Advanced Skill: Fortify - Grants hyper armor and Defense x2 to allied troops.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Twin Fans
42(5)
29(3)
30(2)
140(1)
160(6)
130
150
1.0
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
5
3
2
1
6
1
Twin Fans
+29
+18
+20
+19
+35
2
Cherry Blossom
+32
+21
+23
+22
+38
3
Violet Fans
+35
+24
+26
+25
+41
4
True Beauty
+38
+27
+29
+28
+44
5
Qiao Beauty
+41
+30
+32
+31
+47
6
True Qiao Beauty
+44
+33
+35
+34
+50
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
Twin Fans/Cherry Blossom
Violet Fans
True Beauty
(True) Qiao Beauty
Weapon Info
Twin Fans
Fans made of iron with a cherry blossom motif. Used for self-defense.
Cherry Blossom
An improved version of the Twin Fans, made with better iron.
Violet Fans
Fans made of steel, it is great for cutting.
True Beauty
Very beautiful but deadly fans decorated with a flower.
Qiao Beauty
Fans named in honor of the beautiful Qiao sisters.
True Qiao Beauty
The ultimate fans that are as beautiful as they are destructive.
Emblems
Thrust
Toss Fans like a boomerang forward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Pierce
Shoots flame from both fans, one in the front, the other in the back.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Fire
O
O (Burn Out)
Crescent
A quick frontal swing. C6 hits twice.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Moon
A swift swing of the surroundings in close range with some delay.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Fan
A leaping downward cross swing.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
O
Eclipse
360 Tornado AoE around your character. Da Qiaos original C6.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Moveset
Charge 2
Fan swing upward.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Throws Fans one by one in front catching it as it comes back. Ends with a 360 spin.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (Last hit)
Charge 4
Dive forward with wide open arms hitting a wide area.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
Arch back then cross both arms while doing a small hop to create a petal tornado in front.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Short frontal dive.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Short dive with both hands extended outward, can hit enemies with your face.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Curl up while both Fans are circling infront to shoot a fire ball at downward angle.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
Fire
O (Burn Out)
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.
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
0
1
Crescent
C1: 1, C6: 2
Moon
1
Fan
1
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
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 a fire orb.
Emblems to mimic Generals moveset E6: Eclipse
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
None
Yes
Knockback
Throws both fans out in a close vicinity and rotate it with your finger while standing on one leg. Ends with a counterclockwise spin retrieving the fans as they come back.
True Musou
Juggle then Knockback
Ends by catching both Fans then throws a giant fireball forward.
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
160-167
168-209
210-251
252-293
294-335
336-???
Number of Hits(Regular/True)
4/5
5/6
6/7
8/9
10/11
11/12
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
44200
23
Your choice
Thrust, Crescent or Moon
Any
O
O
Any
Standard suppress build. Good for base defending in Showdown and Destroy. Also good for taking out officer bases.
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 Orbs
Description
50320
24
2 in Attack Upgrade
Crescent
Any
O
Lightning, Wind
Deal massive amounts of damage to people with crescent and C4.
50330
27
1 in Attack Upgrade, 3 in Max Tempers
Crescent
Any
O
Lightning, Wind
Similar to above, but you sacrifice attack for life.
30432
25
1 in Attack Upgrade, 1 in Defense Upgrade, 1 in Max Tempers
Crescent,Thrust
Any
O
O
Ice
Carefully freeze an enemy, then keep them frozen with endless C4s. Need a high freezing chance, little musou to negate damages from musou spammers.
20404
23
1 in Musou Upgrade, 1 in Defense Upgrade
Pierce, Thrust
Any
O
Fire
Kill enemies by putting them on fire and then juggling them with your long musou.
40420
23
1 in Attack Upgrade, 1 in Defense Upgrade
Thrust
Crescent
O
O
Ice
Use Thrust to freeze and use Crescent+Attackx2 to kill them while they freeze since Crescent on E6 hits two times.
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
JC >Evo >Cancel before E9 >Evo >Repeat
C4 (Lightning) >Crescent C1
JC >C2 >C2 >Repeat (against NPC)
Thrust C1 (Ice) >Keep your opponent frozen with endless C4 (only works if you have high freezing chance)
Emblem Thoughts
Thrust: A little slow, but can catch opponents off guard and can activate element.
Crescent: This emblem has one the highest damage values in the game out of all emblems. Using it on C1 in PvP equipped with a lightning or wind orb will do a lot damage to an enemy.
Pierce: This emblem gives hyper armor effect and it naturally comes with Fire element which makes it ideal for questing on boss that can be flinched.
Moon: An ok emblem however it is outclassed by all other emblems since it does not have any element. A little hard to hit other people too. Good for killing troops.
Fan: Has super armor and good damage and has element. However, in practical use it is quite hard to hit opponents with it.
Eclipse: Good for killing troops and is a pretty safe attack. A good musou builder. But it's not too good for confront because it doesn't have element attached on it, and your opponent will have enough time to pummel you while you are posing after the tornado is performed.
PvP/Confront
Utilize the Jump Charge innate Fire element and follow up with an evolution combo to quickly deal large Fire damage to enemy players. If it is raining or the enemy is wearing Fire resistant gear, this tactic is less useful. Using the Crescent emblem with a Lightning orb or Wind orb will also deal high damage to an enemy.
If you build a Twin Fan with very high attack with Crescent, use the C4 to stun enemies with a Blitz orb. Then use your Crescent attack to finish them off while activating Attack x2. Don't go around spamming Crescent because you will become really predictable. Best used with a teammate that can stun enemies for you.
Your musou is very high risk, if you hit they will be juggled endlessly until the end of your musou. However if you miss, you are very vulnerable to attack. If you do your true musou try to aim the giant fireball at the end towards to your opponent to delay them. Then jump away as soon as the musou finishes.
Even the Twin Fans musou isn't really good for killing, you can put 1 or 2 musou tempers on your T.Fans (If you have spare slots). But it is used to give you invincibility to avoid taking damages from musou spammers, not to kill.