Basic Information

  • Moveset: Guan Ping
  • Advanced Skill: Fortitude - Grants protection against all elemental effects on you and statuses including stun.

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Skill
Iron Blade 46(2) 45(6) 30(5) 170(1) 135(3) 120 130 Fortitude

Upgrade Stats

Level Name Atk Dmg Def Life Mus
2 6 5 1 3
1 Iron Blade +21 +32 +30 +17 +24
2 Sturdy Blade +24 +35 +33 +20 +27
3 Giant Blade +27 +38 +36 +23 +30
4 Flying Dragon +30 +41 +39 +26 +33
5 Young Dragon +33 +44 +42 +29 +36
6 True Young Dragon +36 +47 +45 +32 +39

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)


Iron Blade Sturdy Blade Giant Blade
IronBladeDescription SturdyBladeDescription GiantBladeDescription
Flying Dragon Young Dragon True Young Dragon
FlyingDragonDescription YoungDragon-Description Insert 200x216 picture of weapon with no element here.


Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Slams Sword on the ground creating a large earthquake effect in a straight line. C1`has a slight delay, while C6 is instant. O C1 O
Pierce Does a vertical slash in front and behind. O (Both hits) C1 O (Both hits) O (Both hits)
Crescent Sends out an energy wave in shape of an arrowhead in a coned AoE. Has small range and a bit more if hit from very tip of attack. C1 has a delay while C6 has none. O C1 C6
Moon A 360 degree attack. Causes collapse. C6
Fan Flips in the air and throws the Sword to the ground catching enemies on fire. Can hit behind opponents. Guan Ping's original C6. O Fire
Eclipse Continuously spins in a circle while moving around. Max 5 spins. O (Last spin) O (Repeated spins) O (Last spin)


  • Stagger - Enemy weapon gets pushed up in the air 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.
  • SA - Super Armor status. Cannot be flinched by normal attacks while performing this. Indicated by little swirly sparks around your body.
  • "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.

Emblem Evaluation

Target C1 C6
Thrust Pierce Crescent Moon Thrust Pierce Crescent Moon Fan Eclipse
Confront Good Good Ok Good Bad Bad Bad Ok Good Ok
Defeat/Capture Bad Bad Ok Good Bad Bad Ok Bad Ok Excellent

Note: These evaluations are the opinions of players here and are subject to change from time to time. It is recommended to test out the emblems yourself before deciding on the right one.

  • Excellent - Very effective in this mode.
  • Good - Pretty effective in this mode.
  • Ok - Somewhat effective in this mode.
  • Bad - Not effective in this mode.

Emblem Demonstration Video

thumb|300px|left|Created by KoOriCH.

Charge Attacks

Attack Description Stagger Stun Knockback Launch Element SA
C2 Uppercut swing. O X
C3 A series of downward slashes while moving forward. Ends with a slam to the ground that causes a shockwave. O (Shockwave) O (Shockwave)
C4 Frontal slash to the left. O O
C5 A frontal tornado launcher. O O
JN Downward slash. O X
JC Spins in the air in place performing 3 downward angled spinning slashes. O (Last spin) X
D A horizontal slash. O X
Evo N2-->N3-->C4. O O X O


  • C# = Charge Attack, JN = Jump Normal, JC = Jump Charge, D = Dash Attack, Evo = Evolution Attack.
  • C1 and C6 depend on the emblem.
  • C3 gets longer with Combo upgrade. Can end C3 prematurely if you don't continue to press charge attack.


Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Does a series of spinning of slashes while moving forward. Can be controlled to continuously juggle the enemy if you move around them.
True Musou Musou with added fire damage. Ends with a jumping slash followed by a Sword slam releasing a cone shaped wave forward.

Musou Length

Musou Stat 135-145 168-175 188-205 218-235 248-255 ???-???
Number of Hits(Regular/True) 6/7 7/8 8/9 9/10 10/11 ??/??

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.

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 8 8 10 12 17 20 10 10 15 18 8 9*N 17 (7+7)*N+12 17 12
Combo 16 26 38 55 75 65 75 90 108 25 36-56 43 50

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 12 14 13+13 15+15 7 12 12 14 12(Fire) 6*N+9


  • D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou.
  • 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 usually the knockback finisher of the combo(if it has one).
  • "Base" represents the damage value of the attack by itself. The "Combo" damage value represents the total sum if you had connected with the all previous attack strings. (So C3 combo value is the total value of N1+N2+C3 values)
  • 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

Build Tempers Mods Emblem 1 Emblem 6 Modes Suggested Orbs Description
50320 24 2 in Attack Upgrade Pierce, Thrust Fan, Pierce Confront Ice Offensive build to freeze the enemy with C3 and then use Pierce with attack x2.
40323 25 2 in Attack Upgrade, 1 in Max Temper Pierce, Thrust, Moon Fan Confront Ice, Fire (Optional) Standard confront build. Can use with ice to freeze people with C3. Can use fire to to juggle people and finish them off. Can use granite belt to bait spammers with advanced skill.
30342 25 1 in Attack Upgrade, 1 in Life Upgrade, 1 in Max Temper Thrust, Pierce, Moon Fan Confront None Should use granite belt. Anti spammer build. Using granite belt and fortitude, I rods, V staffs, T fans, Spears, I swords will all have to use actual combos to kill you. Bait their musou and attack them when they finish.
43320 25 1 in Attack Upgrade, 1 in Damage Upgrade, 1 in Max Temper Moon, Crescent Fan, Any Suppress, Showdown, Destroy Any Standard suppress build. Should be able to take any base fast. Just need to compensate for your running speed.
?? ?? ?? ?? ?? ?? ?? Insert your own builds here! Just add a new row! Please 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.



No Musou Combo C3 --> C5 --> JC : You will need to be fast with the JC as they will most likely hit the ground, but you can still catch them while they are bouncing. If they happen to air recover you can time and aim your JC.

Musou Combos

C3 --> C5 --> N1 --> Musou : Using the N1 before the Musou allows for a little more damage along with making the timing for the Musou easier.

Emblem Thoughts

Thrust - Should not be used when on top of uneven ground between you and target (ex. You use Thrust on ground while enemy on wood breaking towers have a chance not damage enemy) The 3 primary reasons you will use Thrust are

1 - After using true musou finisher where the enemy is left with 1 HP.

2 - To begun an assault or defend an ally from a distance.

3 - Against runners.

Moon - Good to flask up, but moderate for Defeat the charge is a bit slow, but worth it. The radius of the attack has 4 blind spots, generally it will hit targets to your front, back, left and right. Diagnal spots are blind spots. This attack does collapse the enemy CANNOT perform any moves or musou. They will drop flat, face down, however if your ally, LT or troops hit while target is dropping then the target will immediately rise up. Best used for 3 reasons

1 - Against people who kite.

2 - To protect an ally.

3 - To control the flow of the fight.

On C1 the collapse effect will connect through Super Armor, but not Hyper Armor. This makes it perfect against SA attacks like Iron Rod C3 combo attack or Great Club C3 combo attack.

Pierce - Pierce is best used with Ice. Consider this skill like Crescent Blade's Pierce, but with a twist. Instead of the first attack knocking down the target be inflicted with knockback. However, if the target is FROZEN then you should use Pierce on C1 similar to using Pierce on Crescent Blade. You must turn around while your back facing your intended target. You also much be close to hit him 3x with 1 C1, or else it will be 2. This does cause a lot of damage against opponents. Perfect for protecting teammates since this emblem has

1 - Very fast execution

2 - It will temporarily give you Super Armor.

Fan - Fan will cause you to leap in the air and toss your weapon behind an enemy or enemies. The result will be a pretty decent radius explosion that also flips pretty high. This emblem best used against players who spam block and against players who spam Jump Charge (not only radius around explosion but also large height reach which almost the same height as Iron Rod's True Musou finisher attack). The downside of this emblem is if you miss your recovery rate to re-attack is slow, because of this weapons that have c1 distance can wait for you follow. For example: c1 Crescent emblem Twin Fans. They have to back up a little and wait just before you hit the ground to attack. So Do NOT Miss! Using against Jump Charge spammers (like Bronze Spear users) is highly recommend so that the enemy will flip even higher in the air. Since explosions always cause fire effect, the target will lose a great deal of Life before hitting the ground.


One strategy for Iron Blade confront is to have Pierce on emblem 1 and Fan on emblem 6. Equip an ice orb and upgrade your attack and get an attack x2 random boost and save it. Use the shockwave of your C3 to try to freeze the opponent, then when they are frozen turn on attack x2 and use Pierce on the enemy while he is frozen. Most of the time the enemy will lose lots of life. Use a lieutenant with the skill "Freeze" to deal even more damage to your enemy. It sounds easier than it is, a good opponent will not let you freeze them so easily.

Other than that use attack x2 boost and C3 plus Fan emblem to take care of opponents. When they are almost dead cancel into your musou to make sure you finish them off.


Use the shockwave of the C3 or the Moon emblem on C1. Upgrade attack ASAP. Save your musou for any enemies that are in your area.


Believe it or not, the Iron Blade is actually a good weapon to be used for capture. This would be due to it's high seige damage value and it having the highest speed among the other weapons that share that value. It's quite useful in a few ways one of the better things is defense of a base, with Moon on C1. One other thing is that it's attack stat is early on the flask wheel at 2, and it has powerful attacks. This allows you to, if not kill any commanders, do a fair bit of damage to an enemy, and make good work of troops and officers.


C1 - Moon is recommended.

C6 - Eclipse, but it doesn't really matter as you will rarely get to use C6 in a capture match anyway. (Hopefully) Use the Moon emblem to interrupt player's attacks when they are in your base trying to attack a tower, juggernaut, gunpowder cases or anything else. Can also use the shockwave of the C3 to interrupt players from a safe distance or those who use attacks with super armor (Like Twin Sabers or Twin Mace C3).

Tower Bases - Use the Jump charge attack. If you have evolution attack use that instead. If you have upgraded damage at least two times. Use a dash attack running up to the tower, then just two jump charges should take care of the tower base.

Troop Base - Use C3. Pretty straightforward.

Captain Base - Use C3. Wait till the recover from the stagger to use C3 again if they are still alive. That way you don't juggle them.

Officer Base - Try to get an attack x2 and use C3. If you don't have attack x2...just use C3 like the captain base.

Juggernaut Base - If you have damage upgrades, use a Jump Attack--->Jump Charge x2 should do the trick.

Combo Videos

Insert any combo videos you have here.

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