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Basic Information

  • Moveset: Yue Ying
  • Advanced Skill: Luck - Randomizes the Advanced ability of all weapons on the field. No one can have 2 different Advances active at once as re-activating will add the remaining time towards the next randomly picked Advance. Advance effects do not stack (Aggression -> Phoenix will give you Phoenix with added time). When the wielder of this weapon has an Advance active the Advance bar on the Flask Wheel will change colors periodically.
  • In the battle prep screen this is listed as B. Spear not to be confused with Bronze Spear which is labeled as Spear.

Basic Stats

Weapon Attack Damage Defense Life Musou Speed Jump Base Siege
Battle Spear 48(5) 38(1) 35(3) 160(2) 150(6) 125 130 1.4

Upgrade Stats

Level Name Attack Damage Defense Life Musou
5 1 3 2 6
1 Battle Spear +30 +20 +26 +22 +32
2 War Spear +33 +23 +29 +25 +35
3 Martial Spear +36 +26 +32 +28 +38
4 Horizon +39 +29 +35 +31 +41
5 Oblivion +42 +32 +38 +34 +44
6 True Oblivion +45 +35 +41 +37 +47

Note: The above values are averages. Level 1-6 weapons found in battle may vary in upgrade stats by +/- 1. (The numbers under the stat columns indicate the upgrade slots).

Pictures

Battle Spear/War Spear Martial Spear
BattleSpear1 BattleSpear2
Horizon (True) Oblivion
BattleSpear3 BattleSpear4

Weapon Info

Battle Spear A spear that depends not on strength, but on centrifugal force to throw back hordes of enemies.
War Spear An easier to use battle spear. Fight while confusing the enemy with more fluid movements.
Martial Spear A battle spear with graceful ornamentation. Performs attacks as beautiful as a dance.
Horizon A noble battle spear with its sharp edge looking like blue beams of moonlight.
Oblivion A first class battle spear combining entrancing beauty and absolute strength.
True Oblivion ???

Emblems

Thrust Throw Spear forward with it spinning clockwise then returns to you. Yue Yings original C1.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C6 O
Pierce Front flip swing followed by a ground projectile in front and behind when you land.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O O C6 (Projectile)
Crescent Two clockwise spins followed by a crouching swing to the right.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (Last hit)
Moon Crouching clockwise spin.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
C6 Collapse
Fan Downward swing to the right. Ends with a downward swing to the left. Can be extended for up to 4 swings.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (Last hit)
Eclipse Three clockwise spins ending with a crouching spin with an AoE after. Yue Yings original C6.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (All hits)

Moveset

Charge 2 Uppercut with the back end of the Spear.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Charge 3 Jab forward while spinning the Spear in place. Ends with a swing to the right.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (Last hit)
Charge 4 Counterclockwise spin.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O O
Charge 5 Swing Spear up creating a tornado launcher.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O O
Dash Attack Upward swing to the right.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Normal Circular swipe to the right.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Charge Lifting swipe, followed by fast clockwise spins.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (Swipe)
Evolution N1>N2>N3>C4
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O (C4) O (N3) 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.
  • Jump Charge can be extended if you continue pressing 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 2
Pierce 1 2
Crescent 3
Moon 1
Fan 2/3/4
Eclipse 3 4
Charge 2 1
Charge 3 5/9/13
Charge 4 1
Charge 5 0 1
Dash Attack 1
Jump Normal 1
Jump Charge 2/3/4 (Towers), 1 (other structures) 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 6 doesn't have the shockwave at the end.
  • Emblems to mimic Generals moveset
    E1: Thrust
    E6: Eclipse



Musou

Type Mobility Juggles Finisher does Description
Musou Low Yes Knockback Clockwise spins with the Spear held out. Ends with a rising spinning swing.
True Musou Ends by throwing the Spear up creating a giant AoE around as you jump to catch it.

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 150-??? ???-??? ???-??? ???-??? ???-??? ???-???
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.

Video Demonstration

Video
Insert Video here

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
12 8 8 10 12 17 20 10 12 17 20 8 10+5+5+10 17 (2.5*4)N+10e 17e 12e
Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
8+8 10e+10e 7+(10+10) 9+(12e+12e) 8+8+10e 10+10+12e 12 14e 6+(8+8)+10e 6e+6e+8e+12e 15N+20 15N+20
  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou.
  • 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
42330 25 2 in Attack Upgrade + 1 in Max Temper Crescent Eclipse O O O Ice or Wind Standard Capture build.

Defeat

Build Tempers Mods Emblem 1 Emblem 6 Suggested Element Description
40000 10 5 in Base Speed Moon 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
40332 25 2 in Life Upgrade Crescent Eclipse O Ice Freezer build.
20334 25 2 in Musou Upgrade + 1 in Max Temper Crescent Eclipse O O Fire Musou burning build, set enemy on fire then use Musou to drain their health.

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.

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