Whip

Whip

Japanese
Abbrev.
Old Whip
Officer
⚔ DWO Exclusive Weapons
Source / Era
DWO/launch · 5/16/2007
Advance+
SUPER DEFENCE
Elements
🔥 Fire ❄ Ice
Advance+
SUPER DEFENCE

A whip with nine metal sticks at its tip. Made for self-defense purposes.

Base Stats

Attack
47(3)
Damage
29(6)
Defence
28(2)
Life
140(5)
Musou
150(1)
Speed
140
Jump
150

Advance+ (究極強化)

Nine Tails
SUPER DEFENCE

Rank Progression

RankNameAttackDamageDefenceLifeMusou
1Nine Tails+19+35+22+29+16
2Captain's Daughter+22+38+25+32+19
3White Serpent+25+41+28+35+22
4Divine Beast+28+44+31+38+25
5Dragon's Tail+31+47+34+41+28
6True Dragon's Tail+34+50+37+44+31
7Ocean Slicer+37+53+40+47+34

Emblems (刻印)

Pierce
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
Smash
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Stun ○Element infusion 1撃目はC6/○Super Armor 1撃目のみ/○
Shield
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
Formation
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
Guard
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
Conquest
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○

Gallery

Charge Attacks

NameEffect
C2Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4A launch from below using the multi-section whip. Narrow range but fast start-up.
C5Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JAAn omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JCA tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
DSweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
EvoStrikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.

Musou Attacks

NameEffect
無双乱舞A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真・無双乱舞An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.

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 +

Strong Guard - 3x Defense and increased resistance to elemental attacks.

Temper Suggestion's

Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.

Whip

多節鞭

日本語
武将
⚔ DWO Exclusive Weapons
究極強化
背水

基本能力

攻撃力
47(3)
破壊力
29(6)
防御力
28(2)
体力
140(5)
無双
150(1)
移動力
140
ジャンプ力
150

究極強化 (究極強化)

多節鞭
背水

ランク成長

ランク名前攻撃力破壊力防御力体力無双
1多節鞭+19+35+22+29+16
2多節鞭・改+22+38+25+32+19
3白蛇鞭+25+41+28+35+22
4玄武神鞭+28+44+31+38+25
5昇天蛟龍鞭+31+47+34+41+28
6真・昇天蛟龍鞭+34+50+37+44+31
7蛟龍破海鞭+37+53+40+47+34

刻印 (刻印)

前方に空気砲状の衝撃波を繰り出す(吹き飛ばし+属性付加)。威力はほぼないが、射程は長い。方向転換不可。判定が一人分くらい左から出る。
吹飛ばし ○属性付与 ○
多節鞭を後ろの地面に叩きつけ( 気絶 + C6は属性付加 )、その後前方を横薙ぎする( 気絶 +属性付加)。ためが長い。至近距離から出すと2撃目でめくれる。1撃目にSAあり。
気絶 ○属性付与 1撃目はC6/○SA 1撃目のみ/○
少し溜めた後、前方180度を横薙ぎする(前のめりにダウン)。発動前に追加入力で氷を纏ったエフェクトの衝撃波(吹き飛ばし)。C1にはSAあり。
ダウン ○属性付与 ○SA C1/○
少し溜めて、軽く飛び上がって地面に落下し前方140度ほどに衝撃波を飛ばす。飛距離は短く硬直は長い。C1C6共にチャージ時間が長い。
浮かし ○
自身を軸に振り回し→前転して前方180度の敵の足元をなぎ払う(ダウン)。至近距離から出すとめくれる。Nから繋がる。
ダウン ○属性付与 ○
跳び蹴りのようなモーション後、N6に似た薙ぎ払いの2連撃。
吹飛ばし ○属性付与 ○SA ○

ギャラリー

チャージ攻撃

名前効果
C2下から上へ多節鞭を使っての打ち上げ。範囲は狭いが、出は早い。
C3武器を縦に振り回しながら前進。範囲は前方180度。C3の出掛かり部分(チャージ発動エフェクトが出てる間)のみSAが発動する。フィニッシュのみ 気絶 &属性付与。最初の1、2回目の振り回しは、2回分で1回の当たり判定。そのため、3回目の振り回しが繋がりにくく、当て方を間違えると繋がらなくなる。Nからは繋がる。連撃強化でヒット回数が3→4→5となる。
C4飛び上がりながら全方位吹き飛ばし。範囲は狭い。 発動前に深く踏み込むため、至近距離から出すとめくれる。
C5竜巻エフェクトのかち上げ。範囲が狭いが出が早くめくりやすい。
JA武器を右から左に横薙ぎする。範囲は広め。ヒットしたら敵は軽く吹き飛ぶ。
JCジャンプ中に武器を下方に打ち込み(浮かし)、その後空中で連続攻撃。ラストに右下から左上に薙ぎ払う(吹き飛ばし)。敵にヒットしたら追加入力で攻撃回数が3→5→7となる。しかし1段目を外してしまうと下方判定の攻撃がそれ以降無いのでスキだらけになる。朴刀や甲刀のJCと同じモーションではあるが、多節鞭は前方に武器を振りまわしているため、敵が浮かないなどわずかな違いがある。
D飛びまわし蹴り(前方180度)した後(吹き飛ばし)、多節鞭を前方に突き出す( 気絶 )二段攻撃。1~2段目ともに範囲が狭い。
EvoN1~N3→N6の連撃。Evo9までをすべてヒットさせると13ヒットになる。EVO8は浮かしではない。ラストに属性付加。ちなみにEvo7で止めた時のスキがとても小さく、Evo7→N1~と繰り出しても撃ち負けることが少ない。

無双乱舞

名前効果
無双乱舞発動したその場で多節鞭を高速で右、左と8の字に振り回す。範囲はあまり広くないが、一度拾った敵は最後まで巻き込むことができる。ヒット数が多いせいか一撃の威力は低い。
真・無双乱舞↑+炎属性。フィニッシュはゆったりと鞭を収めつつ高く打ち上げる全方位の竜巻を放った後、全方位平面衝撃波を放つ。
Whip

Whip

日文
缩写
Old Whip
武将
⚔ DWO Exclusive Weapons
来源
DWO/launch · 5/16/2007
究极强化
SUPER DEFENCE
属性
🔥 Fire ❄ Ice
究极强化
SUPER DEFENCE

A whip with nine metal sticks at its tip. Made for self-defense purposes.

基础属性

攻击
47(3)
破坏
29(6)
防御
28(2)
体力
140(5)
无双
150(1)
移动
140
跳跃
150

究极强化 (究極強化)

Nine Tails
SUPER DEFENCE

等级成长

等级名称攻击破坏防御体力无双
1Nine Tails+19+35+22+29+16
2Captain's Daughter+22+38+25+32+19
3White Serpent+25+41+28+35+22
4Divine Beast+28+44+31+38+25
5Dragon's Tail+31+47+34+41+28
6True Dragon's Tail+34+50+37+44+31
7Ocean Slicer+37+53+40+47+34

刻印 (刻印)

Pierce
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
Smash
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Stun ○Element infusion 1撃目はC6/○Super Armor 1撃目のみ/○
Shield
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
Formation
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
Guard
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
Conquest
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○

图库

蓄力攻击

名称效果
C2Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4A launch from below using the multi-section whip. Narrow range but fast start-up.
C5Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JAAn omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JCA tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
DSweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
EvoStrikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.

无双乱舞

名称效果
無双乱舞A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真・無双乱舞An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.
Whip

Whip

日文
縮寫
Old Whip
武將
⚔ DWO Exclusive Weapons
來源
DWO/launch · 5/16/2007
究極強化
SUPER DEFENCE
屬性
🔥 Fire ❄ Ice
究極強化
SUPER DEFENCE

A whip with nine metal sticks at its tip. Made for self-defense purposes.

基礎屬性

攻擊
47(3)
破壞
29(6)
防禦
28(2)
體力
140(5)
無雙
150(1)
移動
140
跳躍
150

究極強化 (究極強化)

Nine Tails
SUPER DEFENCE

等級成長

等級名稱攻擊破壞防禦體力無雙
1Nine Tails+19+35+22+29+16
2Captain's Daughter+22+38+25+32+19
3White Serpent+25+41+28+35+22
4Divine Beast+28+44+31+38+25
5Dragon's Tail+31+47+34+41+28
6True Dragon's Tail+34+50+37+44+31
7Ocean Slicer+37+53+40+47+34

刻印 (刻印)

Pierce
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
Smash
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Stun ○Element infusion 1撃目はC6/○Super Armor 1撃目のみ/○
Shield
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
Formation
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
Guard
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
Conquest
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○

圖庫

蓄力攻擊

名稱效果
C2Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4A launch from below using the multi-section whip. Narrow range but fast start-up.
C5Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JAAn omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JCA tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
DSweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
EvoStrikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.

無雙亂舞

名稱效果
無双乱舞A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真・無双乱舞An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.
Whip

Whip

اليابانية
اختصار
Old Whip
الضابط
⚔ DWO Exclusive Weapons
المصدر
DWO/launch · 5/16/2007
+Advance
SUPER DEFENCE
العناصر
🔥 Fire ❄ Ice
+Advance
SUPER DEFENCE

A whip with nine metal sticks at its tip. Made for self-defense purposes.

الإحصائيات الأساسية

هجوم
47(3)
ضرر
29(6)
دفاع
28(2)
حياة
140(5)
موسو
150(1)
سرعة
140
قفز
150

+Advance (究極強化)

Nine Tails
SUPER DEFENCE

تطور الرتبة

رتبةالاسمهجومضرردفاعحياةموسو
1Nine Tails+19+35+22+29+16
2Captain's Daughter+22+38+25+32+19
3White Serpent+25+41+28+35+22
4Divine Beast+28+44+31+38+25
5Dragon's Tail+31+47+34+41+28
6True Dragon's Tail+34+50+37+44+31
7Ocean Slicer+37+53+40+47+34

الشعارات (刻印)

Pierce
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
Smash
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Stun ○Element infusion 1撃目はC6/○Super Armor 1撃目のみ/○
Shield
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
Formation
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
Guard
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
Conquest
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○

معرض

هجمات الشحن

الاسمالتأثير
C2Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4A launch from below using the multi-section whip. Narrow range but fast start-up.
C5Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JAAn omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JCA tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
DSweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
EvoStrikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.

هجمات موسو

الاسمالتأثير
無双乱舞A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真・無双乱舞An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.
Whip

Whip

ญี่ปุ่น
ตัวย่อ
Old Whip
ขุนพล
⚔ DWO Exclusive Weapons
ที่มา
DWO/launch · 5/16/2007
Advance+
SUPER DEFENCE
ธาตุ
🔥 Fire ❄ Ice
Advance+
SUPER DEFENCE

A whip with nine metal sticks at its tip. Made for self-defense purposes.

ค่าพื้นฐาน

โจมตี
47(3)
ทำลาย
29(6)
ป้องกัน
28(2)
พลังชีวิต
140(5)
มูโซ
150(1)
ความเร็ว
140
กระโดด
150

Advance+ (究極強化)

Nine Tails
SUPER DEFENCE

การพัฒนาระดับ

ระดับชื่อโจมตีทำลายป้องกันพลังชีวิตมูโซ
1Nine Tails+19+35+22+29+16
2Captain's Daughter+22+38+25+32+19
3White Serpent+25+41+28+35+22
4Divine Beast+28+44+31+38+25
5Dragon's Tail+31+47+34+41+28
6True Dragon's Tail+34+50+37+44+31
7Ocean Slicer+37+53+40+47+34

ตราสัญลักษณ์ (刻印)

Pierce
Clashes like cymbals for a 360° launching attack. A follow-up is possible afterward.
Knockback ○Element infusion ○
Smash
↑ with Fire element. The finisher rolls the upper body big like a stretch, then leaps up and slams the weapon into the ground for a flat omnidirectional shockwave that knocks back.
Stun ○Element infusion 1撃目はC6/○Super Armor 1撃目のみ/○
Shield
Fires an air-cannon shockwave forward (knockback + element infusion). Almost no power, but long reach. Cannot turn. The hitbox starts about one body-length to the left.
Knockdown ○Element infusion ○Super Armor C1/○
Formation
Slams the multi-section whip into the ground behind (stun + C6 element infusion), then sweeps the front horizontally (stun + element infusion). Long wind-up. From point-blank, the 2nd hit crosses up. The 1st hit has Super Armor.
浮かし ○
Guard
Charges briefly, then sweeps across 180° in front (forward knockdown). With extra input before activation, an ice-clad shockwave (knockback). C1 has Super Armor.
Knockdown ○Element infusion ○
Conquest
Charges briefly, hops lightly, falls to the ground, and fires a shockwave across about 140° in front. Short travel and long recovery. Both C1 and C6 have long charge times.
Knockback ○Element infusion ○Super Armor ○

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ชื่อผล
C2Swings around the body as an axis → front-rolls and sweeps enemies' feet across 180° in front (knockdown). From point-blank it crosses up. Links from N.
C3A flying-kick-like motion, then a 2-hit sweep similar to N6.
C4A launch from below using the multi-section whip. Narrow range but fast start-up.
C5Advances while swinging the weapon vertically. Range is 180° in front. Super Armor only during the C3 start-up (while the charge-activation effect shows). Only the finisher stuns and infuses element. The first 1–2 swings register one hitbox per two swings, so the 3rd swing links poorly — mishit and it drops the combo. Links from N. Combo Boost makes hits 3→4→5.
JAAn omnidirectional knockback while leaping up. Narrow range. Steps in deep before activation, so from point-blank it crosses up.
JCA tornado-effect upward launch. Narrow range but fast start-up and easy to cross up.
DSweeps the weapon from right to left. Fairly wide range. On hit, enemies are knocked back lightly.
EvoStrikes the weapon downward mid-jump (launch), then a continuous aerial attack. Ends sweeping from lower-right to upper-left (knockback). On an enemy hit, extra input makes hits 3→5→7. But if the 1st hit whiffs, there's no further downward hitbox, leaving you wide open. Same motion as the broadsword/armor-sword JC, but the multi-section whip swings the weapon forward, so there are slight differences such as enemies not floating.

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ชื่อผล
無双乱舞A 2-hit attack: a flying roundhouse kick (180° front, knockback), then thrusts the multi-section whip forward (stun). Both hits have narrow range.
真・無双乱舞An N1–N3→N6 combo. Landing all Evo9 hits gives 13 hits. Evo8 doesn't launch. Element on the last hit. Note: the recovery when stopping at Evo7 is very small, so Evo7→N1 rarely loses a trade.