Advance Skill: Resonance - Consuming recovery items and temporary stat boosts (Attack/Defense x2, Max Speed) while the Advance is in effect teammates will receive a portion of the recovery/duration based on the number of teammates. Player under Resonance will retain full effect of the item. Does not work on flask effect (no temper in stat). Highest it will divide by is 4.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Fang Sword
47(3)
40(5)
32(2)
170(6)
140(1)
130
140
1.6
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
3
5
2
6
1
1
Fang Sword
+24
+31
+22
+33
+15
2
Heavy Fang
+27
+34
+25
+36
+18
3
Wolf Fang Sword
+30
+37
+28
+39
+21
4
Lone Tiger
+33
+40
+31
+42
+24
5
Savage Tiger
+36
+43
+34
+45
+27
6
True Savage Tiger
+39
+46
+37
+48
+30
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
Fang Sword/Heavy Fang
Wolf Fang Sword
Lone Tiger
(True) Savage Tiger
Weapon Info
Fang Sword
A crude-looking sword, yet the fang-like blade cuts quite well.
Heavy Fang
A stiffer Fang Sword fashioned from improved materials, it has no lacking qualities.
Wolf Fang Sword
A finer Fang Sword with the sharpest of blades that will cut down your victim before it has time to think.
Lone Tiger
A brilliant Fang Sword shining like the Celestial Wolf. Suitable for a Han warrior.
Savage Tiger
A Fang Sword that burns with the rage of a wild beast, it is imbued with extraordinary power.
True Savage Tiger
???
Emblems
Thrust
Shoot a red wind cone forward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
C1
O
Pierce
Raise hand up calling red lightning bolts around you.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
C6
Crescent
Two clockwise spinning swings followed by two counterclockwise spins.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last spin)
C6 (Last spin)
Moon
Input 1 - Raise hand then slam it on the ground. Input 2 - Frontal swing to the right.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Input 2)
O
C1 (Input 2) C6 (Both)
Knockdown (Input 1)
Fan
Very long combo attack.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Eclipse
Plant Sword in the ground then roar releasing a red AoE from you.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Moveset
Charge 2
Hopping uppercut.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Upward swings to the right and left. ends with a frontal swing to the right.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Charge 4
Turn around and stab backwards with the Sword.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
Swing Sword to the right creating an AoE effect at your feet.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Sliding frontal swing to the left.
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
Frontal swing to the left then right finishing with a front flip swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
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
0
1
Pierce
0
1
Crescent
4
Moon
0-1
1-2
Fan
8
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
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 spins only once. Charge 5 has natural Fire element. Charge 6 frontal downward swing to the left.
Emblems to mimic Generals moveset N/A
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
Good
No
Knockback
Downward frontal swings to the left and right, ends with a dashing thrust forward.
True Musou
Juggle, Knockback
Ends with a rising swing to the left followed by a stomp with your hand held out in front.
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
42330
2 in Attack Upgrade
24
Moon
Eclispe
O
O
O
Any except Vorpal
Standard Capture build.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
30000
6
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
??
??
??
??
??
??
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.