Advance Skill: Perseverance - Defense of structures and troops inside bases is increased by x1.3
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Broadsword
45(2)
43(3)
32(1)
170(5)
150(6)
125
130
1.3
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
2
3
1
5
6
1
Broadsword
+21
+24
+19
+30
+32
2
Two-handed Sword
+24
+27
+22
+33
+35
3
General's Sword
+27
+30
+25
+36
+38
4
Sword of Heaven
+30
+33
+28
+39
+41
5
Wrath of Heaven
+33
+36
+31
+42
+44
6
True Wrath of Heaven
+36
+39
+34
+45
+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
Broadsword/Two-handed Sword
General's Sword
Sword of Heaven
(True) Wrath of Heaven
Weapon Info
Broadsword
Used by many soldier's and officers, very easy to use.
Two-handed Sword
A Broadsword with a longer and stronger blade, fit for an officer.
General's Sword
A grand sword that exudes the influence and power of a great officer.
Sword of Heaven
An expertly crafted sword, brother of the legendary Blue Blade.
Wrath of Heaven
The Wrath of Heaven forged to even greater power and deadliness.
True Wrath of Heaven
???
Emblems
Thrust
Shoot a purple orb forward. C1 shoots 1, while C6 shoots 3.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Pierce
Shoot a blue orb back with the left hand and shoot a disk projectile forward.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
C1
Ice(Orb) O (Disk)
Crescent
Upward swing releasing a blue aura.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C1
O
O
Moon
Spin forward releasing 4 purple lightning pillars in the cardinal diagonals away from you.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
Fan
Upward swing to the right then left. Ends with a frontal swing to the right. Can be extended for two more swings.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Eclipse
Raise hand creating a large dark energy AoE around you.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Moveset
Charge 2
Upward swing.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Swing to the left then right. Ends with a downward left swing.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Charge 4
Frontal swing to the right.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
Jab the Sword into the ground creating an AoE around you.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Sliding elbow to the gut with a blue aura trail.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Frontal swing to the right.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Swing to the right then left followed by a blue disk projectile downward.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Disk)
O (Swings)
Evolution
N3>N4>N5>N6
Stagger
Stun
Knockback
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 (C1), 3 (C6)
Pierce
0
1/2
Crescent
0
1
Moon
0
1
Fan
2/3/4
Eclipse
0
1
Charge 2
1
Charge 3
3/5/7
Charge 4
1
Charge 5
0
1
Dash Attack
0
1
Jump Normal
1
Jump Charge
2
3
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 has natural Fire damage.
Emblems to mimic Generals moveset E1: Thrust E6: Fan
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
Low
Yes
Knockback
Spinning upward swing followed by a spinning downward swing. Ends with a frontal swing to the left with an AoE at your feet.
True Musou
Ends with a swing to the right creating a large dark energy AoE around you.
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.
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
1 in Attack Upgrade, 1 in Damage Upgrade + 1 in Max Temper
Thrust
Eclipse
O
O
O
Any
Standard Capture Build.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
40000
10
2 in Attack upgrade
Pierce
Any
Ice
Use the Ice Ball to get your KO's while your back is turned against a group of troops, 4 free spots for max speed boosts. Requires Blizzard Orb, Ice Orb + Ice imbue, Ice Orb + Freeze Lt buff or Ice Imbue + Freeze Lt buff.
50000
15
2 in Attack upgrade
Piece
Any
Ice
Stronger then above build to lower element requirement to Ice Orb, Ice Imbue or Freeze Lt buff.
Confront/Survival Match
Build
Tempers
Mods
Emblem 1
Emblem 6
Confront
Survival Match
Suggested Element
Description
??
??
??
??
??
??
Insert your own build here. Just add a new row. Keep description short.
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.