Advanced Skill: Protect - Grants all allied players health regen. Effect does not apply to user.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Chakram
46(5)
37(2)
29(3)
140(1)
145(6)
135
150
1.0
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
5
2
3
1
6
1
Chakram
+30
+23
+29
+19
+33
2
Steel Chakram
+33
+26
+32
+22
+36
3
Moon Chakram
+36
+29
+35
+25
+39
4
Luna Chakram
+39
+32
+38
+28
+42
5
Sol Chakram
+42
+35
+41
+31
+45
6
True Sol Chakram
+45
+38
+44
+34
+48
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
(Steel) Chakram
Moon Chakram
Luna Chakram
(True) Sol Chakram
Weapon Info
Chakram
Razor sharp, dual iron rings.
Steel Chakram
Chakram that have been strengthened with steel.
Moon Chakram
Chakrams made in the image of the Full Moon, with finely honed edges.
Luna Chakram
Only the most experienced can use these chakrams, which supposedly have th power to cut the heavens.
Sol Chakram
???
True Sol Chakrams
???
Emblems
Thrust
Three Cartwheels forward, last one ends with a falling heel kick. Sun Shangs original C1.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6 (Last hit)
O
Pierce
Input 1 - Throws one Chakram forward and the other behind that return like a boomerang. Input 2 - Kick a red blast forward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
Input 2
Input 1
C1 (Red blast) C6 (All hits)
Crescent
Throws both Chakrams forward close together that return like a boomerang. C1 has a slight delay while C6 is instant.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
O
Moon
Two kicks from left to right while hopping in place. The two kicks do two hits. Each kick creates a red trail. C6 has a slight delay
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
2nd Kick
1st Kick
C1 (2nd kick) C6(Both hits)
Fan
Throw both Chakrams forward slightly apart from each other that return like a boomerang.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Eclipse
Throw both Chakrams around in a circle, can be repeated 3 times. Does not Launch and has no mobility. Ends with a red cyclone around you, which has Element and Knockback. Sun Shangs original C6.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (Last hit)
Moveset
Charge 2
Uppercut with the left Chakram.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Spins with the Chakrams extended outward. Ends with both Chakrams thrown around your character.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Charge 4
Throw both Chakrams in a 360 around the front and back of the character.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
A counterclockwise moving trail of fire.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Fire
Dash Attack
Bearhug like attack while sliding.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Swirling downward attack with both Chakrams.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Throw both Chakrams downward while doing a backflip in midair and catch them before you fall back down to land.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Evolution
N1>N2>N3>C4
Stagger
Stun
Knock back
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.
Siege Damage
This section is for the number of attacks will land on structures and juggernauts when used on them.
Attack
Structure
Juggernaut
Thrust
1
Pierce
1
Crescent
1
Moon
2
Fan
1
Eclipse
3
4
Charge 2
1
Charge 3
2/3/4
Charge 4
1
Charge 5
0
1
Dash Attack
1
Jump Normal
1
Jump Charge
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 5 does a backflip causing a tornado launcher infront.
Emblems to mimic Generals moveset E1: Thrust E6: Eclipse
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
Good
Yes
Knockback
Steps forward and throws the Chakrams one by one in a series of slash motions. Ends musou with a spin throwing both Chakrams.
True Musou
Juggle
Ends with a spinning jump creating a large Tornado AoE.
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
145-198
205-244
256-263
276-283
???-???
???-???
Number of Hits
7
8
9
10
??/??
??/??
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
43230
25
Your choice + 1 in Max Temper
Crescent
Any
O
O
Fire, Ice or Wind
Standard Capture build.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
40000
10
5 in Base Speed
Any
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
40323
25
Your choice + 1 in Max Temper
Thrust/Crescent
Any
O
Fire
Life burning build, best used after hitting an enemy with Musou while they are on fire.
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.