Slowly refill your musou bar regardless of health. Your musou bar will also fill at double the normal rate when attacking enemies.
A weapon held with both hands. Use them to attack the enemy from left and right.
Base Stats
Attack
46(5)
Damage
40(6)
Defence
34(2)
Life
180(3)
Musou
135(1)
Speed
110
Jump
135
Flask Wheel
Attack
5
Damage
6
Defence
2
Life
3
Musou
1
Advance+ (Ultimate reinforcement)
Maces
MUSOU INCREASE×2
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Maces
+30
+31
+22
+29
+15
2
Deadly Rods
+33
+34
+25
+32
+18
3
Spiral Rods
+36
+37
+28
+35
+21
4
Wolf Slayer
+39
+40
+31
+38
+24
5
Tiger Slayer
+42
+43
+34
+41
+27
6
True Tiger Slayer
+45
+46
+37
+44
+30
7
Demon Slayer
+48
+49
+40
+47
+33
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Maces
+31
+32
+23
+30
+16
2
Deadly Rods
+34
+35
+26
+33
+19
3
Spiral Rods
+37
+38
+29
+36
+22
4
Wolf Slayer
+40
+41
+32
+39
+25
5
Tiger Slayer
+43
+44
+35
+42
+28
6
True Tiger Slayer
+46
+47
+38
+45
+31
7
Demon Slayer
+49
+50
+41
+48
+34
Emblems (engraved)
突
Thrust
Thrusts the twin whips forward. Comes out slightly faster than C4. On hit, enemies fly about as far as a Wind orb. Neither C1 nor C6 can turn.
Knockback ◎Element infusion ○Super Armor ○
砕
Pierce
Thrusts the twin whips forward and back for knockback. Surprisingly wide range. C6 comes out unusually fast.
Knockback ◎Element infusion ○Super Armor ○
盾
Crescent
Steps forward and sweeps the twin whips open across 180° in front. Can turn. The 2008/3/19 update removed element from C1 and lengthened the pre-activation time.
Stun ○Element infusion C6Super Armor ○
陣
Moon
Steps forward a full pace with both whips and the right foot for a flat omnidirectional shockwave. Slightly vulnerable before it comes out. The 2008/11/18 update fixed the problem of it being hard to land on higher-ground enemies on uneven terrain.
Stagger ○Element infusion ×
衛
Fan
Charges briefly, then fires a huge vacuum wave forward. Reach is about three archers' length.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Swings the twin whips left and right big, then thrusts once to the front. Only the final thrust infuses element. The left-right swings have a stun effect.
Stun ○Knockback ○Element infusion ○Super Armor ○
Gallery
Twin Rods & Deadly Rods
Twin Rods & Deadly Rods
Twin Rods & Deadly Rods
Twin Rods & Deadly Rods
Twin Rods & Deadly Rods
Twin Rods & Deadly Rods
Spiral Rods
Spiral Rods
Spiral Rods
Spiral Rods
Spiral Rods
Spiral Rods
Wolf Slayer
Wolf Slayer
Wolf Slayer
Charge Attacks
Name
Effect
C2
A normal launching move. Doesn't float very high.
C3
Swings down vertically, then spins once and sweeps with the twin whips. High power, but you must catch the enemy directly in front or it won't hit. Only the final hit stuns and infuses element. Combo Boost makes it 2→4→6.
C4
Brings the twin whips together and thrusts forward for knockback. Knocks enemies quite far, so handy for creating distance.
C5
Strikes the ground for an explosion forward. Looks like the iron whip's C5, but rather than fixed Fire it carries element. High power, and can cross up at point-blank.
JA
A fast-starting attack to the front. Short distance but wide horizontally.
JC
Drops diagonally and stabs the twin whips into the ground for a shockwave attack.
D
Slides while delivering a thrust.
Evo
An N1–N3→C4 combo. The 8th hit launches, the 9th knocks back.
Musou Attacks
Name
Effect
Musou Ranbu
Advances thrusting the weapons alternately left and right like palm strikes; the finisher crosses the arms → opens → thrusts both weapons simultaneously. The final hit knocks back. As a ground-type musou, think about where to use it.
Shin Musou Ranbu
↑ + Fire element. The finisher launches the enemy, then knocks back with an omnidirectional shockwave. Because they float, it's hard to feel the power difference from the normal musou and hard to land. If the opponent has the supreme Calming Stone belt, they fall off on the 2nd–3rd hit.
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
24
EVO attack
16.16.18.22
Dash attack
12
Jump attack
8
Jump charge
1.12
Musou
22.22
True Musou
25.25
Musou finisher
25.17.22
True Musou finisher
30.16火
Charge 2
17
Charge 3
17.{15.15}*2.(15)
Charge 4
(22)
Charge 5
(17)
Thrust 突
(13)/(15)
Pierce 砕
(15)/(15)
Crescent 盾
15/(13)
Moon 陣
14(15)/(16).(15)
Fan 衛
(18)
Eclipse 覇
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.
Advanced +
Fury will fill your Musou bar in the same way as being in red health
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
Thrusts the twin whips forward. Comes out slightly faster than C4. On hit, enemies fly about as far as a Wind orb. Neither C1 nor C6 can turn.
Knockback ◎Element infusion ○Super Armor ○
砕
Pierce
Thrusts the twin whips forward and back for knockback. Surprisingly wide range. C6 comes out unusually fast.
Knockback ◎Element infusion ○Super Armor ○
盾
Crescent
Steps forward and sweeps the twin whips open across 180° in front. Can turn. The 2008/3/19 update removed element from C1 and lengthened the pre-activation time.
Stun ○Element infusion C6Super Armor ○
陣
Moon
Steps forward a full pace with both whips and the right foot for a flat omnidirectional shockwave. Slightly vulnerable before it comes out. The 2008/11/18 update fixed the problem of it being hard to land on higher-ground enemies on uneven terrain.
よろけ ○Element infusion ×
衛
Fan
Charges briefly, then fires a huge vacuum wave forward. Reach is about three archers' length.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Swings the twin whips left and right big, then thrusts once to the front. Only the final thrust infuses element. The left-right swings have a stun effect.
Stun ○Knockback ○Element infusion ○Super Armor ○
图库
双棒和致命棒
双棒和致命棒
双棒和致命棒
双棒和致命棒
双棒和致命棒
双棒和致命棒
螺旋棒
螺旋棒
螺旋棒
螺旋棒
螺旋棒
螺旋棒
杀狼者
杀狼者
杀狼者
蓄力攻击
名称
效果
C2
A normal launching move. Doesn't float very high.
C3
Swings down vertically, then spins once and sweeps with the twin whips. High power, but you must catch the enemy directly in front or it won't hit. Only the final hit stuns and infuses element. Combo Boost makes it 2→4→6.
C4
Brings the twin whips together and thrusts forward for knockback. Knocks enemies quite far, so handy for creating distance.
C5
Strikes the ground for an explosion forward. Looks like the iron whip's C5, but rather than fixed Fire it carries element. High power, and can cross up at point-blank.
JA
A fast-starting attack to the front. Short distance but wide horizontally.
JC
Drops diagonally and stabs the twin whips into the ground for a shockwave attack.
D
Slides while delivering a thrust.
Evo
An N1–N3→C4 combo. The 8th hit launches, the 9th knocks back.
无双乱舞
名称
效果
無双乱舞
Advances thrusting the weapons alternately left and right like palm strikes; the finisher crosses the arms → opens → thrusts both weapons simultaneously. The final hit knocks back. As a ground-type musou, think about where to use it.
真·無双乱舞
↑ + Fire element. The finisher launches the enemy, then knocks back with an omnidirectional shockwave. Because they float, it's hard to feel the power difference from the normal musou and hard to land. If the opponent has the supreme Calming Stone belt, they fall off on the 2nd–3rd hit.
Thrusts the twin whips forward. Comes out slightly faster than C4. On hit, enemies fly about as far as a Wind orb. Neither C1 nor C6 can turn.
Knockback ◎Element infusion ○Super Armor ○
砕
Pierce
Thrusts the twin whips forward and back for knockback. Surprisingly wide range. C6 comes out unusually fast.
Knockback ◎Element infusion ○Super Armor ○
盾
Crescent
Steps forward and sweeps the twin whips open across 180° in front. Can turn. The 2008/3/19 update removed element from C1 and lengthened the pre-activation time.
Stun ○Element infusion C6Super Armor ○
陣
Moon
Steps forward a full pace with both whips and the right foot for a flat omnidirectional shockwave. Slightly vulnerable before it comes out. The 2008/11/18 update fixed the problem of it being hard to land on higher-ground enemies on uneven terrain.
よろけ ○Element infusion ×
衛
Fan
Charges briefly, then fires a huge vacuum wave forward. Reach is about three archers' length.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Swings the twin whips left and right big, then thrusts once to the front. Only the final thrust infuses element. The left-right swings have a stun effect.
Stun ○Knockback ○Element infusion ○Super Armor ○
圖庫
雙棒和致命棒
雙棒和致命棒
雙棒和致命棒
雙棒和致命棒
雙棒和致命棒
雙棒和致命棒
螺旋棒
螺旋棒
螺旋棒
螺旋棒
螺旋棒
螺旋棒
殺狼者
殺狼者
殺狼者
蓄力攻擊
名稱
效果
C2
A normal launching move. Doesn't float very high.
C3
Swings down vertically, then spins once and sweeps with the twin whips. High power, but you must catch the enemy directly in front or it won't hit. Only the final hit stuns and infuses element. Combo Boost makes it 2→4→6.
C4
Brings the twin whips together and thrusts forward for knockback. Knocks enemies quite far, so handy for creating distance.
C5
Strikes the ground for an explosion forward. Looks like the iron whip's C5, but rather than fixed Fire it carries element. High power, and can cross up at point-blank.
JA
A fast-starting attack to the front. Short distance but wide horizontally.
JC
Drops diagonally and stabs the twin whips into the ground for a shockwave attack.
D
Slides while delivering a thrust.
Evo
An N1–N3→C4 combo. The 8th hit launches, the 9th knocks back.
無雙亂舞
名稱
效果
無双乱舞
Advances thrusting the weapons alternately left and right like palm strikes; the finisher crosses the arms → opens → thrusts both weapons simultaneously. The final hit knocks back. As a ground-type musou, think about where to use it.
真·無双乱舞
↑ + Fire element. The finisher launches the enemy, then knocks back with an omnidirectional shockwave. Because they float, it's hard to feel the power difference from the normal musou and hard to land. If the opponent has the supreme Calming Stone belt, they fall off on the 2nd–3rd hit.
قم بإعادة ملء شريط Musou الخاص بك ببطء بغض النظر عن صحتك. سيتم أيضًا ملء شريط Musou الخاص بك بمعدل مضاعف عند مهاجمة الأعداء.
سلاح ممسوك بكلتا يديه. استخدامها لمهاجمة العدو من اليسار واليمين.
الإحصائيات الأساسية
هجوم
46(5)
ضرر
40(6)
دفاع
34(2)
حياة
180(3)
موسو
135(1)
سرعة
110
قفز
135
مخطط القدرات
هجوم
5
ضرر
6
دفاع
2
حياة
3
موسو
1
+ تقدم (究極強化)
Maces
MUSOU INCREASE×2
تطور الرتبة
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Maces
+30
+31
+22
+29
+15
2
Deadly Rods
+33
+34
+25
+32
+18
3
Spiral Rods
+36
+37
+28
+35
+21
4
Wolf Slayer
+39
+40
+31
+38
+24
5
Tiger Slayer
+42
+43
+34
+41
+27
6
True Tiger Slayer
+45
+46
+37
+44
+30
7
Demon Slayer
+48
+49
+40
+47
+33
إحصائيات ترقية DWOZ
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Maces
+31
+32
+23
+30
+16
2
Deadly Rods
+34
+35
+26
+33
+19
3
Spiral Rods
+37
+38
+29
+36
+22
4
Wolf Slayer
+40
+41
+32
+39
+25
5
Tiger Slayer
+43
+44
+35
+42
+28
6
True Tiger Slayer
+46
+47
+38
+45
+31
7
Demon Slayer
+49
+50
+41
+48
+34
الشعارات (刻印)
突
Thrust
Thrusts the twin whips forward. Comes out slightly faster than C4. On hit, enemies fly about as far as a Wind orb. Neither C1 nor C6 can turn.
Knockback ◎Element infusion ○Super Armor ○
砕
Pierce
Thrusts the twin whips forward and back for knockback. Surprisingly wide range. C6 comes out unusually fast.
Knockback ◎Element infusion ○Super Armor ○
盾
Crescent
Steps forward and sweeps the twin whips open across 180° in front. Can turn. The 2008/3/19 update removed element from C1 and lengthened the pre-activation time.
Stun ○Element infusion C6Super Armor ○
陣
Moon
Steps forward a full pace with both whips and the right foot for a flat omnidirectional shockwave. Slightly vulnerable before it comes out. The 2008/11/18 update fixed the problem of it being hard to land on higher-ground enemies on uneven terrain.
よろけ ○Element infusion ×
衛
Fan
Charges briefly, then fires a huge vacuum wave forward. Reach is about three archers' length.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Swings the twin whips left and right big, then thrusts once to the front. Only the final thrust infuses element. The left-right swings have a stun effect.
Stun ○Knockback ○Element infusion ○Super Armor ○
معرض
العصي المزدوجة والقضبان القاتلة
العصي المزدوجة والقضبان القاتلة
العصي المزدوجة والقضبان القاتلة
العصي المزدوجة والقضبان القاتلة
العصي المزدوجة والقضبان القاتلة
العصي المزدوجة والقضبان القاتلة
قضبان لولبية
قضبان لولبية
قضبان لولبية
قضبان لولبية
قضبان لولبية
قضبان لولبية
قاتل الذئب
قاتل الذئب
قاتل الذئب
هجمات الشحن
الاسم
التأثير
C2
A normal launching move. Doesn't float very high.
C3
Swings down vertically, then spins once and sweeps with the twin whips. High power, but you must catch the enemy directly in front or it won't hit. Only the final hit stuns and infuses element. Combo Boost makes it 2→4→6.
C4
Brings the twin whips together and thrusts forward for knockback. Knocks enemies quite far, so handy for creating distance.
C5
Strikes the ground for an explosion forward. Looks like the iron whip's C5, but rather than fixed Fire it carries element. High power, and can cross up at point-blank.
JA
A fast-starting attack to the front. Short distance but wide horizontally.
JC
Drops diagonally and stabs the twin whips into the ground for a shockwave attack.
D
Slides while delivering a thrust.
Evo
An N1–N3→C4 combo. The 8th hit launches, the 9th knocks back.
هجمات موسو
الاسم
التأثير
無双乱舞
Advances thrusting the weapons alternately left and right like palm strikes; the finisher crosses the arms → opens → thrusts both weapons simultaneously. The final hit knocks back. As a ground-type musou, think about where to use it.
真·無双乱舞
↑ + Fire element. The finisher launches the enemy, then knocks back with an omnidirectional shockwave. Because they float, it's hard to feel the power difference from the normal musou and hard to land. If the opponent has the supreme Calming Stone belt, they fall off on the 2nd–3rd hit.
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
24
EVO attack
16.16.18.22
Dash attack
12
Jump attack
8
Jump charge
1.12
Musou
22.22
True Musou
25.25
Musou finisher
25.17.22
True Musou finisher
30.16火
Charge 2
17
Charge 3
17.{15.15}*2.(15)
Charge 4
(22)
Charge 5
(17)
Thrust 突
(13)/(15)
Pierce 砕
(15)/(15)
Crescent 盾
15/(13)
Moon 陣
14(15)/(16).(15)
Fan 衛
(18)
Eclipse 覇
10.10.(15)
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
Thrusts the twin whips forward. Comes out slightly faster than C4. On hit, enemies fly about as far as a Wind orb. Neither C1 nor C6 can turn.
Knockback ◎Element infusion ○Super Armor ○
砕
Pierce
Thrusts the twin whips forward and back for knockback. Surprisingly wide range. C6 comes out unusually fast.
Knockback ◎Element infusion ○Super Armor ○
盾
Crescent
Steps forward and sweeps the twin whips open across 180° in front. Can turn. The 2008/3/19 update removed element from C1 and lengthened the pre-activation time.
Stun ○Element infusion C6Super Armor ○
陣
Moon
Steps forward a full pace with both whips and the right foot for a flat omnidirectional shockwave. Slightly vulnerable before it comes out. The 2008/11/18 update fixed the problem of it being hard to land on higher-ground enemies on uneven terrain.
よろけ ○Element infusion ×
衛
Fan
Charges briefly, then fires a huge vacuum wave forward. Reach is about three archers' length.
Knockback ○Element infusion ○Super Armor ○
覇
Eclipse
Swings the twin whips left and right big, then thrusts once to the front. Only the final thrust infuses element. The left-right swings have a stun effect.
Stun ○Knockback ○Element infusion ○Super Armor ○
แกลเลอรี
คันเบ็ดคู่และคันเบ็ดมฤตยู
คันเบ็ดคู่และคันเบ็ดมฤตยู
คันเบ็ดคู่และคันเบ็ดมฤตยู
คันเบ็ดคู่และคันเบ็ดมฤตยู
คันเบ็ดคู่และคันเบ็ดมฤตยู
คันเบ็ดคู่และคันเบ็ดมฤตยู
แท่งเกลียว
แท่งเกลียว
แท่งเกลียว
แท่งเกลียว
แท่งเกลียว
แท่งเกลียว
นักฆ่าหมาป่า
นักฆ่าหมาป่า
นักฆ่าหมาป่า
ชาร์จโจมตี
ชื่อ
ผล
C2
A normal launching move. Doesn't float very high.
C3
Swings down vertically, then spins once and sweeps with the twin whips. High power, but you must catch the enemy directly in front or it won't hit. Only the final hit stuns and infuses element. Combo Boost makes it 2→4→6.
C4
Brings the twin whips together and thrusts forward for knockback. Knocks enemies quite far, so handy for creating distance.
C5
Strikes the ground for an explosion forward. Looks like the iron whip's C5, but rather than fixed Fire it carries element. High power, and can cross up at point-blank.
JA
A fast-starting attack to the front. Short distance but wide horizontally.
JC
Drops diagonally and stabs the twin whips into the ground for a shockwave attack.
D
Slides while delivering a thrust.
Evo
An N1–N3→C4 combo. The 8th hit launches, the 9th knocks back.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
Advances thrusting the weapons alternately left and right like palm strikes; the finisher crosses the arms → opens → thrusts both weapons simultaneously. The final hit knocks back. As a ground-type musou, think about where to use it.
真·無双乱舞
↑ + Fire element. The finisher launches the enemy, then knocks back with an omnidirectional shockwave. Because they float, it's hard to feel the power difference from the normal musou and hard to land. If the opponent has the supreme Calming Stone belt, they fall off on the 2nd–3rd hit.