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Basic Information

  • Moveset: Lu Bu
  • Advanced Skill: Berserk - Deals damage to guarding foes, players under Strong Shield advance will still regain life when blocking against this.
  • Base Siege: 1.2


Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Skill
Iron Halberd 48(3) 50(2) 25(6) 180(5) 140(1) 105 140 Berserk


Upgrade Stats

Level Name Atk Dmg Def Life Mus
3 2 6 5 1
1 Iron Halberd +25 +24 +31 +29 +18
2 Heavy Halberd +28 +27 +34 +32 +21
3 Great Halberd +31 +30 +37 +35 +24
4 Sky Piercer +34 +33 +40 +38 +27
5 Sky Scorcher +37 +36 +43 +41 +30
6 True Sky Scorcher +40 +39 +46 +44 +33

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

Iron Halberd Heavy Halberd Great Halberd
Iron Hallberd Heavy Halberd Great Halberd
Sky Piercer Sky Scorcher True Sky Scorcher
Sky Scraper Sky Scorcher insert 200x216 picture of weapon with no element here.

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Swing Halberd to the left, then right, left, right and kick forward each releasing a red X forward. O(Last X) O(Last X)
Pierce Swing Halberd up releasing 2 red electrical pillars infront and behind you. O C6
Crescent Downward slash to the left then right then dash forward and stomp the ground creating an AoE. Lu Bu's original C1. O(First two hits) C6(Stomp) O(During first hit)
Moon Charge 1 wildly swing Halberd overhead.
Charge 2 spin Halberd overhead.
Charge 3 triumphantly hold Halberd overhead.
Each charge causes a red electrical AoE around your character. Charge 1 hits 2 times, Charge 2 hits 3 times, Charge 3 hits 4 times.
O(All hits) C1 Charge 3 C1(During Charge 1)
Fan Frontal slash to the left, then right, then jump forward slamming the Halberd on the ground creating an explosion. O(First two hits) Fire(Last hit)
Eclipse Frontal downward slash to the left then right, ends by jamming the Halberd into the ground creating an AoE. Can be extended to 6 hits each causing collapse, Lu Bu's original C6. O(Last hit) O(Last hit)

Note:

  • 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 Excellent Good Ok Good Bad Good Ok Excellent Good Excellent
Defeat/Capture Ok Good Ok Ok Bad Ok Ok Ok Ok Good

Note: These evaluations are just the opinions of players here and are subject to change from time to time.

  • 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

insert video here

Charge Attacks

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Uppercut with the butt end of the Halberd. O X O
Charge 3 Counterclockwise spinning slash holding the Halberd at the very tip at the end. Ends with a frontal slash to the left, right then stomps the ground releasing a shockwave. O(Shockwave) O(Shockwave)
Charge 4 Frontal slash to the right. O O
Charge 5 Swing Halberd up creating an AoE effect infront of you. O O
Dash Attack Upward slash to the right. O X
Jump Normal Frontal slash to the left. O X
Jump Charge Stomp the ground for a small AoE then do a frontal slash to the right. O(Slash) O(Stomp) X
Evolution N2>N3>C4 O O X O

Note:

  • Charge 1 and Charge 6 depend on the emblem.
  • Charge 3 gets longer with Combo upgrade. Can end Charge 3 prematurely if you don't continue to press charge attack.

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Hop forward while spinning the Halberd downward to the right. Ends by slamming the axe head on the ground creating an AoE.
True Musou Musou with added fire damage. Ends by stomping the ground creating an AoE then swing the Halberd to the right creating a shockwave.


Musou Length

Musou Stat 140-142 ???-??? ???-??? ???-??? ???-??? ???-???
Number of Hits(Regular/True) 5/6 ?? ?? ?? ?? ??

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 6 6 8 10 15 18 10 10 15 18 8 12+10 17 (7+7)*N+10e 17e 12e
12 20 30 45 63 55 65 80 98 23 50-64 37 42


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 4+4+4+4+4e 6+6+6+6+6e 10 14e 8+8+10 10+10+12e 4(5+4e) 6(5+4e) 8+8+10(Fire) 4*6+10e 15N+20
  • 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

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
?? ?? ?? ?? ?? ?? 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
50320 24 2 in Attack Upgrade Moon Eclipse O Fire Human Torch Build.
Use C5 and Moon to activate Fire for massive damage,
50320 24 2 in Attack Upgrade Pierce/Thrust Moon O Lightning Thor Build.
Use Thrust to stun enemy then end combo with Moon.
50320 24 2 in Attack Upgrade Thrust Fan O Ice Defender/ Freeze-Holder Build.
Use Thrust to freeze enemy with your last X, very effective for Showdowns for defender role in Supply base.(Use Fan to set Fire on the enemy)
?? ?? ?? ?? ?? ?? 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.

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