Fires several lasers forward in a fan, alternating left and right, with a finisher firing fan-spread lasers simultaneously. Reach is between a thrust and C3. The hitbox starts one body-length forward, so point-blank it can cross up. The finisher has no knockback, so a guarded one can be punished depending on distance.
浮かし ○Element infusion ○
砕
Smash
↑ + Fire element. The finisher is a flat omnidirectional shockwave centered on the user. This shockwave is knockback-type.
Knockback ○Element infusion C6
盾
Shield
Winds up the staff big and swings it through to the front, firing a green light orb. Takes about 1 second to explode. Hit enemies float slightly. Similar to the sorcerer's staff thrust, but the vision staff's orb travels farther and slightly faster — small differences. Touching a wall lets it explode sooner. On C6 it becomes a huge swirling light orb with a wider explosion.
Stun ○Element infusion C6Super Armor C6
陣
Formation
Jumps, then fires shockwaves forward and back. Can turn. Effective against fleeing enemies. Long reach. Can also hit adjacent left/right enemies, handy when surrounded.
よろけ ○Knockback ○Element infusion ○Super Armor C6
衛
Guard
Flings the staff forward, stunning hit enemies. Can turn while flinging; can't spin fully but covers a wide area. No element on C1, but high power.
浮かし ○Element infusion (追加入力)○
覇
Conquest
Spins the staff 360° around the user. Two hitboxes: 1st staggers, 2nd knocks back. Both infuse element. Range isn't very wide.
浮かし ○Element infusion ○
Gallery
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Wind Staff
Wind Staff
Wind Staff
Charge Attacks
Name
Effect
C2
Sits cross-legged in the air and fires four light orbs (same as the thrust) radially forward. No hitbox until they explode, and you can't move, but the fire-to-explosion is faster than the thrust, so once fired they're yours. With extra input, charges as if gathering energy to fire farther; the effect is four of the C6-thrust orbs. Can turn during the charge. When charged, the orbs stall after a set distance and burst about 5 seconds after firing; they won't burst on hitting a wall or obstacle mid-way. Range per sphere seems equal to the thrust; fired together and exploding at once, it's about 240° if straight-ahead is 90°, with one body-length or less to the rear. Slower than Conquest and lower power, but shorter recovery. Element only with the extra input.
C3
A wide 360° attack around the user with the same effect as the musou. Hit enemies are launched straight up, after which a Musou can be linked. No follow-up other than musou. 2–3 hitboxes, all of which carry element (it's 2–3 because the hit count varies by element). Faster than Guard and slightly higher power, but long recovery.
C4
Flings the staff forward, floating hit enemies. With extra input, charges briefly and fires a huge magic circle forward. Can turn during the charge. Element on the extra-input part. Same hitbox as normal attacks with a slight stagger.
C5
Backflips attacking with staff → left foot → right foot in succession → finisher rides the staff for an element area attack. Only the final hit stuns. Combo Boost increases the backflips 1→2→3, and C3's hit count becomes 4→7→10.
JA
Jumps while handstanding and spins the staff once to knock enemies back. Wide range. Hits adjacent enemies too.
JC
Thrusts the staff forward for an air-cannon shockwave (launch). With extra input, back-jumps and straddles the staff stabbed into the ground, firing flames forward from it (knockback).
D
Swings the staff from right to left. Short reach and narrow range.
Evo
Rides the staff and glides forward in the air. The glide begins from the height where you input the charge. Well-timed extra input triggers a 2nd/3rd glide stage, increasing distance. Good for movement/evasion, and handy when the enemy defends a tower base.
Musou Attacks
Name
Effect
無双乱舞
Thrusts the staff forward and slides in low. Same motion as N5. Slight knockback.
真・無双乱舞
N1–N3→C4. The 8th hit launches, the 9th knocks back.
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 +
Illusion - Makes all enemies visible to allies & makes all allies invisible to enemies
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
Fires several lasers forward in a fan, alternating left and right, with a finisher firing fan-spread lasers simultaneously. Reach is between a thrust and C3. The hitbox starts one body-length forward, so point-blank it can cross up. The finisher has no knockback, so a guarded one can be punished depending on distance.
浮かし ○Element infusion ○
砕
Smash
↑ + Fire element. The finisher is a flat omnidirectional shockwave centered on the user. This shockwave is knockback-type.
Knockback ○Element infusion C6
盾
Shield
Winds up the staff big and swings it through to the front, firing a green light orb. Takes about 1 second to explode. Hit enemies float slightly. Similar to the sorcerer's staff thrust, but the vision staff's orb travels farther and slightly faster — small differences. Touching a wall lets it explode sooner. On C6 it becomes a huge swirling light orb with a wider explosion.
Stun ○Element infusion C6Super Armor C6
陣
Formation
Jumps, then fires shockwaves forward and back. Can turn. Effective against fleeing enemies. Long reach. Can also hit adjacent left/right enemies, handy when surrounded.
よろけ ○Knockback ○Element infusion ○Super Armor C6
衛
Guard
Flings the staff forward, stunning hit enemies. Can turn while flinging; can't spin fully but covers a wide area. No element on C1, but high power.
浮かし ○Element infusion (追加入力)○
覇
Conquest
Spins the staff 360° around the user. Two hitboxes: 1st staggers, 2nd knocks back. Both infuse element. Range isn't very wide.
浮かし ○Element infusion ○
图库
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Wind Staff
Wind Staff
Wind Staff
蓄力攻击
名称
效果
C2
Sits cross-legged in the air and fires four light orbs (same as the thrust) radially forward. No hitbox until they explode, and you can't move, but the fire-to-explosion is faster than the thrust, so once fired they're yours. With extra input, charges as if gathering energy to fire farther; the effect is four of the C6-thrust orbs. Can turn during the charge. When charged, the orbs stall after a set distance and burst about 5 seconds after firing; they won't burst on hitting a wall or obstacle mid-way. Range per sphere seems equal to the thrust; fired together and exploding at once, it's about 240° if straight-ahead is 90°, with one body-length or less to the rear. Slower than Conquest and lower power, but shorter recovery. Element only with the extra input.
C3
A wide 360° attack around the user with the same effect as the musou. Hit enemies are launched straight up, after which a Musou can be linked. No follow-up other than musou. 2–3 hitboxes, all of which carry element (it's 2–3 because the hit count varies by element). Faster than Guard and slightly higher power, but long recovery.
C4
Flings the staff forward, floating hit enemies. With extra input, charges briefly and fires a huge magic circle forward. Can turn during the charge. Element on the extra-input part. Same hitbox as normal attacks with a slight stagger.
C5
Backflips attacking with staff → left foot → right foot in succession → finisher rides the staff for an element area attack. Only the final hit stuns. Combo Boost increases the backflips 1→2→3, and C3's hit count becomes 4→7→10.
JA
Jumps while handstanding and spins the staff once to knock enemies back. Wide range. Hits adjacent enemies too.
JC
Thrusts the staff forward for an air-cannon shockwave (launch). With extra input, back-jumps and straddles the staff stabbed into the ground, firing flames forward from it (knockback).
D
Swings the staff from right to left. Short reach and narrow range.
Evo
Rides the staff and glides forward in the air. The glide begins from the height where you input the charge. Well-timed extra input triggers a 2nd/3rd glide stage, increasing distance. Good for movement/evasion, and handy when the enemy defends a tower base.
无双乱舞
名称
效果
無双乱舞
Thrusts the staff forward and slides in low. Same motion as N5. Slight knockback.
真・無双乱舞
N1–N3→C4. The 8th hit launches, the 9th knocks back.
Fires several lasers forward in a fan, alternating left and right, with a finisher firing fan-spread lasers simultaneously. Reach is between a thrust and C3. The hitbox starts one body-length forward, so point-blank it can cross up. The finisher has no knockback, so a guarded one can be punished depending on distance.
浮かし ○Element infusion ○
砕
Smash
↑ + Fire element. The finisher is a flat omnidirectional shockwave centered on the user. This shockwave is knockback-type.
Knockback ○Element infusion C6
盾
Shield
Winds up the staff big and swings it through to the front, firing a green light orb. Takes about 1 second to explode. Hit enemies float slightly. Similar to the sorcerer's staff thrust, but the vision staff's orb travels farther and slightly faster — small differences. Touching a wall lets it explode sooner. On C6 it becomes a huge swirling light orb with a wider explosion.
Stun ○Element infusion C6Super Armor C6
陣
Formation
Jumps, then fires shockwaves forward and back. Can turn. Effective against fleeing enemies. Long reach. Can also hit adjacent left/right enemies, handy when surrounded.
よろけ ○Knockback ○Element infusion ○Super Armor C6
衛
Guard
Flings the staff forward, stunning hit enemies. Can turn while flinging; can't spin fully but covers a wide area. No element on C1, but high power.
浮かし ○Element infusion (追加入力)○
覇
Conquest
Spins the staff 360° around the user. Two hitboxes: 1st staggers, 2nd knocks back. Both infuse element. Range isn't very wide.
浮かし ○Element infusion ○
圖庫
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Wind Staff
Wind Staff
Wind Staff
蓄力攻擊
名稱
效果
C2
Sits cross-legged in the air and fires four light orbs (same as the thrust) radially forward. No hitbox until they explode, and you can't move, but the fire-to-explosion is faster than the thrust, so once fired they're yours. With extra input, charges as if gathering energy to fire farther; the effect is four of the C6-thrust orbs. Can turn during the charge. When charged, the orbs stall after a set distance and burst about 5 seconds after firing; they won't burst on hitting a wall or obstacle mid-way. Range per sphere seems equal to the thrust; fired together and exploding at once, it's about 240° if straight-ahead is 90°, with one body-length or less to the rear. Slower than Conquest and lower power, but shorter recovery. Element only with the extra input.
C3
A wide 360° attack around the user with the same effect as the musou. Hit enemies are launched straight up, after which a Musou can be linked. No follow-up other than musou. 2–3 hitboxes, all of which carry element (it's 2–3 because the hit count varies by element). Faster than Guard and slightly higher power, but long recovery.
C4
Flings the staff forward, floating hit enemies. With extra input, charges briefly and fires a huge magic circle forward. Can turn during the charge. Element on the extra-input part. Same hitbox as normal attacks with a slight stagger.
C5
Backflips attacking with staff → left foot → right foot in succession → finisher rides the staff for an element area attack. Only the final hit stuns. Combo Boost increases the backflips 1→2→3, and C3's hit count becomes 4→7→10.
JA
Jumps while handstanding and spins the staff once to knock enemies back. Wide range. Hits adjacent enemies too.
JC
Thrusts the staff forward for an air-cannon shockwave (launch). With extra input, back-jumps and straddles the staff stabbed into the ground, firing flames forward from it (knockback).
D
Swings the staff from right to left. Short reach and narrow range.
Evo
Rides the staff and glides forward in the air. The glide begins from the height where you input the charge. Well-timed extra input triggers a 2nd/3rd glide stage, increasing distance. Good for movement/evasion, and handy when the enemy defends a tower base.
無雙亂舞
名稱
效果
無双乱舞
Thrusts the staff forward and slides in low. Same motion as N5. Slight knockback.
真・無双乱舞
N1–N3→C4. The 8th hit launches, the 9th knocks back.
Fires several lasers forward in a fan, alternating left and right, with a finisher firing fan-spread lasers simultaneously. Reach is between a thrust and C3. The hitbox starts one body-length forward, so point-blank it can cross up. The finisher has no knockback, so a guarded one can be punished depending on distance.
浮かし ○Element infusion ○
砕
Smash
↑ + Fire element. The finisher is a flat omnidirectional shockwave centered on the user. This shockwave is knockback-type.
Knockback ○Element infusion C6
盾
Shield
Winds up the staff big and swings it through to the front, firing a green light orb. Takes about 1 second to explode. Hit enemies float slightly. Similar to the sorcerer's staff thrust, but the vision staff's orb travels farther and slightly faster — small differences. Touching a wall lets it explode sooner. On C6 it becomes a huge swirling light orb with a wider explosion.
Stun ○Element infusion C6Super Armor C6
陣
Formation
Jumps, then fires shockwaves forward and back. Can turn. Effective against fleeing enemies. Long reach. Can also hit adjacent left/right enemies, handy when surrounded.
よろけ ○Knockback ○Element infusion ○Super Armor C6
衛
Guard
Flings the staff forward, stunning hit enemies. Can turn while flinging; can't spin fully but covers a wide area. No element on C1, but high power.
浮かし ○Element infusion (追加入力)○
覇
Conquest
Spins the staff 360° around the user. Two hitboxes: 1st staggers, 2nd knocks back. Both infuse element. Range isn't very wide.
浮かし ○Element infusion ○
معرض
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Wind Staff
Wind Staff
Wind Staff
هجمات الشحن
الاسم
التأثير
C2
Sits cross-legged in the air and fires four light orbs (same as the thrust) radially forward. No hitbox until they explode, and you can't move, but the fire-to-explosion is faster than the thrust, so once fired they're yours. With extra input, charges as if gathering energy to fire farther; the effect is four of the C6-thrust orbs. Can turn during the charge. When charged, the orbs stall after a set distance and burst about 5 seconds after firing; they won't burst on hitting a wall or obstacle mid-way. Range per sphere seems equal to the thrust; fired together and exploding at once, it's about 240° if straight-ahead is 90°, with one body-length or less to the rear. Slower than Conquest and lower power, but shorter recovery. Element only with the extra input.
C3
A wide 360° attack around the user with the same effect as the musou. Hit enemies are launched straight up, after which a Musou can be linked. No follow-up other than musou. 2–3 hitboxes, all of which carry element (it's 2–3 because the hit count varies by element). Faster than Guard and slightly higher power, but long recovery.
C4
Flings the staff forward, floating hit enemies. With extra input, charges briefly and fires a huge magic circle forward. Can turn during the charge. Element on the extra-input part. Same hitbox as normal attacks with a slight stagger.
C5
Backflips attacking with staff → left foot → right foot in succession → finisher rides the staff for an element area attack. Only the final hit stuns. Combo Boost increases the backflips 1→2→3, and C3's hit count becomes 4→7→10.
JA
Jumps while handstanding and spins the staff once to knock enemies back. Wide range. Hits adjacent enemies too.
JC
Thrusts the staff forward for an air-cannon shockwave (launch). With extra input, back-jumps and straddles the staff stabbed into the ground, firing flames forward from it (knockback).
D
Swings the staff from right to left. Short reach and narrow range.
Evo
Rides the staff and glides forward in the air. The glide begins from the height where you input the charge. Well-timed extra input triggers a 2nd/3rd glide stage, increasing distance. Good for movement/evasion, and handy when the enemy defends a tower base.
هجمات موسو
الاسم
التأثير
無双乱舞
Thrusts the staff forward and slides in low. Same motion as N5. Slight knockback.
真・無双乱舞
N1–N3→C4. The 8th hit launches, the 9th knocks back.
Fires several lasers forward in a fan, alternating left and right, with a finisher firing fan-spread lasers simultaneously. Reach is between a thrust and C3. The hitbox starts one body-length forward, so point-blank it can cross up. The finisher has no knockback, so a guarded one can be punished depending on distance.
浮かし ○Element infusion ○
砕
Smash
↑ + Fire element. The finisher is a flat omnidirectional shockwave centered on the user. This shockwave is knockback-type.
Knockback ○Element infusion C6
盾
Shield
Winds up the staff big and swings it through to the front, firing a green light orb. Takes about 1 second to explode. Hit enemies float slightly. Similar to the sorcerer's staff thrust, but the vision staff's orb travels farther and slightly faster — small differences. Touching a wall lets it explode sooner. On C6 it becomes a huge swirling light orb with a wider explosion.
Stun ○Element infusion C6Super Armor C6
陣
Formation
Jumps, then fires shockwaves forward and back. Can turn. Effective against fleeing enemies. Long reach. Can also hit adjacent left/right enemies, handy when surrounded.
よろけ ○Knockback ○Element infusion ○Super Armor C6
衛
Guard
Flings the staff forward, stunning hit enemies. Can turn while flinging; can't spin fully but covers a wide area. No element on C1, but high power.
浮かし ○Element infusion (追加入力)○
覇
Conquest
Spins the staff 360° around the user. Two hitboxes: 1st staggers, 2nd knocks back. Both infuse element. Range isn't very wide.
浮かし ○Element infusion ○
แกลเลอรี
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Vision Staff & Magic Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Mirage Staff
Wind Staff
Wind Staff
Wind Staff
ชาร์จโจมตี
ชื่อ
ผล
C2
Sits cross-legged in the air and fires four light orbs (same as the thrust) radially forward. No hitbox until they explode, and you can't move, but the fire-to-explosion is faster than the thrust, so once fired they're yours. With extra input, charges as if gathering energy to fire farther; the effect is four of the C6-thrust orbs. Can turn during the charge. When charged, the orbs stall after a set distance and burst about 5 seconds after firing; they won't burst on hitting a wall or obstacle mid-way. Range per sphere seems equal to the thrust; fired together and exploding at once, it's about 240° if straight-ahead is 90°, with one body-length or less to the rear. Slower than Conquest and lower power, but shorter recovery. Element only with the extra input.
C3
A wide 360° attack around the user with the same effect as the musou. Hit enemies are launched straight up, after which a Musou can be linked. No follow-up other than musou. 2–3 hitboxes, all of which carry element (it's 2–3 because the hit count varies by element). Faster than Guard and slightly higher power, but long recovery.
C4
Flings the staff forward, floating hit enemies. With extra input, charges briefly and fires a huge magic circle forward. Can turn during the charge. Element on the extra-input part. Same hitbox as normal attacks with a slight stagger.
C5
Backflips attacking with staff → left foot → right foot in succession → finisher rides the staff for an element area attack. Only the final hit stuns. Combo Boost increases the backflips 1→2→3, and C3's hit count becomes 4→7→10.
JA
Jumps while handstanding and spins the staff once to knock enemies back. Wide range. Hits adjacent enemies too.
JC
Thrusts the staff forward for an air-cannon shockwave (launch). With extra input, back-jumps and straddles the staff stabbed into the ground, firing flames forward from it (knockback).
D
Swings the staff from right to left. Short reach and narrow range.
Evo
Rides the staff and glides forward in the air. The glide begins from the height where you input the charge. Well-timed extra input triggers a 2nd/3rd glide stage, increasing distance. Good for movement/evasion, and handy when the enemy defends a tower base.
ท่าไม้ตายมูโซ
ชื่อ
ผล
無双乱舞
Thrusts the staff forward and slides in low. Same motion as N5. Slight knockback.
真・無双乱舞
N1–N3→C4. The 8th hit launches, the 9th knocks back.