Revision as of 19:48, 2 January 2014 by Bustadwolf(talk | contribs)(Changed protection level for "Fanged Club" ([edit=sysop] (indefinite) [move=sysop] (indefinite)))
Advance Skill: Gravity - Attack is doubled and based on remaining life your weight is increased. Blue lifebar = lower jump, Yellow lifebar = Stone Belt, Red lifebar = Granite Belt.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Fanged Club
48(5)
38(6)
34(3)
170(2)
150(1)
110
130
1.6
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
5
6
3
2
1
1
Fanged Club
+30
+32
+27
+23
+16
2
Heavy Fanged Club
+33
+35
+30
+26
+19
3
Crag Reaver
+36
+38
+33
+29
+22
4
Steel Reaver
+39
+41
+36
+32
+25
5
Ground Reaver
+42
+44
+39
+35
+28
6
True Ground Reaver
+45
+47
+42
+38
+31
7
+48
+50
+45
+41
+34
Note: The above values are averages. Level 1-6 weapons found in battle may vary in upgrade stats by +/- 1. Level 7 weapons may vary in upgrade stats by +/- 2. (The numbers under the stat columns indicate the upgrade slots).
A heavy club whose end is covered with sharp thorns.
Heavy Fanged Club
Denser Fanged Club with more thorns. Does extremely heavy damage.
Crag Reaver
Fanged Club capable of breaking stone. Irregularly placed thorns give birth to extreme power.
Steel Reaver
Fanged Club capable of breaking steel. Pounds all its used against to dust.
Ground Reaver
Fanged club which shakes the earth. Said to give its wielder the power of Ashura.
True Ground Reaver
The ultimate Fanged Club, capable of crushing the continent with one blow.
R7
???
Emblems & Moveset
Emblems
Thrust
Two stabs with the butt end of the handle, then a forward thrust with the thorns.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O(Thrust)
C6(Thrust)
C1(First stab) C6(All hits)
3
Pierce
Jam the handle into the ground in front creating a fissure, then jam the thorns behind creating another fissure.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O(Both hits)
C1
O(Both hits)
C6(Both hits)
0
2
Crescent
Jam the thorns a short distance in front.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
C6
C6
0
1
Moon
Counterclockwise spin followed by a frontal swing to the left. The knock back form the second swing is strong.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O(Second swing)
O(First swing)
x
2
Fan
Stomp your foot on the ground creating a giant pillar.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O
O
0
1
Eclipse
Jam the thorns into the ground creating a large AoE around you.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O
O
O
0
1
Moveset
Charge 2
Uppercut with the Club.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O
O
1
Charge 3
Swing the Club downward to the left and upward to the right. Ends with a swing to the left.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O(Last swing)
O(Last Swing)
3/5/7
Charge 4
Stab forward with the thorns then swing counterclockwise.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
2
Charge 5
Slam Club on the ground.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O
O
O
0
1
Dash Attack
Running downward swings followed by a flip slamming the Club in front.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O(Downward swing)
O(Slam)
2
Jump Normal
Frontal swing to the left.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O
1
Jump Charge
Downward dive causing a small AoE as you land.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O
0
1
Evolution
N1>N2>N3>C4
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Structure
Juggernaut
O(C4)
O(N3)
O
5
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.
Knockback - 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. "X" means this attack does not have elemental activation.
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.
Structure - Number of times this attack will hit structures such as Towers, Urns, Gunpowder cases etc.
Juggernaut - Number of times this attack will hit Juggernauts.
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.
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
Low
Yes
Knockback
Counterclockwise spinning swings, ends with a short push forward.
True Musou
Musou with added fire damage. Ends with a slam causing a large AoE around you.
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
??
??
??
??
??
??
Insert your own build here. Just add a new row. Keep description short.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
30000
6
5 in Base Speed
Crescent
Any
None
4 free slots for Max Speed boosts.
??
??
??
??
??
??
Insert your own build here. Just add a new row. Keep description short.
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.