Advance Skill: Godly Speed - Grants you maximum speed. This speed is the same as the "MAX SPEED BOOST" granted as a random slot ability. It brings your speed up to 200.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Pirate Sword
46(3)
37(5)
35(1)
160(2)
145(6)
130
150
1.0
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
3
5
1
2
6
1
Pirate Sword
+25
+31
+15
+14
+35
2
Swashbuckler
+28
+34
+18
+17
+38
3
River Sword
+31
+37
+21
+20
+41
4
River Master
+34
+40
+24
+23
+44
5
Sea Master
+37
+43
+27
+26
+47
6
True Sea Master
+40
+46
+30
+29
+50
Note: The above values are averages. Some weapons found in battle may vary in upgrade stats by+/- 1. (The numbers under the stat columns indicate the upgrade slots)
Pictures
Pirate Sword/Swashbuckler
River Sword
River Master
(True) Sea Master
Weapon Info
Pirate Sword
A sword adored by pirates, it is designed for swiftness.
Swashbuckler
The Pirate Sword now has a coating that will prevent it from rusting while at sea.
River Sword
A powerful sword that is good at destroying ships.
River Master
A very powerful sword. Only a pirate leader may use this weapon.
Sea Master
A legendary sword capable of controlling the seas.
True Sea Master
A powerful sword only to be wielded by one who is master of the sea.
Emblems
Thrust
Throws Sword forward and dashes to pick it up. Good if you are slowed with a wind orb as you can move around and avoid attacks using this move.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (Dash)
C6 (Sword toss)
Pierce
Downward swing followed by a jumping slam with an earthquake effect as you land.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C1
O (Earthquake)
Crescent
Input 1 - Throws Sword up in the air and does 4 punches then catches the Sword as it comes back down and does a frontal swing to the right. Input 2 - Explosive punch forward after catching the Sword.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Slash)
O (Explosive punch)
Fire (Explosive punch)
O (2nd through 4th punch)
Moon
An overhead slam with the Sword. C6 executes faster.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
Fan
Input 1 - Frontal upward swing to the left followed by an upward kick. Input 2 - Double spin kick followed by a dashing frontal swing to the left, right and left followed by a frontal swing to the left holding the sword reverse gripped. Gan Nings original C1
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (First swing)
O (Kick, Input 2 last swing)
O (Input 2)
O (First swing, Input 2 last swing)
Eclipse
Small hop while switching Sword from right to left hand creating an angled fire slash. Gan Nings original C6.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Fire
Moveset
Charge 2
Upwards swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Flip sword up and down and ends with a downward 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
Spins around with the sword doing a counterclockwise swing from right to left.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
Uppercut with a tornado launcher. Very short start up and recovery. Can hit behind opponents.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Hopping knee attack.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Downward swing to the right.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Lifting swipe followed by a series of right and left swings ending with a downward swing. Can purposely miss the downward swing to let the enemy drop to the ground.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (First hit)
Evolution
N3>N4>N5>N6
Stagger
Stun
Knock back
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.
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
5
5/6
Moon
0
1
Fan
2/6
Eclipse
1
Charge 2
1
Charge 3
4/6/8
Charge 4
1
Charge 5
0
1
Dash Attack
1
Jump Normal
1
Jump Charge
4/6/8 (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 1 is a dashing frontal swing to the left, right and left followed by a frontal swing to the left holding the sword reverse gripped. Charge 5 deals Fire elemental damage. Charge 6 is a circular tornado instead of an angled fire slash.
Emblems to mimic Generals moveset E6: Eclipse
Musou
Type
Mobility
Juggles?
Finisher does
Description
Regular Musou
Very High
No, each hit causes stun
Knockback
High speed run with Sword held close pointing to the left. Ends with a clockwise swing. Can hit even on the edge of the hilt. If done properly can combo, very good for catching runners.
True Musou
Ends with a front flip leading into the Sword being tapped on the ground releasing a shockwave.
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-???
???-???
???-???
???-???
???-???
???-???
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
05203
24
2 in Damage Upgrade
Thrust
Any (Fan Preferred)
O
Any
Gunpowder destroyer build, use Musou to run in and out of the enemy supply base damaging Gunpowder cases.
43203
25
Depends on style, 1 in Max Temper
Thrust
Any (Eclipse preferred)
O
O
O
Any
Standard Capture Build.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
30000
6
2 in Attack Upgrade
Any
Any
None
Enough attack to one shot troops using normal attacks with less strain on upgrading. Use your Advance whenever it is about to run out to renew it.
Confront/Survival Match
Build
Tempers
Mods
Emblem 1
Emblem 6
Confront
Survival Match
Suggested Element
Description
50302
24
2 in Attack Upgrade
Any (Thrust or Pierce preferred)
And (Fan preferred)
O
Fire
Offense build focused on hit and run.
50400
25
2 in Attack Upgrade, 1 in Max Temper
Any (Thrust or Pierce preferred)
Any (Fan preferred)
O
Fire
Early rusher build. Good for getting kills in the early stage of battle. Suggested to use a Remedy to help keep Musou ready.
50004
25
2 in Attack Upgrade, 1 in Max Temper
Any (Thrust or Pierce preferred)
Any (Fan preferred)
O
Fire
Musou Glass Cannon. Use a Remedy to keep your Musou handy. Also good for Defeat Leader battles against Generals who don't flinch to Musou (Guan Yu, Dian Wei etc.)
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.
Tips
PvP/Confront
- The Pirate sword can be upgraded quickly, so your job is to ambush players early and interrupt their flasking.
- You are a glass cannon, you deal large damage, but you also take large amounts of damage too. For an added bonus, use a fire orb or imbue the weapon with fire, as it does more attack damage to your opponents, and it's forte is being able to deal massive damage to enemies really quickly.
- You are by far the best weapon to deal with fleeing enemies, due to your musou.
- Use Godly Speed to escape bad situations and to pursue the enemy.
- Skilled players will use their map to watch your movement, and will be able to jump over your musou to dodge it. Therefore, in order to use your musou attack effectively, you must make sure it is unexpected, or unavoidable.
- The Pirate Sword is not built for heavy front line combat. Avoid long, tedious battles with stronger weapons, such as Twin Picks.
- If you hold down the Block button while using the musou attack, you can shift your camera to behind your character while running, making aiming much easier.
- Fan is by far the best PVP emblem for Pirate Swords. The attack, if aimed and timed correctly, will almost always go behind your opponent, and the initial attack stuns, followed by a very-strong kick. Even if you miss the kick, the enemy is stunned for enough time to follow up with an air-charge attack. This makes for extremely-powerful combos and harassment.
- You are the best weapon to "bluff" or "trick" enemy players into wasting their musou attack. If you see an enemy with low health and a full musou bar (like Twin Picks or Vision Staff), "fake" a musou attack heading for them. Very likely, they will panic (due to the Pirate Sword's sudden movement) and waste their musou attack to save themselves from a very strong attack.
- An enemy with Aggression will be able to kill you with very little effort, even without a musou attack. Avoid direct combat with these weapons.