Held in both hands, this weapon was designed to have good range.
Base Stats
Attack
45(5)
Damage
47(6)
Defense
33(1)
Life
180(2)
Musou
120(3)
Speed
100
Jump
140
Flask Wheel
Attack
5
Damage
6
Defense
1
Life
2
Musou
3
Advance+ (Ultimate reinforcement)
War Pick
ATTACK×3
Rank Progression
Rank
Name
Attack
Damage
Defense
Life
Musou
1
Twin Picks
+28
+30
+20
+26
+23
2
Halberd
+31
+33
+23
+29
+26
3
Sturdy Halberd
+34
+36
+26
+32
+29
4
Pole Axe
+37
+39
+29
+35
+32
5
Heavenly Halberd
+40
+42
+32
+38
+35
6
Divine Halberd
+43
+45
+35
+41
+38
7
Adamantine
+46
+48
+38
+44
+41
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defense
Life
Musou
1
Twin Picks
+29
+31
+21
+27
+24
2
Halberd
+32
+34
+24
+30
+27
3
Sturdy Halberd
+35
+37
+27
+33
+30
4
Pole Axe
+38
+40
+30
+36
+33
5
Heavenly Halberd
+41
+43
+33
+39
+36
6
Divine Halberd
+44
+46
+36
+42
+39
7
Adamantine
+47
+49
+39
+45
+43
Emblems (engraved)
突
Thrust
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
砕
Pierce
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
盾
Crescent
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
陣
Moon
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
Float ○Element infusion ○Super Armor ○
衛
Fan
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
A launching attack. Slow start-up, so it's hard to link into combos.
C3
Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4
Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5
A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JA
Sets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JC
Leaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
D
Slides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
Evo
N3–N6. The attack speed isn't actually faster.
Musou Attacks
Name
Effect
Musou Ranbu
Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
Shin Musou Ranbu
Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.
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
18.20.23.(26)
Dash attack
12
Jump attack
8
Jump charge
17
Musou
20.20
True Musou
25
Musou finisher
20
True Musou finisher
30火
Charge 2
17
Charge 3
{12.12}*3.(20)
Charge 4
(25)
Charge 5
(25)
Thrust 突
(12)/(14)
Pierce 砕
15/(20)
Crescent 盾
(18).15/(22).(20)
Moon 陣
(15)/(18)
Fan 衛
(30)
Eclipse 覇
10.10.(10).(15)
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.
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
砕
Pierce
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
盾
Crescent
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
陣
Moon
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
衛
Fan
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○
图库
双镐和戟
双镐和戟
双镐和戟
双镐和戟
双镐和戟
双镐和戟
坚固的戟
坚固的戟
坚固的戟
坚固的戟
坚固的戟
坚固的戟
极斧
极斧
极斧
蓄力攻击
名称
效果
C2
A launching attack. Slow start-up, so it's hard to link into combos.
C3
Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4
Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5
A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JA
Sets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JC
Leaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
D
Slides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
Evo
N3–N6. The attack speed isn't actually faster.
无双乱舞
名称
效果
無双乱舞
Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真·無双乱舞
Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
砕
Pierce
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
盾
Crescent
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
陣
Moon
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
衛
Fan
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○
圖庫
雙鎬和戟
雙鎬和戟
雙鎬和戟
雙鎬和戟
雙鎬和戟
雙鎬和戟
堅固的戟
堅固的戟
堅固的戟
堅固的戟
堅固的戟
堅固的戟
極斧
極斧
極斧
蓄力攻擊
名稱
效果
C2
A launching attack. Slow start-up, so it's hard to link into combos.
C3
Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4
Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5
A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JA
Sets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JC
Leaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
D
Slides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
Evo
N3–N6. The attack speed isn't actually faster.
無雙亂舞
名稱
效果
無双乱舞
Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真·無双乱舞
Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.
تم تصميم هذا السلاح، الذي يحمله بكلتا يديه، ليكون له مدى جيد.
الإحصائيات الأساسية
هجوم
45(5)
ضرر
47(6)
دفاع
33(1)
حياة
180(2)
موسو
120(3)
سرعة
100
قفز
140
مخطط القدرات
هجوم
5
ضرر
6
دفاع
1
حياة
2
موسو
3
+ تقدم (究極強化)
War Pick
ATTACK×3
تطور الرتبة
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
War Pick
+28
+30
+20
+26
+23
2
Halberd
+31
+33
+23
+29
+26
3
Sturdy Halberd
+34
+36
+26
+32
+29
4
Pole Axe
+37
+39
+29
+35
+32
5
Heavenly Halberd
+40
+42
+32
+38
+35
6
True Heavenly Halberd
+43
+45
+35
+41
+38
7
Adamantine Halberd
+46
+48
+38
+44
+41
إحصائيات ترقية DWOZ
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
War Pick
+29
+31
+21
+27
+24
2
Halberd
+32
+34
+24
+30
+27
3
Sturdy Halberd
+35
+37
+27
+33
+30
4
Pole Axe
+38
+40
+30
+36
+33
5
Heavenly Halberd
+41
+43
+33
+39
+36
6
True Heavenly Halberd
+44
+46
+36
+42
+39
7
Adamantine Halberd
+47
+49
+39
+45
+43
الشعارات (刻印)
突
Thrust
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
砕
Pierce
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
盾
Crescent
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
陣
Moon
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
衛
Fan
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○
معرض
التوأم اللقطات والمطرد
التوأم اللقطات والمطرد
التوأم اللقطات والمطرد
التوأم اللقطات والمطرد
التوأم اللقطات والمطرد
التوأم اللقطات والمطرد
مطرد قوي
مطرد قوي
مطرد قوي
مطرد قوي
مطرد قوي
مطرد قوي
فأس القطب
فأس القطب
فأس القطب
هجمات الشحن
الاسم
التأثير
C2
A launching attack. Slow start-up, so it's hard to link into combos.
C3
Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4
Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5
A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JA
Sets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JC
Leaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
D
Slides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
Evo
N3–N6. The attack speed isn't actually faster.
هجمات موسو
الاسم
التأثير
無双乱舞
Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真·無双乱舞
Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.
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
18.20.23.(26)
Dash attack
12
Jump attack
8
Jump charge
17
Musou
20.20
True Musou
25
Musou finisher
20
True Musou finisher
30火
Charge 2
17
Charge 3
{12.12}*3.(20)
Charge 4
(25)
Charge 5
(25)
Thrust 突
(12)/(14)
Pierce 砕
15/(20)
Crescent 盾
(18).15/(22).(20)
Moon 陣
(15)/(18)
Fan 衛
(30)
Eclipse 覇
10.10.(10).(15)
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
Slams the twin halberds into the ground for a straight-line fissure-effect attack. Long reach, but the hitbox appears slightly later than the effect. C1 cannot turn.
Knockback ○Element infusion ○
砕
Pierce
Front somersault while swinging the twin halberds. Looks close to a low-altitude JC. Wide range and among the fastest start-ups of all weapons, entering a float state immediately. Has front/back/left/right hitboxes but isn't truly omnidirectional. Can turn.
Knockback ○Element infusion C6
盾
Crescent
Crosses both arms holding the twin halberds in front, steps in a pace, and spreads them left and right (stun + element infusion). Hitbox across 180° in front. Forward range is lacking but the sides are fairly wide. With extra input, an omnidirectional shockwave like Pang De's C1 (knockback + C6 element infusion). Can turn.
Stun ○Knockback ○Element infusion ○Super Armor ○
陣
Moon
A small hop on the spot, slamming the twin halberds into the ground for a launching omnidirectional shockwave. Super Armor: C1 gains it on the hop, C6 from activation. Narrower range than C5.
浮かし ○Element infusion ○Super Armor ○
衛
Fan
Sets the twin halberds, then dashes a few steps with arms straight out to the sides. Then crosses the weapons in front. Only the halberd parts have hitboxes.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Spins while swinging the twin halberds counter-clockwise twice (stagger), then clockwise once (element infusion), then fires a wide omnidirectional shockwave (knockback + element infusion). Super Armor lasts through the swinging motions.
よろけ ○Knockback ○Element infusion ○Super Armor ○
แกลเลอรี
ปิ๊กคู่ & ง้าว
ปิ๊กคู่ & ง้าว
ปิ๊กคู่ & ง้าว
ปิ๊กคู่ & ง้าว
ปิ๊กคู่ & ง้าว
ปิ๊กคู่ & ง้าว
ง้าวที่แข็งแรง
ง้าวที่แข็งแรง
ง้าวที่แข็งแรง
ง้าวที่แข็งแรง
ง้าวที่แข็งแรง
ง้าวที่แข็งแรง
ขวานขั้วโลก
ขวานขั้วโลก
ขวานขั้วโลก
ชาร์จโจมตี
ชื่อ
ผล
C2
A launching attack. Slow start-up, so it's hard to link into combos.
C3
Slams the twin halberds down alternately in succession. Quite long forward reach and a Super-Armored mainstay, but swings slowly, so a shallow hit gets guarded. Combo Boost makes it 3→5→7. Only the final hit stuns and infuses element.
C4
Spins once for a knockback move with the twin halberds. Nearly omnidirectional.
C5
A launching attack slamming the twin halberds into the ground. Usage is nearly the same as Formation.
JA
Sets the twin halberds crossed and makes a cutting sweep. Hits even fairly high jumpers.
JC
Leaps and front-somersaults while swinging the twin halberds. Hits enemies directly behind too. Hits soldiers atop a tower. High power (2–3× the power of a JA). Big recovery after landing.
D
Slides in swinging the twin halberds left and right. Wide range. Ideal for clearing.
Evo
N3–N6. The attack speed isn't actually faster.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
Swings both halberds alternately left and right on the spot in succession. Hit enemies stagger-down on the spot → finisher sweeps. Each hit pushes them forward a little, so hitting with the weapon tip risks them falling mid-way and not taking all hits — hit point-blank if possible. A full hit cannot be escaped with items. Staggered or stunned enemies can be hit without knockback.
真·無双乱舞
Musou + Fire element. The finisher hops lightly and stabs the twin halberds into the ground for a flat omnidirectional shockwave centered on the user.