Doubles the range of melee attacks with your weapon.
A wooden weapon designed for blunt and piercing attacks.
Base Stats
Attack
45(2)
Damage
29(5)
Defence
28(3)
Life
150(6)
Musou
150(1)
Speed
125
Jump
150
Flask Wheel
Attack
2
Damage
5
Defence
3
Life
6
Musou
1
Advance+ (Ultimate reinforcement)
Cudgel
ATTACK RANGE×2
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Cudgel
+24
+31
+21
+31
+18
2
Deadly Cudgel
+27
+34
+24
+34
+21
3
Squall
+30
+37
+27
+37
+24
4
Whirlwind
+33
+40
+30
+40
+27
5
Hurricane
+36
+43
+33
+43
+30
6
True Hurricane
+39
+46
+36
+46
+33
7
Cyclone
+42
+49
+39
+49
+36
5
Pencil
+40
+43
+29
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Cudgel
+25
+32
+22
+32
+19
2
Deadly Cudgel
+28
+35
+25
+35
+22
3
Squall
+31
+38
+28
+38
+25
4
Whirlwind
+34
+41
+31
+41
+28
5
Pencil
+37
+44
+34
+44
+31
6
True Hurricane
+40
+47
+37
+47
+34
7
Cyclone
+43
+50
+40
+50
+37
Emblems (engraved)
突
Thrust
The first hit sweeps horizontally, then continuously thrusts upward with the right side raised while moving. Ends with a sweep. Narrow range.
Knockback ○Element infusion ○
砕
Pierce
↑ + Fire element. Instead of the sweep, the finisher is a launching omnidirectional shockwave that scatters enemies widely.
Knockback ○Element infusion ○
盾
Crescent
Thrusts while firing an air-cannon shockwave forward (knockback + element infusion). Low power but long reach.
Knockback ○Element infusion ○Super Armor ○
陣
Moon
Turns sideways and spins the staff vertically to attack (knockback + element infusion on the finisher only). Outside of Freeze or the Range×2 ability, only 2 hits connect. Fairly high power. C6 comes out fast.
Knockback ○Element infusion ○
衛
Fan
Charges briefly and thrusts 3 times (stagger), then finishes with an N6-like sweep (knockback). For element: C1 infuses only the sweep, C6 all hits.
Knockdown ○Element infusion ○
覇
Eclipse
Spins twice in the air like figure skating; hit enemies are knocked back slightly. Aerial state.
Float ○Element infusion ○
Gallery
Cudgel & Deadly Cudgel
Cudgel & Deadly Cudgel
Cudgel & Deadly Cudgel
Cudgel & Deadly Cudgel
Cudgel & Deadly Cudgel
Cudgel & Deadly Cudgel
Squall
Squall
Squall
Squall
Squall
Squall
Whirlwind
Whirlwind
Whirlwind
Charge Attacks
Name
Effect
C2
Hops back lightly and slams the staff tip into the ground for a wide omnidirectional shockwave (knockdown). Up to 2 extra attacks possible (the 1st is knockdown, the 2nd knockback). With the Range×2 ability, the shockwave shifts far forward. There's auto-tracking that turns toward the character that 'last took damage' during N1–N5 (the update made the turn correctable).
C3
Backflips using the staff as support, then on landing slams it into the ground for a wide shockwave (knockback) → a posed aura attack (stagger). With extra input, instead of posing, a wide forward sweep (knockback). With the Range×2 ability, the first shockwave shifts forward. Note the extra-input sweep doesn't hit point-blank.
C4
Thrusts upward with the staff. It carries element, so combined with a high-attack element orb it's quite powerful.
C5
Thrust (stun) → with extra input, spins the staff in an infinity-symbol on the spot. With further input, a flying kick. Without the flying kick, there's a useless motion after the spin attack ends. The thrust alone is also possible without extra input (this thrust oddly deals 2 hits to a tiger tank or tower depending on how you hit). The spin part after the thrust launches enemies, so don't mash if you want to stun.
JA
Holds the staff with both hands low in front and rolls forward into a dive. If you input a normal attack before the charge comes out, it branches into N4 (un-boosted). This branch attack carries no element.
JC
Hops forward lightly and slams the staff into the ground for an omnidirectional shockwave. Enemies fly in an arc, making follow-ups hard — more knockback than launch.
D
Swings the staff from right to left. Long reach. The hit feels more like a fling than a knockback. Use the trajectory difference from JC to reliably escape aerial combat.
Evo
Stabs the staff into the ground and uses it as an axis for spinning kicks. Narrow range but high power. Tricky movement + knockback make it effective for PvP escape.
Musou Attacks
Name
Effect
Musou Ranbu
Stabs the staff into the ground and uses it as an axis for a flying kick. Narrow range but high power. The left side has a slightly wider hitbox. Adjusting direction mid-kick widens the range.
Shin Musou Ranbu
N1–N3→C4. The 8th hit doesn't float the enemy; the finishing C4 knocks them down. Slight knockback effect.
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
14
Normal 2
14
Normal 3
16
Normal 4
16
Normal 5
20
Normal 6
24
EVO attack
22.24.26.30
Dash attack
22
Jump attack
18
Jump charge
20
Musou
20.20
True Musou
25
Musou finisher
25
True Musou finisher
25
Charge 2
(19)
Charge 3
8.10.{10.10}*3.(8).(10)
Charge 4
(19)\14
Charge 5
(12)
Thrust 突
(3)/(5)
Pierce 砕
(15).(15)/(22).(20)
Crescent 盾
8*3.(15)/(10)*3.(15)
Moon 陣
(15).(7).(7)/(20).(10).(10)
Fan 衛
(12).(12).(10)
Eclipse 覇
(15).(20)/(12)
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.
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
The first hit sweeps horizontally, then continuously thrusts upward with the right side raised while moving. Ends with a sweep. Narrow range.
Knockback ○Element infusion ○
砕
Pierce
↑ + Fire element. Instead of the sweep, the finisher is a launching omnidirectional shockwave that scatters enemies widely.
Knockback ○Element infusion ○
盾
Crescent
Thrusts while firing an air-cannon shockwave forward (knockback + element infusion). Low power but long reach.
Knockback ○Element infusion ○Super Armor ○
陣
Moon
Turns sideways and spins the staff vertically to attack (knockback + element infusion on the finisher only). Outside of Freeze or the Range×2 ability, only 2 hits connect. Fairly high power. C6 comes out fast.
Knockback ○Element infusion ○
衛
Fan
Charges briefly and thrusts 3 times (stagger), then finishes with an N6-like sweep (knockback). For element: C1 infuses only the sweep, C6 all hits.
Knockdown ○Element infusion ○
覇
Eclipse
Spins twice in the air like figure skating; hit enemies are knocked back slightly. Aerial state.
浮かし ○Element infusion ○
图库
棍棒与致命棍棒
棍棒与致命棍棒
棍棒与致命棍棒
棍棒与致命棍棒
棍棒与致命棍棒
棍棒与致命棍棒
飑
飑
飑
飑
飑
飑
旋风
旋风
旋风
蓄力攻击
名称
效果
C2
Hops back lightly and slams the staff tip into the ground for a wide omnidirectional shockwave (knockdown). Up to 2 extra attacks possible (the 1st is knockdown, the 2nd knockback). With the Range×2 ability, the shockwave shifts far forward. There's auto-tracking that turns toward the character that 'last took damage' during N1–N5 (the update made the turn correctable).
C3
Backflips using the staff as support, then on landing slams it into the ground for a wide shockwave (knockback) → a posed aura attack (stagger). With extra input, instead of posing, a wide forward sweep (knockback). With the Range×2 ability, the first shockwave shifts forward. Note the extra-input sweep doesn't hit point-blank.
C4
Thrusts upward with the staff. It carries element, so combined with a high-attack element orb it's quite powerful.
C5
Thrust (stun) → with extra input, spins the staff in an infinity-symbol on the spot. With further input, a flying kick. Without the flying kick, there's a useless motion after the spin attack ends. The thrust alone is also possible without extra input (this thrust oddly deals 2 hits to a tiger tank or tower depending on how you hit). The spin part after the thrust launches enemies, so don't mash if you want to stun.
JA
Holds the staff with both hands low in front and rolls forward into a dive. If you input a normal attack before the charge comes out, it branches into N4 (un-boosted). This branch attack carries no element.
JC
Hops forward lightly and slams the staff into the ground for an omnidirectional shockwave. Enemies fly in an arc, making follow-ups hard — more knockback than launch.
D
Swings the staff from right to left. Long reach. The hit feels more like a fling than a knockback. Use the trajectory difference from JC to reliably escape aerial combat.
Evo
Stabs the staff into the ground and uses it as an axis for spinning kicks. Narrow range but high power. Tricky movement + knockback make it effective for PvP escape.
无双乱舞
名称
效果
無双乱舞
Stabs the staff into the ground and uses it as an axis for a flying kick. Narrow range but high power. The left side has a slightly wider hitbox. Adjusting direction mid-kick widens the range.
真·無双乱舞
N1–N3→C4. The 8th hit doesn't float the enemy; the finishing C4 knocks them down. Slight knockback effect.
The first hit sweeps horizontally, then continuously thrusts upward with the right side raised while moving. Ends with a sweep. Narrow range.
Knockback ○Element infusion ○
砕
Pierce
↑ + Fire element. Instead of the sweep, the finisher is a launching omnidirectional shockwave that scatters enemies widely.
Knockback ○Element infusion ○
盾
Crescent
Thrusts while firing an air-cannon shockwave forward (knockback + element infusion). Low power but long reach.
Knockback ○Element infusion ○Super Armor ○
陣
Moon
Turns sideways and spins the staff vertically to attack (knockback + element infusion on the finisher only). Outside of Freeze or the Range×2 ability, only 2 hits connect. Fairly high power. C6 comes out fast.
Knockback ○Element infusion ○
衛
Fan
Charges briefly and thrusts 3 times (stagger), then finishes with an N6-like sweep (knockback). For element: C1 infuses only the sweep, C6 all hits.
Knockdown ○Element infusion ○
覇
Eclipse
Spins twice in the air like figure skating; hit enemies are knocked back slightly. Aerial state.
浮かし ○Element infusion ○
圖庫
棍棒與致命棍棒
棍棒與致命棍棒
棍棒與致命棍棒
棍棒與致命棍棒
棍棒與致命棍棒
棍棒與致命棍棒
颮
颮
颮
颮
颮
颮
旋風
旋風
旋風
蓄力攻擊
名稱
效果
C2
Hops back lightly and slams the staff tip into the ground for a wide omnidirectional shockwave (knockdown). Up to 2 extra attacks possible (the 1st is knockdown, the 2nd knockback). With the Range×2 ability, the shockwave shifts far forward. There's auto-tracking that turns toward the character that 'last took damage' during N1–N5 (the update made the turn correctable).
C3
Backflips using the staff as support, then on landing slams it into the ground for a wide shockwave (knockback) → a posed aura attack (stagger). With extra input, instead of posing, a wide forward sweep (knockback). With the Range×2 ability, the first shockwave shifts forward. Note the extra-input sweep doesn't hit point-blank.
C4
Thrusts upward with the staff. It carries element, so combined with a high-attack element orb it's quite powerful.
C5
Thrust (stun) → with extra input, spins the staff in an infinity-symbol on the spot. With further input, a flying kick. Without the flying kick, there's a useless motion after the spin attack ends. The thrust alone is also possible without extra input (this thrust oddly deals 2 hits to a tiger tank or tower depending on how you hit). The spin part after the thrust launches enemies, so don't mash if you want to stun.
JA
Holds the staff with both hands low in front and rolls forward into a dive. If you input a normal attack before the charge comes out, it branches into N4 (un-boosted). This branch attack carries no element.
JC
Hops forward lightly and slams the staff into the ground for an omnidirectional shockwave. Enemies fly in an arc, making follow-ups hard — more knockback than launch.
D
Swings the staff from right to left. Long reach. The hit feels more like a fling than a knockback. Use the trajectory difference from JC to reliably escape aerial combat.
Evo
Stabs the staff into the ground and uses it as an axis for spinning kicks. Narrow range but high power. Tricky movement + knockback make it effective for PvP escape.
無雙亂舞
名稱
效果
無双乱舞
Stabs the staff into the ground and uses it as an axis for a flying kick. Narrow range but high power. The left side has a slightly wider hitbox. Adjusting direction mid-kick widens the range.
真·無双乱舞
N1–N3→C4. The 8th hit doesn't float the enemy; the finishing C4 knocks them down. Slight knockback effect.
The first hit sweeps horizontally, then continuously thrusts upward with the right side raised while moving. Ends with a sweep. Narrow range.
Knockback ○Element infusion ○
砕
Pierce
↑ + Fire element. Instead of the sweep, the finisher is a launching omnidirectional shockwave that scatters enemies widely.
Knockback ○Element infusion ○
盾
Crescent
Thrusts while firing an air-cannon shockwave forward (knockback + element infusion). Low power but long reach.
Knockback ○Element infusion ○Super Armor ○
陣
Moon
Turns sideways and spins the staff vertically to attack (knockback + element infusion on the finisher only). Outside of Freeze or the Range×2 ability, only 2 hits connect. Fairly high power. C6 comes out fast.
Knockback ○Element infusion ○
衛
Fan
Charges briefly and thrusts 3 times (stagger), then finishes with an N6-like sweep (knockback). For element: C1 infuses only the sweep, C6 all hits.
Knockdown ○Element infusion ○
覇
Eclipse
Spins twice in the air like figure skating; hit enemies are knocked back slightly. Aerial state.
浮かし ○Element infusion ○
معرض
الهراوة والهراوة القاتلة
الهراوة والهراوة القاتلة
الهراوة والهراوة القاتلة
الهراوة والهراوة القاتلة
الهراوة والهراوة القاتلة
الهراوة والهراوة القاتلة
العاصفة
العاصفة
العاصفة
العاصفة
العاصفة
العاصفة
زوبعة
زوبعة
زوبعة
هجمات الشحن
الاسم
التأثير
C2
Hops back lightly and slams the staff tip into the ground for a wide omnidirectional shockwave (knockdown). Up to 2 extra attacks possible (the 1st is knockdown, the 2nd knockback). With the Range×2 ability, the shockwave shifts far forward. There's auto-tracking that turns toward the character that 'last took damage' during N1–N5 (the update made the turn correctable).
C3
Backflips using the staff as support, then on landing slams it into the ground for a wide shockwave (knockback) → a posed aura attack (stagger). With extra input, instead of posing, a wide forward sweep (knockback). With the Range×2 ability, the first shockwave shifts forward. Note the extra-input sweep doesn't hit point-blank.
C4
Thrusts upward with the staff. It carries element, so combined with a high-attack element orb it's quite powerful.
C5
Thrust (stun) → with extra input, spins the staff in an infinity-symbol on the spot. With further input, a flying kick. Without the flying kick, there's a useless motion after the spin attack ends. The thrust alone is also possible without extra input (this thrust oddly deals 2 hits to a tiger tank or tower depending on how you hit). The spin part after the thrust launches enemies, so don't mash if you want to stun.
JA
Holds the staff with both hands low in front and rolls forward into a dive. If you input a normal attack before the charge comes out, it branches into N4 (un-boosted). This branch attack carries no element.
JC
Hops forward lightly and slams the staff into the ground for an omnidirectional shockwave. Enemies fly in an arc, making follow-ups hard — more knockback than launch.
D
Swings the staff from right to left. Long reach. The hit feels more like a fling than a knockback. Use the trajectory difference from JC to reliably escape aerial combat.
Evo
Stabs the staff into the ground and uses it as an axis for spinning kicks. Narrow range but high power. Tricky movement + knockback make it effective for PvP escape.
هجمات موسو
الاسم
التأثير
無双乱舞
Stabs the staff into the ground and uses it as an axis for a flying kick. Narrow range but high power. The left side has a slightly wider hitbox. Adjusting direction mid-kick widens the range.
真·無双乱舞
N1–N3→C4. The 8th hit doesn't float the enemy; the finishing C4 knocks them down. Slight knockback effect.
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
14
Normal 2
14
Normal 3
16
Normal 4
16
Normal 5
20
Normal 6
24
EVO attack
22.24.26.30
Dash attack
22
Jump attack
18
Jump charge
20
Musou
20.20
True Musou
25
Musou finisher
25
True Musou finisher
25
Charge 2
(19)
Charge 3
8.10.{10.10}*3.(8).(10)
Charge 4
(19)\14
Charge 5
(12)
Thrust 突
(3)/(5)
Pierce 砕
(15).(15)/(22).(20)
Crescent 盾
8*3.(15)/(10)*3.(15)
Moon 陣
(15).(7).(7)/(20).(10).(10)
Fan 衛
(12).(12).(10)
Eclipse 覇
(15).(20)/(12)
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
The first hit sweeps horizontally, then continuously thrusts upward with the right side raised while moving. Ends with a sweep. Narrow range.
Knockback ○Element infusion ○
砕
Pierce
↑ + Fire element. Instead of the sweep, the finisher is a launching omnidirectional shockwave that scatters enemies widely.
Knockback ○Element infusion ○
盾
Crescent
Thrusts while firing an air-cannon shockwave forward (knockback + element infusion). Low power but long reach.
Knockback ○Element infusion ○Super Armor ○
陣
Moon
Turns sideways and spins the staff vertically to attack (knockback + element infusion on the finisher only). Outside of Freeze or the Range×2 ability, only 2 hits connect. Fairly high power. C6 comes out fast.
Knockback ○Element infusion ○
衛
Fan
Charges briefly and thrusts 3 times (stagger), then finishes with an N6-like sweep (knockback). For element: C1 infuses only the sweep, C6 all hits.
Knockdown ○Element infusion ○
覇
Eclipse
Spins twice in the air like figure skating; hit enemies are knocked back slightly. Aerial state.
浮かし ○Element infusion ○
แกลเลอรี
Cudgel และ Cudgel แห่งความตาย
Cudgel และ Cudgel แห่งความตาย
Cudgel และ Cudgel แห่งความตาย
Cudgel และ Cudgel แห่งความตาย
Cudgel และ Cudgel แห่งความตาย
Cudgel และ Cudgel แห่งความตาย
สควอลล์
สควอลล์
สควอลล์
สควอลล์
สควอลล์
สควอลล์
ลมกรด
ลมกรด
ลมกรด
ชาร์จโจมตี
ชื่อ
ผล
C2
Hops back lightly and slams the staff tip into the ground for a wide omnidirectional shockwave (knockdown). Up to 2 extra attacks possible (the 1st is knockdown, the 2nd knockback). With the Range×2 ability, the shockwave shifts far forward. There's auto-tracking that turns toward the character that 'last took damage' during N1–N5 (the update made the turn correctable).
C3
Backflips using the staff as support, then on landing slams it into the ground for a wide shockwave (knockback) → a posed aura attack (stagger). With extra input, instead of posing, a wide forward sweep (knockback). With the Range×2 ability, the first shockwave shifts forward. Note the extra-input sweep doesn't hit point-blank.
C4
Thrusts upward with the staff. It carries element, so combined with a high-attack element orb it's quite powerful.
C5
Thrust (stun) → with extra input, spins the staff in an infinity-symbol on the spot. With further input, a flying kick. Without the flying kick, there's a useless motion after the spin attack ends. The thrust alone is also possible without extra input (this thrust oddly deals 2 hits to a tiger tank or tower depending on how you hit). The spin part after the thrust launches enemies, so don't mash if you want to stun.
JA
Holds the staff with both hands low in front and rolls forward into a dive. If you input a normal attack before the charge comes out, it branches into N4 (un-boosted). This branch attack carries no element.
JC
Hops forward lightly and slams the staff into the ground for an omnidirectional shockwave. Enemies fly in an arc, making follow-ups hard — more knockback than launch.
D
Swings the staff from right to left. Long reach. The hit feels more like a fling than a knockback. Use the trajectory difference from JC to reliably escape aerial combat.
Evo
Stabs the staff into the ground and uses it as an axis for spinning kicks. Narrow range but high power. Tricky movement + knockback make it effective for PvP escape.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
Stabs the staff into the ground and uses it as an axis for a flying kick. Narrow range but high power. The left side has a slightly wider hitbox. Adjusting direction mid-kick widens the range.
真·無双乱舞
N1–N3→C4. The 8th hit doesn't float the enemy; the finishing C4 knocks them down. Slight knockback effect.