). Long wind-up.
Knockback ○Element infusion ○
معرض
بايك برونزي ورمح قوي
بايك برونزي ورمح قوي
بايك برونزي ورمح قوي
بايك برونزي ورمح قوي
بايك برونزي ورمح قوي
بايك برونزي ورمح قوي
بايك الحديد
بايك الحديد
بايك الحديد
بايك الحديد
بايك الحديد
بايك الحديد
شفرة الثعبان
شفرة الثعبان
شفرة الثعبان
هجمات الشحن
الاسم
التأثير
C2
Swings the halberd full force, firing shockwaves in 4 directions at once. The shockwaves have considerable reach, going far. Only the shockwave parts have hitboxes.
C3
Three big overhead slashes while moving, then a shockwave for launch + knockback. The final shockwave's range isn't wide. Links from N. Some recovery.
C4
Floats with the halberd's butt-spike. Links from N1 but narrow range. Extra input removes Super Armor but adds element + knockdown.
C5
Big overhead slashes left and right → a flat omnidirectional shockwave. Combo Boost makes it 4→6→8. Because the slashes aren't a clean figure-eight (more like the character メ), the hits don't fall into a steady rhythm. After the final shockwave, a follow-up is possible.
JA
A counter-clockwise horizontal sweep from about 2 o'clock. A wide knockback attack. Around 5 o'clock is hard to hit. Can adjust direction. With extra input, element + knockdown.
JC
Hops forward about a body-length and slams the halberd to the front-left, making a W-shaped narrow shockwave centered on it. Mid-range reach. Can cross up if close.
D
A sweep from left to right. Usable for contesting soldiers with enemy commanders or cleaning up leftover mobs.
Evo
Front-somersaults in the air, then dives and stabs the halberd for a shockwave. With good positioning it can clear a fence, but it's tricky.
هجمات موسو
الاسم
التأثير
無双乱舞
A shoulder tackle. Narrow range.
真·無双乱舞
N1–N3 ⇒ C4 to knock the enemy 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
26
EVO attack
18.20.24.26
Dash attack
12
Jump attack
8
Jump charge
12
Musou
20.20
True Musou
25.25
Musou finisher
25.25
True Musou finisher
25*2.30.20 火
Charge 2
17.(10)
Charge 3
8.{8.8}*3.(14)
Charge 4
(22).(14)
Charge 5
(25)
Thrust 突
(20)/(20)
Pierce 砕
(12)/(15)
Crescent 盾
12/(15)
Moon 陣
10/(14)
Fan 衛
(25)
Eclipse 覇
15.(15).(15).(20)
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
Slashes swinging each weapon left then right, finishing by spinning into a sweep for knockback. A launching musou. Hit enemies float very high, making it hard to land consistently.
Knockback ○Element infusion ○Super Armor ○
砕
Pierce
↑ + Fire element. The finisher leaps while spinning and creates an omnidirectional shockwave for knockback.
Knockback ○Element infusion ○
盾
Crescent
Thrusts the halberd forward. Narrow horizontal range but slight auto-tracking. C1 can't turn. *Update made it able to turn.
Knockdown ○Element infusion C6
陣
Moon
Stomps the ground with the right foot, creating fissures front and back. Start-up isn't slow.
Knockdown ○Element infusion C6Super Armor ○
衛
Fan
Stabs the halberd into the ground ahead for a knockdown attack. The range is long vertically (longer forward reach than you'd think). Can cross up.
Knockback ○Element infusion ○
覇
Eclipse
Braces and hops lightly for a dust-raising knockdown attack omnidirectionally around the user (about the archer formation). Long wind-up.
Knockback ○Element infusion ○
แกลเลอรี
หอกสีบรอนซ์และหอกทนทาน
หอกสีบรอนซ์และหอกทนทาน
หอกสีบรอนซ์และหอกทนทาน
หอกสีบรอนซ์และหอกทนทาน
หอกสีบรอนซ์และหอกทนทาน
หอกสีบรอนซ์และหอกทนทาน
หอกเหล็ก
หอกเหล็ก
หอกเหล็ก
หอกเหล็ก
หอกเหล็ก
หอกเหล็ก
ใบมีดพญานาค
ใบมีดพญานาค
ใบมีดพญานาค
ชาร์จโจมตี
ชื่อ
ผล
C2
Swings the halberd full force, firing shockwaves in 4 directions at once. The shockwaves have considerable reach, going far. Only the shockwave parts have hitboxes.
C3
Three big overhead slashes while moving, then a shockwave for launch + knockback. The final shockwave's range isn't wide. Links from N. Some recovery.
C4
Floats with the halberd's butt-spike. Links from N1 but narrow range. Extra input removes Super Armor but adds element + knockdown.
C5
Big overhead slashes left and right → a flat omnidirectional shockwave. Combo Boost makes it 4→6→8. Because the slashes aren't a clean figure-eight (more like the character メ), the hits don't fall into a steady rhythm. After the final shockwave, a follow-up is possible.
JA
A counter-clockwise horizontal sweep from about 2 o'clock. A wide knockback attack. Around 5 o'clock is hard to hit. Can adjust direction. With extra input, element + knockdown.
JC
Hops forward about a body-length and slams the halberd to the front-left, making a W-shaped narrow shockwave centered on it. Mid-range reach. Can cross up if close.
D
A sweep from left to right. Usable for contesting soldiers with enemy commanders or cleaning up leftover mobs.
Evo
Front-somersaults in the air, then dives and stabs the halberd for a shockwave. With good positioning it can clear a fence, but it's tricky.