Held in both hands, this weapon was designed to have good range.
Base Stats
Attack
45(5)
Damage
47(6)
Defence
33(1)
Life
180(2)
Musou
120(3)
Speed
100
Jump
140
Advance+ (究極強化)
War Pick
ATTACK×3
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
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
Emblems (刻印)
突
Pierce
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
Smash
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
Shield
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
Formation
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
Guard
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
Conquest
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 ○
Gallery
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Pole Axe
Pole Axe
Pole Axe
Charge Attacks
Name
Effect
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.
Musou Attacks
Name
Effect
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.
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.
Held in both hands, this weapon was designed to have good range.
基础属性
攻击
45(5)
破坏
47(6)
防御
33(1)
体力
180(2)
无双
120(3)
移动
100
跳跃
140
究极强化 (究極強化)
War Pick
ATTACK×3
等级成长
等级
名称
攻击
破坏
防御
体力
无双
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
刻印 (刻印)
突
Pierce
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
Smash
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
Shield
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
Formation
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
Guard
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
Conquest
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
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Pole Axe
Pole Axe
Pole Axe
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.
Held in both hands, this weapon was designed to have good range.
基礎屬性
攻擊
45(5)
破壞
47(6)
防禦
33(1)
體力
180(2)
無雙
120(3)
移動
100
跳躍
140
究極強化 (究極強化)
War Pick
ATTACK×3
等級成長
等級
名稱
攻擊
破壞
防禦
體力
無雙
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
刻印 (刻印)
突
Pierce
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
Smash
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
Shield
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
Formation
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
Guard
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
Conquest
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
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Pole Axe
Pole Axe
Pole Axe
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.
Held in both hands, this weapon was designed to have good range.
الإحصائيات الأساسية
هجوم
45(5)
ضرر
47(6)
دفاع
33(1)
حياة
180(2)
موسو
120(3)
سرعة
100
قفز
140
+Advance (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
الشعارات (刻印)
突
Pierce
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
Smash
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
Shield
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
Formation
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
Guard
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
Conquest
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
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Pole Axe
Pole Axe
Pole Axe
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.
Held in both hands, this weapon was designed to have good range.
ค่าพื้นฐาน
โจมตี
45(5)
ทำลาย
47(6)
ป้องกัน
33(1)
พลังชีวิต
180(2)
มูโซ
120(3)
ความเร็ว
100
กระโดด
140
Advance+ (究極強化)
War Pick
ATTACK×3
การพัฒนาระดับ
ระดับ
ชื่อ
โจมตี
ทำลาย
ป้องกัน
พลังชีวิต
มูโซ
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
ตราสัญลักษณ์ (刻印)
突
Pierce
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
Smash
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
Shield
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
Formation
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
Guard
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
Conquest
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
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Twin Picks & Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Sturdy Halberd
Pole Axe
Pole Axe
Pole Axe
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.