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.
Sabers designed for fast, consecutive attacks.
Base Stats
Attack
40(3)
Damage
29(2)
Defence
25(5)
Life
140(1)
Musou
150(6)
Speed
140
Jump
155
Flask Wheel
Attack
3
Damage
2
Defence
5
Life
1
Musou
6
Advance+ (Ultimate reinforcement)
T.Sabers
REGAIN.ALL
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
1
T.Sabers
+23
+18
+28
+15
+31
2
Sharp Sabers
+26
+21
+31
+18
+34
3
Wing Sabers
+29
+24
+34
+21
+37
4
Eagle
+32
+27
+37
+24
+40
5
Falcon
+35
+30
+40
+27
+43
6
True Falcon
+38
+33
+43
+30
+46
7
Raptor
+41
+36
+46
+33
+49
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defence
Life
Musou
1
T.Sabers
+24
+19
+29
+16
+32
2
Sharp Sabers
+27
+22
+32
+19
+35
3
Wing Sabers
+30
+25
+35
+22
+38
4
Eagle
+33
+28
+38
+25
+41
5
Falcon
+36
+31
+41
+28
+44
6
True Falcon
+39
+34
+44
+31
+47
7
Raptor
+49
+50
+41
+48
+34
Emblems (engraved)
突
Thrust
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Crescent
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Moon
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Fan
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
Musou Attacks
Name
Effect
Musou Ranbu
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
Shin Musou Ranbu
Slides in and spreads the twin swords left and right. Wide left-right range.
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
20
Normal 6
22
EVO attack
16.18.22.(25)
Dash attack
10
Jump attack
15
Jump charge
6
Musou
18,20
True Musou
12
Musou finisher
20*2
True Musou finisher
12.25.30 火
Charge 2
15
Charge 3
12.12*3.(15)
Charge 4
(14).(14)
Charge 5
12
Thrust 突
10.(10)\10/12.(10).(12)
Pierce 砕
6.8/(15).(10)
Crescent 盾
(15)/(20)
Moon 陣
18.(18)/(20).(20)
Fan 衛
(12).(8)
Eclipse 覇
(16).(10).8
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.
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Crescent
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Moon
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Fan
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Eclipse
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
无双乱舞
名称
效果
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真·無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Crescent
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Moon
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Fan
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Eclipse
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
無雙亂舞
名稱
效果
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真·無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.
يستعيد حياة جميع القوات باستثناء القادة. تشمل القوات الجنود النظاميين والملازمين والضباط والجنرالات (إذا كانوا موجودين في المعركة). لا يجدد الحياة للاعبين الحلفاء.
السيوف مصممة لهجمات سريعة ومتتالية.
الإحصائيات الأساسية
هجوم
40(3)
ضرر
29(2)
دفاع
25(5)
حياة
140(1)
موسو
150(6)
سرعة
140
قفز
155
مخطط القدرات
هجوم
3
ضرر
2
دفاع
5
حياة
1
موسو
6
+ تقدم (究極強化)
T.Sabers
REGAIN.ALL
تطور الرتبة
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
T.Sabers
+23
+18
+28
+15
+31
2
Sharp Sabers
+26
+21
+31
+18
+34
3
Wing Sabers
+29
+24
+34
+21
+37
4
Eagle
+32
+27
+37
+24
+40
5
Falcon
+35
+30
+40
+27
+43
6
True Falcon
+38
+33
+43
+30
+46
7
Raptor
+41
+36
+46
+33
+49
إحصائيات ترقية DWOZ
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
T.Sabers
+24
+19
+29
+16
+32
2
Sharp Sabers
+27
+22
+32
+19
+35
3
Wing Sabers
+30
+25
+35
+22
+38
4
Eagle
+33
+28
+38
+25
+41
5
Falcon
+36
+31
+41
+28
+44
6
True Falcon
+39
+34
+44
+31
+47
7
Raptor
+49
+50
+41
+48
+34
الشعارات (刻印)
突
Thrust
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Crescent
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Moon
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Fan
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Eclipse
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
هجمات موسو
الاسم
التأثير
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真·無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.
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
20
Normal 6
22
EVO attack
16.18.22.(25)
Dash attack
10
Jump attack
15
Jump charge
6
Musou
18,20
True Musou
12
Musou finisher
20*2
True Musou finisher
12.25.30 火
Charge 2
15
Charge 3
12.12*3.(15)
Charge 4
(14).(14)
Charge 5
12
Thrust 突
10.(10)\10/12.(10).(12)
Pierce 砕
6.8/(15).(10)
Crescent 盾
(15)/(20)
Moon 陣
18.(18)/(20).(20)
Fan 衛
(12).(8)
Eclipse 覇
(16).(10).8
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
Leans forward holding the twin swords in front and rushes (knockback) → cutting sweep (knockback + element infusion). Fairly long travel. Only C6 can turn. With extra input, travel shortens and the sweep becomes a small shockwave (Super Armor, launch + C6 element infusion). With extra input, both C1 and C6 can turn.
Twists and spins once, leaping backward while making an omnidirectional tornado shockwave (knockback), then fires a tiny crossbow-like shockwave forward (mid-range, knockdown). Wide range but long wind-up. Both C1 and C6 can turn.
Knockback ○Knockdown ○Element infusion C6
盾
Crescent
Pulls both hands rear-left to charge → steps in about a pace and sweeps the twin swords together from rear-left to front-right.
Stun ○Element infusion ○Super Armor C6
陣
Moon
Sweeps once each: front to rear-left, then front to rear-right. High power, wide range, and can turn. Small knockback. C6 infuses the 1st and 2nd hits.
Knockback ○Element infusion C6
衛
Fan
Jumps and fires a shockwave to the lower front (stun + element infusion). With extra input, the same shockwave forward on landing (knockback + element infusion). Long reach.
Stun ○Knockback 追加入力時Element infusion ○
覇
Eclipse
A single horizontal flash from rear-left to rear-right. Small knockback. Fast start-up and wider range than Formation. With extra input, after a backflip (Super Armor) it releases an element-less orb (wide range, knockdown).
A launching move. Spreads the arms in a Y shape, so it has wider left-right range than other weapons.
C3
Jumps for a vertical spinning continuous attack in the air. After Combo Boost, extra input increases hits 3→4→5. Only the final hit staggers and infuses element. In PvP, more combo hits make guards easier to cross up. The float state halves damage taken from enemy charge or musou attacks.
C4
A 2-hit attack: backflips up with the twin swords, then opens them left and right on landing for knockback. Only the 2nd hit infuses element.
C5
A charge shot. Narrow range.
JA
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
JC
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interruption. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even when it passes over the enemy, so its low-angle range is wider than it looks. Low power.
D
A front somersault. Small knockback. Easy to use with hitboxes front/back/up/down — but note there's almost no hitbox to the sides.
Evo
N3–N6 combo. The 8th hit launches, the 9th knocks back.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
Jumps and fires a shockwave to the lower front. Similar to the Guard emblem. Ideal for interference. Because the angle is shallow, it can't be used over a tower. The shockwave can hit even passing over the enemy, so its downward range is wider than it looks. Low power.
真·無双乱舞
Slides in and spreads the twin swords left and right. Wide left-right range.