Advance Skill: Fury - Slowly refill your musou bar regardless of health. Your musou bar will also fill at double the normal rate when attacking enemies.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Battle Rod
41(3)
45(1)
30(5)
160(2)
140(6)
120
130
1.0
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
3
1
5
2
6
1
Battle Rod
+23
+21
+30
+22
+31
2
Combat Rod
+26
+24
+33
+25
+34
3
Strike Rod
+29
+27
+36
+28
+37
4
Power Rod
+32
+30
+39
+31
+40
5
Enforcer Rod
+35
+33
+42
+34
+43
6
True Enforcer Rod
+38
+36
+45
+37
+46
Note: The above values are averages. Some weapons found in battle may vary in upgrade stats by +/- 1. (The numbers under the stat columns indicate the upgrade slots)
Pictures
Battle Rod/Combat Rod
Strike Rod
Power Rod
(True) Enforcer Rod
Weapon Info
Battle Rod
A weapon designed specifically to bludgeon.
Combat Rod
Made from a heavier material, this rod can inflict great damage.
Strike Rod
The destructive power for this rod has been improved with its uneven surface.
Power Rod
A rod with spikes attached to it. A very deadly weapon.
Enforcer Rod
A rod with a hardness greater than that of a diamond.
True Enforcer Rod
A weapon of tremendous power, it has been known since the times of the ancients.
Emblems
Thrust
Shoot a wind cone forward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
O
Pierce
Slam Rod on the ground creating an AoE.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Knockdown)
Crescent
Upward swing to the right.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
Moon
Counterclockwise spin.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
O
Fan
Frontal swing to the left.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Eclipse
Jump up and slam the Rod on the ground creating an AoE.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Moveset
Charge 2
Uppercut swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Downward swing to the left then right. Ends with one more swing to the left.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Charge 4
Spinning swing from front to back.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
Swing Rod upward creating a frontal tornado launcher.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Knee attack.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Downward swing to the left.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Drop straight down to slam the Rod on the ground.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Evolution
N3>N4>N5>N6
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (N6)
O (N5)
O
Note:
Stagger - Enemy weapon gets pushed up and they lean backwards. Hitting them before they can fully recover will cause them to be juggled.
Stun - Enemy is dazed with stars over their head and unable to move. Any attack while in this state will cause them to be juggled.
Knock back - Sends the enemy backwards away from you. Usually ending a combo.
Launch - Knocks the enemy up in the air setting them up for a juggle.
Rotation Lock - Inability to turn your character during the animation.
Element - If weapon is imbued with an orb or element, the element can be activated on this attack. "O" indicates the attack has this effect on the enemy.
Super Armor - Super Armor status. Cannot be flinched by normal attacks while performing this.
Collapse/Burn Out/Knockdown - An attack may have one of these 3 effects. Collapse = fall to the ground similar to dying, can continuously combo with another attack with this effect, can be done in almost any state except juggle. Burn Out = causes the enemy to crumple to the ground while on fire, next hit causes a juggle. Knockdown = enemy is swept off of their feet instantly falling straight down.
Charge 1 and Charge 6 depend on the Emblem
Charge 3 gets longer with Combo upgrades. Can end Charge 3 prematurely if you don't continue to press Charge Attack.
Siege Damage
This section is for the number of attacks will land on structures and juggernauts when used on them.
Attack
Structure
Juggernaut
Thrust
0
1
Pierce
0
1
Crescent
1
Moon
1
Fan
1
Eclipse
0
1
Charge 2
1
Charge 3
3/5/7
Charge 4
1
Charge 5
0
1
Dash Attack
1
Jump Normal
1
Jump Charge
0
1
Evolution
4
Unrivaled Generals Moveset
This section is to list any differences in moveset if you are using a Spirit of the general or the chance you become the general from a Musou Soul during Survival Match.
Differences from normal moveset Charge 1 shoots a series 5 arrows forward, can be repeated up to 4 times, last volley has a chance to freeze. Charge 6 does a frontal swing to the left then right, can be repeated up to 5 times.
Emblems to mimic Generals moveset N/A
Musou
Type
Mobility
Juggles?
Finisher does
Description
Regular Musou
Good
Yes
Knockback
Hopping spinning low swing to the left. Ends with a jumping swing that covers more range.
True Musou
Ends with an upward swing to the left then swing to the right creating a shockwave.
Note: True Musou will deal fire damage in addition to having the same animation as the normal Musou, the finisher however is different.
Musou Length
Musou Stat
140-???
???-???
???-???
???-???
???-???
???-???
Number of Hits
??/??
??/??
??/??
??/??
??/??
??/??
This table lists the musou stat and how much musou is needed to increase the number of hits in your musou. (Assuming you use the full bar when you musou.) Do note that the musou stat values here may not necessarily be the lowest threshold needed on the musou stat to increase the number of musou hits. It's just a guaranteed stat that has been tested.
What do these values mean? They determine how much damage you do per swing. Refer to the Battle Mechanics page for more details.
The N in the values represents each hit in multi-hit attacks such as jump charges, C3s, and Musous. The final number is the finisher of the combo.
E8 always causes the enemy to be juggled often causing the E9 hit to do 50% damage. The value that is written in the table is the estimated value that E9 would cause if the enemy was not being juggled
Temper Builds
Capture/Showdown/Destroy
Build
Tempers
Mods
Emblem 1
Emblem 6
Capture
Showdown
Destroy
Suggested Element
Description
43320
25
Your choice & 1 in Max Temper
Thrust
Moon or Fan
O
O
O
Ice or Wind
Standard Capture build.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
50000
15
5 in Base Speed
Pierce
Any
None
4 open slots for random speed boosts with more than enough Attack to one shot a group of troops. Use a Time/Eternity Scroll for longer speed boost.
Confront/Survival Match
Build
Tempers
Mods
Emblem 1
Emblem 6
Confront
Survival Match
Suggested Element
Description
20441
24
1 in Life Upgrade & 1 in Defense Upgrade
Thrust
Moon or Fan
O
Ice or Wind
Support based build to freeze or slow down enemies for your partners to wail on.
30342
25
1 in Attack Upgrade, 1 in Life Upgrade & 1 in Max Temper
Thrust
Moon or Fan
O
O
Ice
Offensive freeze build.
00450
25
Your choice + 1 in Max Temper
Thrust
Any except Pierce
O
O
Vorpal
Vorpal Tank build.
Note: Builds listed here are the number of stars you should put in each stat. The order goes: Attack, Damage, Defense, Life, Musou. So a build of "43320" means to put: 4 stars in Attack, 3 stars in Damage, 3 stars in Defense, 2 stars in Life, and 0 stars in Musou. For paired up modes a circle denotes which mode the build is specified for.