Recovers the Life of all troops except for commanders. Troops include regular soldiers, lieutenants, officers, and generals (if present in battle). Does not regenerate life for allied players.
Twin maces made with heavier heads.
Base Stats
Attack
41(5)
Damage
37(1)
Defence
31(3)
Life
150(6)
Musou
170(2)
Speed
135
Jump
155
Flask Wheel
Attack
5
Damage
1
Defence
3
Life
6
Musou
2
Advance+ (Ultimate reinforcement)
Twin Maces
REGAIN.ALL
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Twin Maces
+29
+15
+25
+34
+20
2
Graceful Maces
+32
+18
+28
+37
+23
3
Royal Maces
+35
+21
+31
+40
+26
4
Enchantress
+38
+24
+34
+43
+29
5
Diva
+41
+27
+37
+46
+32
6
True Diva
+44
+30
+40
+49
+35
7
Muse
+47
+33
+43
+52
+38
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Twin Maces
+30
+16
+26
+35
+21
2
Graceful Maces
+33
+19
+29
+38
+24
3
Royal Maces
+36
+22
+32
+41
+27
4
Enchantress
+39
+25
+35
+44
+30
5
Diva
+42
+28
+38
+47
+33
6
True Diva
+45
+31
+41
+50
+36
7
Muse
+48
+34
+44
+53
+39
Emblems (engraved)
突
Thrust
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
Stagger ○Knockback ○Element infusion ○
盾
Crescent
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
Float ○Element infusion ○Super Armor C6
陣
Moon
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Fan
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○Float ○Element infusion ○
覇
Eclipse
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
Stagger ○Element infusion ○
Gallery
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Twin Maces & Graceful Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Royal Maces
Enchantress
Enchantress
Enchantress
Charge Attacks
Name
Effect
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
Musou Attacks
Name
Effect
Musou Ranbu
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
Shin Musou Ranbu
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.
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
18
Normal 5
22
Normal 6
25
EVO attack
16.18.22.(25).(15)
Dash attack
12
Jump attack
17
Jump charge
1.12
Musou
20/25
True Musou
20/25
Musou finisher
25
True Musou finisher
25.25
Charge 2
17
Charge 3
{10.10}*3.12.(12)
Charge 4
17.(15)
Charge 5
(20)
Thrust 突
(3)/(5)
Pierce 砕
15.(20)/(20).(20)
Crescent 盾
(12)/(14)
Moon 陣
(15)/(17)
Fan 衛
(15).(20)
Eclipse 覇
(30)
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 +
Rally ~ Slowly recovers the life of allied troops, lieutenants, officers, and generals(if present in battle). Does not regen life of allied players
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Crescent
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Moon
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Fan
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Eclipse
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
图库
双狼牙棒和优雅狼牙棒
双狼牙棒和优雅狼牙棒
双狼牙棒和优雅狼牙棒
双狼牙棒和优雅狼牙棒
双狼牙棒和优雅狼牙棒
双狼牙棒和优雅狼牙棒
皇家狼牙棒
皇家狼牙棒
皇家狼牙棒
皇家狼牙棒
皇家狼牙棒
皇家狼牙棒
女巫
女巫
女巫
蓄力攻击
名称
效果
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
无双乱舞
名称
效果
無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真·無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Crescent
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Moon
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Fan
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Eclipse
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
圖庫
雙狼牙棒和優雅狼牙棒
雙狼牙棒和優雅狼牙棒
雙狼牙棒和優雅狼牙棒
雙狼牙棒和優雅狼牙棒
雙狼牙棒和優雅狼牙棒
雙狼牙棒和優雅狼牙棒
皇家狼牙棒
皇家狼牙棒
皇家狼牙棒
皇家狼牙棒
皇家狼牙棒
皇家狼牙棒
女巫
女巫
女巫
蓄力攻擊
名稱
效果
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
無雙亂舞
名稱
效果
無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真·無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.
يستعيد حياة جميع القوات باستثناء القادة. تشمل القوات الجنود النظاميين والملازمين والضباط والجنرالات (إذا كانوا موجودين في المعركة). لا يجدد الحياة للاعبين الحلفاء.
صولجان مزدوج مصنوع برؤوس أثقل.
الإحصائيات الأساسية
هجوم
41(5)
ضرر
37(1)
دفاع
31(3)
حياة
150(6)
موسو
170(2)
سرعة
135
قفز
155
مخطط القدرات
هجوم
5
ضرر
1
دفاع
3
حياة
6
موسو
2
+ تقدم (究極強化)
Twin Maces
REGAIN.ALL
تطور الرتبة
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Twin Maces
+29
+15
+25
+34
+20
2
Graceful Maces
+32
+18
+28
+37
+23
3
Royal Maces
+35
+21
+31
+40
+26
4
Enchantress
+38
+24
+34
+43
+29
5
Diva
+41
+27
+37
+46
+32
6
True Diva
+44
+30
+40
+49
+35
7
Muse
+47
+33
+43
+52
+38
إحصائيات ترقية DWOZ
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Twin Maces
+30
+16
+26
+35
+21
2
Graceful Maces
+33
+19
+29
+38
+24
3
Royal Maces
+36
+22
+32
+41
+27
4
Enchantress
+39
+25
+35
+44
+30
5
Diva
+42
+28
+38
+47
+33
6
True Diva
+45
+31
+41
+50
+36
7
Muse
+48
+34
+44
+53
+39
الشعارات (刻印)
突
Thrust
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Crescent
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Moon
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Fan
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Eclipse
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
معرض
التوأم الصولجانات والصولجان رشيقة
التوأم الصولجانات والصولجان رشيقة
التوأم الصولجانات والصولجان رشيقة
التوأم الصولجانات والصولجان رشيقة
التوأم الصولجانات والصولجان رشيقة
التوأم الصولجانات والصولجان رشيقة
الصولجانات الملكية
الصولجانات الملكية
الصولجانات الملكية
الصولجانات الملكية
الصولجانات الملكية
الصولجانات الملكية
ساحرة
ساحرة
ساحرة
هجمات الشحن
الاسم
التأثير
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
هجمات موسو
الاسم
التأثير
無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真·無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.
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
18
Normal 5
22
Normal 6
25
EVO attack
16.18.22.(25).(15)
Dash attack
12
Jump attack
17
Jump charge
1.12
Musou
20/25
True Musou
20/25
Musou finisher
25
True Musou finisher
25.25
Charge 2
17
Charge 3
{10.10}*3.12.(12)
Charge 4
17.(15)
Charge 5
(20)
Thrust 突
(3)/(5)
Pierce 砕
15.(20)/(20).(20)
Crescent 盾
(12)/(14)
Moon 陣
(15)/(17)
Fan 衛
(15).(20)
Eclipse 覇
(30)
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
Spins counter-clockwise while moving, slashing upward with both swords → finishes with an overhead slash for knockback.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher launches the front enemy while the user also jumps, firing one fireball forward.
よろけ ○Knockback ○Element infusion ○
盾
Crescent
C1 backflips and charges briefly; C6 charges on the spot, then fires a shockwave forward. Long reach. Also has a rear hitbox. C1 can't turn, and the backflip motion shifts the user's position.
浮かし ○Element infusion ○Super Armor C6
陣
Moon
Swings the twin maces around as if dancing. A 2-hit combo: retreats about two body-lengths while spinning (stagger), then advances slightly (knockback + element infusion). Almost no wind-up and fast start-up, but long recovery. The hitbox starts from the front clockwise, so rear and left attacks come later.
Knockback ○Element infusion ○Super Armor ○
衛
Fan
Slams a body-spin kick into the ground in front. A narrow launching omnidirectional shockwave centered on the user. Long wind-up and big recovery, but follow-ups are possible depending on where it hits.
Stun ○浮かし ○Element infusion ○
覇
Eclipse
Charges briefly while crouching, then spins twice fast like a ballerina. A narrow omnidirectional attack. Knockback distance is also extremely short. Two fast spins but only 1 hit.
よろけ ○Element infusion ○
แกลเลอรี
กระบองคู่และกระบองสง่างาม
กระบองคู่และกระบองสง่างาม
กระบองคู่และกระบองสง่างาม
กระบองคู่และกระบองสง่างาม
กระบองคู่และกระบองสง่างาม
กระบองคู่และกระบองสง่างาม
รอยัลเมส
รอยัลเมส
รอยัลเมส
รอยัลเมส
รอยัลเมส
รอยัลเมส
แม่มด
แม่มด
แม่มด
ชาร์จโจมตี
ชื่อ
ผล
C2
Fires a V-shaped energy-blade shockwave (stun). With extra input, a sliding move like Diao Chan's C1 (launch). Both can turn and carry element.
C3
Leaps, charges big, and on landing makes a flat omnidirectional shockwave (stagger). Decently wide range.
C4
A launching move with a slight wind-up.
C5
A Super-Armored spinning attack while flying around and moving. Aerial state during the motion. The attack interval and travel are long, making it easy to get behind a guard, but the motion alternates horizontal swings → vertical drops (narrow range), so landing all hits while crossing up is hard. The final spin stuns + infuses element. Combo Boost makes it 4→6→8.
JA
Brings the twin maces together for one spin, then adds a roundhouse kick — a 2-spin attack. The 2nd roundhouse kick knocks back with element.
JC
A launching move that summons a tornado in front. Narrow range. Timing is tricky but follow-ups are possible. The petal effect is cosmetic only and doesn't affect power.
D
A single swing of the twin maces from left to right. Short reach.
Evo
Spins once in the air for a tiny shockwave on landing. Enemies float; follow-ups possible. Usable to clear fences. A hit at the edge of the shockwave staggers (at R5, attack 4 unupgraded, only half an archer's worth of damage). A JC won't break a crate, but the edge will — this is why.
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無双乱舞
Runs in for a cartwheel kick. Aerial state until the kick motion ends.
真·無双乱舞
An N1–N3→C4 combo. The C4 motion adds one extra hit. The 8th and 9th hits launch, then the finisher knocks back. With Evo, the last hit gains element.