Advanced Skill: Fortify - Grants hyper armor and Defense x2 to allied troops.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Strategist Fan
41(3)
32(6)
23(5)
140(1)
165(2)
115
130
1.6
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
3
6
5
1
2
1
Strategist Fan
+26
+32
+31
+9
+25
2
Swallow Tail
+29
+35
+34
+12
+28
3
Hawk Wing
+32
+38
+37
+15
+31
4
Black Feather
+35
+41
+40
+18
+34
5
Dark Feather
+38
+44
+43
+21
+37
6
True Dark Feather
+41
+47
+46
+24
+40
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
Strategist Fan/Swallow Tail
Hawk Wing
Black Feather
(True) Dark Feather
Weapon Info
Strategist Fan
Swallow's feathers fixed to a metal handle.
Swallow Tail
A fan made with the fine tail feathers of a swallow.
Hawk Wing
Special fan made from the rare feathers of a blackhawk.
Black Feather
A fan made with jet-black feathers, very fitting for a sinister strategist.
Dark Feather
A fan made with feathers from a Harpy. It is said to possess special powers.
True Dark Feather
The ultimate fan reserved only for the best strategists.
Emblems
Thrust
Shoot a single purple beam forward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Pierce
Calls down lightning hitting surrounding enemies. C1 does not do any damage and has a long start up time. C6 does damage and near instant activation.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
O
Crescent
Slide forward holding out Fan. Has really wide range. C1 has a slight delay while C6 is instant. Can miss enemies directly infront of you.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Moon
Dash backward spinning fan around body two rounds. Fan moves in a wavy circular fashion.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
Fan
Three parallel purple beams straight forward. Animation is similar to Sima Yis original C6, but the beam motion is not. If you're using the directional keys you will redirect the aim of the mid beam attack. You can do this for all three beams. These beams have less range than C3 or Thrust.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (All hits)
Eclipse
Walking forward slowly while the Fan spins around your body shooting purple beams every interval.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Moveset
Charge 2
Levitate Fan upward in front.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Shoots a single laser forward. Laser has long distance.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 4
Input 1 - Slides backward with a frontal Fan attack Input 2 - Slide forward with the Fan spinning around your body.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (First hit)
Charge 5
Creates large purple orb from your left hand and raise it up.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Slides forward with Fan held out. Has wide range
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Downward swing with Fan out infront.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Slams down creating a shockwave.
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
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
1
Moon
2
Fan
0
Up to 4
Eclipse
0
Up to 8
Charge 2
1
Charge 3
0
1
Charge 4
1/2
Charge 5
0
1
Dash Attack
1
Jump Normal
1
Jump Charge
0
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 shoots an ice orb forward. Charge 6 shoots a beam infront, diagonal right, diagonal left and infront. Jump Charge causes knockback instead of stagger.
Emblems to mimic Generals moveset E6: Fan
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
None
No
Knockback
Shoots 3 laser beams out in triangular fashion with slight variation to the right then left from the intended direction. Ends by shooting five lasers in front.
True Musou
Ends with a large Yin Yang seal AoE while levitating up. Can be jumped over.
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
165-166
???-???
???-???
???-???
???-???
???-???
Number of Hits
9
??/??
??/??
??/??
??/??
??/??
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
25
Your choice + 1 in Max Temper
Thrust or Crescent
Any
O
O
Wind
Standard Capture Build, good for base defense.
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
50302
24
2 in Attack Upgrade
Thrust or Crescent
Pierce, Moon or Fan
O
Lightning or Wind
Sniper build. Use your C3 to snipe opposing players from the distance. Can also use Thrust emblem on C1. You die very easily though.
40420
23
Attack Upgrade or Defense Upgrade depending on your play style
Crescent
Pierce, Moon or Fan
O
Ice, Lightning or Wind
All around build. Used for support depending on the orb you use.
40402
23
Attack Upgrade or Defense Upgrade depending on your play style
Crescent
Pierce, Moon or Fan
O
Ice, Lightning or Wind
All around build, but with musou instead of life. Used for support depending on the orb you use.
00540
25
1 in Defense Upgrade, 1 in Life Upgrade & 1 in Max Temper
Crescent
Pierce, Moon or Fan
O
Ice, Lightning or Wind
Total support build. Your job is to inflict elements on your enemies so that your teammates can kill them. You will most likely never kill anything by yourself.
20440
23
2 in Defense Upgrade or 2 in Life Upgrade
Crescent
Pierce, Moon or Fan
O
Ice, Lightning or Wind
Another support build. But with a little more attack to help you kill troops and defend yourself if ambushed.
00450
25
Depends on playstyle + 1 in Max Temper
Thrust or Crescent
Thrust, Pierce, Crescent or Fan
O
Vorpal
Vorpal Tank build.
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
Combos
JN--->Stagger--->C4
JC--->JC
PvP/Confront
The term "support weapon" fits this weapon very well. That is not to say that an S.Fan user must rely on team in order to get a kill. The weapons attacks, mainly the ranged attacks and very, very wide attacks make this weapon wonderful at support. The wide attack radius, high defense and varied moveset make this weapon wonderful to either badger or attack an enemy with.
Support: If you plan on taking a support role, or team up with somebody instead of actually fighting then this weapon should make use of its ranged elemental activation, wide attacks, and dash attack. If you learn to aim correctly then you can support a battle ally, and possibly allow them to take on one or two enemies, and having an element doubles that. Using attacks like Crescent would also help with getting more than one enemy off your friend, attacking a crowd of enemies, and using elemental activation. Once you learn how to support, and having a known party may make it easier to support as you can learn the best way to back up your comrade in arms, then it gets very simple.
Combat: Here you will want to make use of the movement, sweeping motions, and unique attacks of this weapon. You may opt to do a Jump Charge instead of a C3 to stun your enemy, or you may use the C4 combo to push somebody into a corner. It all depends on you with what combos you want to use, and weather or not you are fighting alongside instead of behind somebody.
Ice: By using the beams, or other activation attacks, you may freeze the enemy solid. This is helpful in support because you may just set up a killer combo, with double the attack power as the enemy remains on the ground, for a buddy. Alone you should just take the frozen enemy for what it is.
Lightning: Harder to use as the S.Fan isn't an awesome juggling, and most of its ranged attacks stun anyway. This would be more to bypass armor level than stun an enemy.
Wind: The most useful support on the weapon, and solo you don't have too heavy a ground to cover. As the enemy is slowed after use, you may prevent runners from escaping your stronger ally. The knockback isn't to terrible on this weapon, but it is still knockback, but it's very controlled if used right.
Vorpal: Drain enemy musou using whatever attacks you want, and have a chance at killing peons instantly. The bonus, while nice, it's too powerful to tip the attacking scales.
Fire: Try to hit an enemy that is in musou, or with your C5. This weapon is not an expert at juggling so fire still provides bonus damage, but it's not as powerful on this weapon and it's harder to work into others combo.