Grants all allied players a slow health regen (similar to Elixer item). Effect does not apply to user
A long spear with a tip of iron that can pierce enemies with a single thrust.
Base Stats
Attack
44(2)
Damage
39(3)
Defence
31(5)
Life
150(1)
Musou
155(6)
Speed
125
Jump
150
Flask Wheel
Attack
2
Damage
3
Defence
5
Life
1
Musou
6
Advance+ (Ultimate reinforcement)
Nunchaku
REGAIN PLAYER
Rank Progression
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Nunchaku
+19
+25
+29
+19
+31
2
Sturdy Nunchaku
+22
+28
+32
+22
+34
3
Iron Nunchaku
+25
+31
+35
+25
+37
4
Rising Phoenix
+28
+34
+38
+28
+40
5
Dragon Fury
+31
+37
+41
+31
+43
6
True Dragon Fury
+34
+40
+44
+34
+46
7
Gale Fury
+37
+43
+47
+37
+49
5
Lianchi
+33
+37
+39
DWOZ Upgrade Stats
Rank
Name
Attack
Damage
Defence
Life
Musou
1
Nunchaku
+20
+26
+30
+20
+32
2
Sturdy Nunchaku
+23
+29
+33
+23
+35
3
Iron Nunchaku
+26
+32
+36
+26
+38
4
Rising Phoenix
+29
+35
+39
+29
+41
5
Lianchi
+32
+38
+42
+32
+44
6
True Dragon Fury
+35
+41
+45
+35
+47
7
Gale Fury
+38
+44
+48
+38
+50
Emblems (engraved)
突
Thrust
Cuts left and right in front while advancing, then spin-kicks using the spear as an axis to sweep. Against enemies with the supreme Calming Stone belt, hit count doubles, but mistimed it drops them.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher spins the spear and kicks up for a launching omnidirectional shockwave.
Float ○Element infusion Fire
盾
Crescent
After a brief charge, a flying knee strike forward. C6 carries element. Fairly long travel. Cannot turn. Moves unaffected by the Wind orb's slow. With extra input, after the flying knee, quickly throws a punch for a small shockwave (only the shockwave can turn; C1/C6 infuse element).
After a brief charge, kicks the opponent up like a flame-clad somersault kick. With extra input, dives forward for a flame-clad spinning kick.
Float ○Element infusion C6
衛
Fan
After a brief charge, swings the nunchaku repeatedly on the spot like a kung-fu film. 4 ground hits (stun on the last). C1 has no element; C6 infuses every strike. Can turn at all times. With extra input, an omnidirectional shockwave (C1/C6 infuse element).
Knockback ○Element infusion ○
覇
Eclipse
After a brief charge, jumps straight up while advancing and slams the nunchaku into the ground for a flat omnidirectional shockwave. Hit enemies fly in a high arc. With extra input, summons a large tornado that lingers (spin-launch).
Knockback ○Element infusion ○
Gallery
Wood Nunchaku & Sturdy Nunchaku
Wood Nunchaku & Sturdy Nunchaku
Wood Nunchaku & Sturdy Nunchaku
Wood Nunchaku & Sturdy Nunchaku
Wood Nunchaku & Sturdy Nunchaku
Wood Nunchaku & Sturdy Nunchaku
Iron Nunchaku
Iron Nunchaku
Iron Nunchaku
Iron Nunchaku
Iron Nunchaku
Iron Nunchaku
Rising Phoenix
Rising Phoenix
Rising Phoenix
Charge Attacks
Name
Effect
C2
Advances several body-lengths swinging the nunchaku (4 ground hits), then fires a crescent shockwave (knockback) at the end. With extra input, the shockwave can be charged for long range. Every hit carries element.
C3
After a brief charge, clads in a wide-area tornado-effect shockwave centered on the user while delivering a roundhouse kick forward. With extra input, spins further and fires a tornado-like mid-range shockwave forward.
C4
Kicks the opponent up like a somersault kick. With extra input, kicks off the air again to leap up and strikes the ground for 4 fissures across about 150° in front (weak knockback + element infusion). Fast start-up, so a C2 loop is possible if done well, but the range is only in front so it's narrow and hard to land.
C5
Continuous roundhouse kicks. The last hit infuses element + stuns. Super Armor instantly. Each Combo Boost adds kicks. Short travel and reach, and slower than N attacks, so there's little use for it.
JA
Front-somersaults and axe-kicks the ground for 7 fissures omnidirectionally. Weak knockback + element infusion.
JC
Charges and fires a small tornado-type shockwave at mid-range in front. Narrow horizontally. With extra input, makes a crescent shockwave and presses it into the ground with the foot to run it along. Both launch + infuse element.
D
A quick single vertical swing. Narrow range.
Evo
Fires a disc-shaped shockwave diagonally downward. Rises slowly before firing, so a slightly long wind-up.
Musou Attacks
Name
Effect
Musou Ranbu
Steps in and winds the cudgel overhead in a circle, then a single vertical swing. Surprisingly wide range and easy to land. There's a hitbox even during the wind-up.
Shin Musou Ranbu
N5→N1–N3→swing-through. Power is decent.
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
16
Normal 3
18
Normal 4
20
Normal 5
22
Normal 6
25
EVO attack
18.20.22.(25)
Dash attack
12
Jump attack
8
Jump charge
5
Charge 2
17.(6)
Charge 3
{5.5}* 3.(10)
Charge 4
(12)
Charge 5
(12).10.(12)*2
Thrust 突
8.(14)/(10).(16)
Pierce 砕
1火.2火/1火.2火
Crescent 盾
10.6.6.6.(10)/(12).(7).(7).(7).(12)
Moon 陣
10.6/(12).(12)
Fan 衛
(12).(8).(8).(8.).(12)\(16)
Eclipse 覇
(15).(15)
Musou / True Musou
18.18/20.20
Musou finisher
20
True Musou finisher
15*3.20火
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.
Temper Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.
Cuts left and right in front while advancing, then spin-kicks using the spear as an axis to sweep. Against enemies with the supreme Calming Stone belt, hit count doubles, but mistimed it drops them.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher spins the spear and kicks up for a launching omnidirectional shockwave.
浮かし ○Element infusion 炎
盾
Crescent
After a brief charge, a flying knee strike forward. C6 carries element. Fairly long travel. Cannot turn. Moves unaffected by the Wind orb's slow. With extra input, after the flying knee, quickly throws a punch for a small shockwave (only the shockwave can turn; C1/C6 infuse element).
After a brief charge, kicks the opponent up like a flame-clad somersault kick. With extra input, dives forward for a flame-clad spinning kick.
浮かし ○Element infusion C6
衛
Fan
After a brief charge, swings the nunchaku repeatedly on the spot like a kung-fu film. 4 ground hits (stun on the last). C1 has no element; C6 infuses every strike. Can turn at all times. With extra input, an omnidirectional shockwave (C1/C6 infuse element).
Knockback ○Element infusion ○
覇
Eclipse
After a brief charge, jumps straight up while advancing and slams the nunchaku into the ground for a flat omnidirectional shockwave. Hit enemies fly in a high arc. With extra input, summons a large tornado that lingers (spin-launch).
Knockback ○Element infusion ○
图库
木质双节棍和坚固的双节棍
木质双节棍和坚固的双节棍
木质双节棍和坚固的双节棍
木质双节棍和坚固的双节棍
木质双节棍和坚固的双节棍
木质双节棍和坚固的双节棍
铁双截棍
铁双截棍
铁双截棍
铁双截棍
铁双截棍
铁双截棍
凤凰崛起
凤凰崛起
凤凰崛起
蓄力攻击
名称
效果
C2
Advances several body-lengths swinging the nunchaku (4 ground hits), then fires a crescent shockwave (knockback) at the end. With extra input, the shockwave can be charged for long range. Every hit carries element.
C3
After a brief charge, clads in a wide-area tornado-effect shockwave centered on the user while delivering a roundhouse kick forward. With extra input, spins further and fires a tornado-like mid-range shockwave forward.
C4
Kicks the opponent up like a somersault kick. With extra input, kicks off the air again to leap up and strikes the ground for 4 fissures across about 150° in front (weak knockback + element infusion). Fast start-up, so a C2 loop is possible if done well, but the range is only in front so it's narrow and hard to land.
C5
Continuous roundhouse kicks. The last hit infuses element + stuns. Super Armor instantly. Each Combo Boost adds kicks. Short travel and reach, and slower than N attacks, so there's little use for it.
JA
Front-somersaults and axe-kicks the ground for 7 fissures omnidirectionally. Weak knockback + element infusion.
JC
Charges and fires a small tornado-type shockwave at mid-range in front. Narrow horizontally. With extra input, makes a crescent shockwave and presses it into the ground with the foot to run it along. Both launch + infuse element.
D
A quick single vertical swing. Narrow range.
Evo
Fires a disc-shaped shockwave diagonally downward. Rises slowly before firing, so a slightly long wind-up.
无双乱舞
名称
效果
無双乱舞
Steps in and winds the cudgel overhead in a circle, then a single vertical swing. Surprisingly wide range and easy to land. There's a hitbox even during the wind-up.
Cuts left and right in front while advancing, then spin-kicks using the spear as an axis to sweep. Against enemies with the supreme Calming Stone belt, hit count doubles, but mistimed it drops them.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher spins the spear and kicks up for a launching omnidirectional shockwave.
浮かし ○Element infusion 炎
盾
Crescent
After a brief charge, a flying knee strike forward. C6 carries element. Fairly long travel. Cannot turn. Moves unaffected by the Wind orb's slow. With extra input, after the flying knee, quickly throws a punch for a small shockwave (only the shockwave can turn; C1/C6 infuse element).
After a brief charge, kicks the opponent up like a flame-clad somersault kick. With extra input, dives forward for a flame-clad spinning kick.
浮かし ○Element infusion C6
衛
Fan
After a brief charge, swings the nunchaku repeatedly on the spot like a kung-fu film. 4 ground hits (stun on the last). C1 has no element; C6 infuses every strike. Can turn at all times. With extra input, an omnidirectional shockwave (C1/C6 infuse element).
Knockback ○Element infusion ○
覇
Eclipse
After a brief charge, jumps straight up while advancing and slams the nunchaku into the ground for a flat omnidirectional shockwave. Hit enemies fly in a high arc. With extra input, summons a large tornado that lingers (spin-launch).
Knockback ○Element infusion ○
圖庫
木質雙節棍和堅固的雙節棍
木質雙節棍和堅固的雙節棍
木質雙節棍和堅固的雙節棍
木質雙節棍和堅固的雙節棍
木質雙節棍和堅固的雙節棍
木質雙節棍和堅固的雙節棍
鐵雙截棍
鐵雙截棍
鐵雙截棍
鐵雙截棍
鐵雙截棍
鐵雙截棍
鳳凰崛起
鳳凰崛起
鳳凰崛起
蓄力攻擊
名稱
效果
C2
Advances several body-lengths swinging the nunchaku (4 ground hits), then fires a crescent shockwave (knockback) at the end. With extra input, the shockwave can be charged for long range. Every hit carries element.
C3
After a brief charge, clads in a wide-area tornado-effect shockwave centered on the user while delivering a roundhouse kick forward. With extra input, spins further and fires a tornado-like mid-range shockwave forward.
C4
Kicks the opponent up like a somersault kick. With extra input, kicks off the air again to leap up and strikes the ground for 4 fissures across about 150° in front (weak knockback + element infusion). Fast start-up, so a C2 loop is possible if done well, but the range is only in front so it's narrow and hard to land.
C5
Continuous roundhouse kicks. The last hit infuses element + stuns. Super Armor instantly. Each Combo Boost adds kicks. Short travel and reach, and slower than N attacks, so there's little use for it.
JA
Front-somersaults and axe-kicks the ground for 7 fissures omnidirectionally. Weak knockback + element infusion.
JC
Charges and fires a small tornado-type shockwave at mid-range in front. Narrow horizontally. With extra input, makes a crescent shockwave and presses it into the ground with the foot to run it along. Both launch + infuse element.
D
A quick single vertical swing. Narrow range.
Evo
Fires a disc-shaped shockwave diagonally downward. Rises slowly before firing, so a slightly long wind-up.
無雙亂舞
名稱
效果
無双乱舞
Steps in and winds the cudgel overhead in a circle, then a single vertical swing. Surprisingly wide range and easy to land. There's a hitbox even during the wind-up.
يمنح جميع اللاعبين المتحالفين استعادة صحية بطيئة (على غرار عنصر Elixer). لا ينطبق التأثير على المستخدم
رمح طويل ذو طرف حديدي يمكنه اختراق الأعداء بضربة واحدة.
الإحصائيات الأساسية
هجوم
44(2)
ضرر
39(3)
دفاع
31(5)
حياة
150(1)
موسو
155(6)
سرعة
125
قفز
150
مخطط القدرات
هجوم
2
ضرر
3
دفاع
5
حياة
1
موسو
6
+ تقدم (究極強化)
Nunchaku
REGAIN PLAYER
تطور الرتبة
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Nunchaku
+19
+25
+29
+19
+31
2
Sturdy Nunchaku
+22
+28
+32
+22
+34
3
Iron Nunchaku
+25
+31
+35
+25
+37
4
Rising Phoenix
+28
+34
+38
+28
+40
5
Dragon Fury
+31
+37
+41
+31
+43
6
True Dragon Fury
+34
+40
+44
+34
+46
7
Gale Fury
+37
+43
+47
+37
+49
5
Lianchi
+33
+37
+39
إحصائيات ترقية DWOZ
رتبة
الاسم
هجوم
ضرر
دفاع
حياة
موسو
1
Nunchaku
+20
+26
+30
+20
+32
2
Sturdy Nunchaku
+23
+29
+33
+23
+35
3
Iron Nunchaku
+26
+32
+36
+26
+38
4
Rising Phoenix
+29
+35
+39
+29
+41
5
Lianchi
+32
+38
+42
+32
+44
6
True Dragon Fury
+35
+41
+45
+35
+47
7
Gale Fury
+38
+44
+48
+38
+50
الشعارات (刻印)
突
Thrust
Cuts left and right in front while advancing, then spin-kicks using the spear as an axis to sweep. Against enemies with the supreme Calming Stone belt, hit count doubles, but mistimed it drops them.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher spins the spear and kicks up for a launching omnidirectional shockwave.
浮かし ○Element infusion 炎
盾
Crescent
After a brief charge, a flying knee strike forward. C6 carries element. Fairly long travel. Cannot turn. Moves unaffected by the Wind orb's slow. With extra input, after the flying knee, quickly throws a punch for a small shockwave (only the shockwave can turn; C1/C6 infuse element).
After a brief charge, kicks the opponent up like a flame-clad somersault kick. With extra input, dives forward for a flame-clad spinning kick.
浮かし ○Element infusion C6
衛
Fan
After a brief charge, swings the nunchaku repeatedly on the spot like a kung-fu film. 4 ground hits (stun on the last). C1 has no element; C6 infuses every strike. Can turn at all times. With extra input, an omnidirectional shockwave (C1/C6 infuse element).
Knockback ○Element infusion ○
覇
Eclipse
After a brief charge, jumps straight up while advancing and slams the nunchaku into the ground for a flat omnidirectional shockwave. Hit enemies fly in a high arc. With extra input, summons a large tornado that lingers (spin-launch).
Knockback ○Element infusion ○
معرض
الننشاكو الخشبي والننشاكو القوي
الننشاكو الخشبي والننشاكو القوي
الننشاكو الخشبي والننشاكو القوي
الننشاكو الخشبي والننشاكو القوي
الننشاكو الخشبي والننشاكو القوي
الننشاكو الخشبي والننشاكو القوي
الننشاكو الحديدي
الننشاكو الحديدي
الننشاكو الحديدي
الننشاكو الحديدي
الننشاكو الحديدي
الننشاكو الحديدي
ارتفاع فينيكس
ارتفاع فينيكس
ارتفاع فينيكس
هجمات الشحن
الاسم
التأثير
C2
Advances several body-lengths swinging the nunchaku (4 ground hits), then fires a crescent shockwave (knockback) at the end. With extra input, the shockwave can be charged for long range. Every hit carries element.
C3
After a brief charge, clads in a wide-area tornado-effect shockwave centered on the user while delivering a roundhouse kick forward. With extra input, spins further and fires a tornado-like mid-range shockwave forward.
C4
Kicks the opponent up like a somersault kick. With extra input, kicks off the air again to leap up and strikes the ground for 4 fissures across about 150° in front (weak knockback + element infusion). Fast start-up, so a C2 loop is possible if done well, but the range is only in front so it's narrow and hard to land.
C5
Continuous roundhouse kicks. The last hit infuses element + stuns. Super Armor instantly. Each Combo Boost adds kicks. Short travel and reach, and slower than N attacks, so there's little use for it.
JA
Front-somersaults and axe-kicks the ground for 7 fissures omnidirectionally. Weak knockback + element infusion.
JC
Charges and fires a small tornado-type shockwave at mid-range in front. Narrow horizontally. With extra input, makes a crescent shockwave and presses it into the ground with the foot to run it along. Both launch + infuse element.
D
A quick single vertical swing. Narrow range.
Evo
Fires a disc-shaped shockwave diagonally downward. Rises slowly before firing, so a slightly long wind-up.
هجمات موسو
الاسم
التأثير
無双乱舞
Steps in and winds the cudgel overhead in a circle, then a single vertical swing. Surprisingly wide range and easy to land. There's a hitbox even during the wind-up.
真·無双乱舞
N5→N1–N3→swing-through. Power is decent.
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
16
Normal 3
18
Normal 4
20
Normal 5
22
Normal 6
25
EVO attack
18.20.22.(25)
Dash attack
12
Jump attack
8
Jump charge
5
Charge 2
17.(6)
Charge 3
{5.5}* 3.(10)
Charge 4
(12)
Charge 5
(12).10.(12)*2
Thrust 突
8.(14)/(10).(16)
Pierce 砕
1火.2火/1火.2火
Crescent 盾
10.6.6.6.(10)/(12).(7).(7).(7).(12)
Moon 陣
10.6/(12).(12)
Fan 衛
(12).(8).(8).(8.).(12)\(16)
Eclipse 覇
(15).(15)
Musou / True Musou
18.18/20.20
Musou finisher
20
True Musou finisher
15*3.20火
بيانات ضرر الحركات والإحصائيات من مجموعة بيانات مجتمع DWOZ.
Cuts left and right in front while advancing, then spin-kicks using the spear as an axis to sweep. Against enemies with the supreme Calming Stone belt, hit count doubles, but mistimed it drops them.
Knockback ○Element infusion ○Super Armor C6
砕
Pierce
↑ + Fire element. The finisher spins the spear and kicks up for a launching omnidirectional shockwave.
浮かし ○Element infusion 炎
盾
Crescent
After a brief charge, a flying knee strike forward. C6 carries element. Fairly long travel. Cannot turn. Moves unaffected by the Wind orb's slow. With extra input, after the flying knee, quickly throws a punch for a small shockwave (only the shockwave can turn; C1/C6 infuse element).
After a brief charge, kicks the opponent up like a flame-clad somersault kick. With extra input, dives forward for a flame-clad spinning kick.
浮かし ○Element infusion C6
衛
Fan
After a brief charge, swings the nunchaku repeatedly on the spot like a kung-fu film. 4 ground hits (stun on the last). C1 has no element; C6 infuses every strike. Can turn at all times. With extra input, an omnidirectional shockwave (C1/C6 infuse element).
Knockback ○Element infusion ○
覇
Eclipse
After a brief charge, jumps straight up while advancing and slams the nunchaku into the ground for a flat omnidirectional shockwave. Hit enemies fly in a high arc. With extra input, summons a large tornado that lingers (spin-launch).
Knockback ○Element infusion ○
แกลเลอรี
กระบองไม้ และ กระบองที่แข็งแรง
กระบองไม้ และ กระบองที่แข็งแรง
กระบองไม้ และ กระบองที่แข็งแรง
กระบองไม้ และ กระบองที่แข็งแรง
กระบองไม้ และ กระบองที่แข็งแรง
กระบองไม้ และ กระบองที่แข็งแรง
กระบองเหล็ก
กระบองเหล็ก
กระบองเหล็ก
กระบองเหล็ก
กระบองเหล็ก
กระบองเหล็ก
ฟีนิกซ์ที่เพิ่มขึ้น
ฟีนิกซ์ที่เพิ่มขึ้น
ฟีนิกซ์ที่เพิ่มขึ้น
ชาร์จโจมตี
ชื่อ
ผล
C2
Advances several body-lengths swinging the nunchaku (4 ground hits), then fires a crescent shockwave (knockback) at the end. With extra input, the shockwave can be charged for long range. Every hit carries element.
C3
After a brief charge, clads in a wide-area tornado-effect shockwave centered on the user while delivering a roundhouse kick forward. With extra input, spins further and fires a tornado-like mid-range shockwave forward.
C4
Kicks the opponent up like a somersault kick. With extra input, kicks off the air again to leap up and strikes the ground for 4 fissures across about 150° in front (weak knockback + element infusion). Fast start-up, so a C2 loop is possible if done well, but the range is only in front so it's narrow and hard to land.
C5
Continuous roundhouse kicks. The last hit infuses element + stuns. Super Armor instantly. Each Combo Boost adds kicks. Short travel and reach, and slower than N attacks, so there's little use for it.
JA
Front-somersaults and axe-kicks the ground for 7 fissures omnidirectionally. Weak knockback + element infusion.
JC
Charges and fires a small tornado-type shockwave at mid-range in front. Narrow horizontally. With extra input, makes a crescent shockwave and presses it into the ground with the foot to run it along. Both launch + infuse element.
D
A quick single vertical swing. Narrow range.
Evo
Fires a disc-shaped shockwave diagonally downward. Rises slowly before firing, so a slightly long wind-up.
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無双乱舞
Steps in and winds the cudgel overhead in a circle, then a single vertical swing. Surprisingly wide range and easy to land. There's a hitbox even during the wind-up.