Basic Information

  • Moveset: Huang Gai
  • Advance Skill: Godly Hammer - Can use true musou regardless of health and doubles the attack power of musou. Can be stacked with attack x2.

Basic Stats

Weapon Attack Damage Defense Life Musou Speed Jump Base Siege
Iron Rod 45(5) 49(2) 35(1) 190(3) 140(6) 110 130 1.0

Upgrade Stats

Level Name Attack Damage Defense Life Musou
5 2 1 3 6
1 Iron Rod +31 +21 +16 +27 +34
2 Death Rod +34 +24 +19 +30 +37
3 Great Rod +37 +27 +22 +33 +40
4 Shadow Rod +40 +30 +25 +36 +43
5 Dark Shadow +43 +33 +28 +39 +46
6 True Dark Shadow +46 +36 +31 +42 +49

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 Rod/Death Rod Great Rod
IronRod1 IronRod2
Shadow Rod (True) Dark Shadow
IronRod3 IronRod4

Weapon Info

Iron Rod A rod made of metal. The joints cause it to strike harder.
Death Rod An iron rod carefully forged to become stronger.
Great Rod An iron rod made from quailty materials that can cause great damage.
Shadow Rod A powerful rod, said to be able to stop the flow of the Chang Jiang river.
Dark Shadow A rod so powerful, it can stop not only rivers, but seas as well.
True Dark Shadow The ultimate rod, able to split even the great oceans.


Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Powerful downward strike. O O
Pierce Windup swing followed by an upward strike to the left. Press charge again for an upward strike to the right. O(All 3 hits) O(All 3 hits)
Crescent Frontal kick to the left. O O
Moon Press charge once to place a bomb that takes 3 seconds to explode. Press it again before the first animation ends and you will throw it causing it to explode on contact. Huang Gai's original C1. O Fire O
Fan Frontal upward swing to the right. This attack knocks the enemy down preventing counterattacks. O
Eclipse A small hop to slam the Rod on the ground creating an AoE effect. This attack knocks the enemy down preventing counterattacks. O


  • 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 and some charge attacks while performing this. Indicated by little orange 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 Good Bad Good Ok Good
Defeat/Capture Ok Ok Bad Bad Bad Bad Bad Bad Good Excellent

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 your emblem video here!

Charge Attacks

Attack Description Stagger Stun Knockback Launch Element SA
C2 Small uppercut with the shield hand. O X O
C3 Side kicks from the right and left. Ends with a smack upwards from the shield. O(Last hit) O(Last hit) O(All hits)
C4 Frontal swipe. O O O
C5 Smash the ground causing an explosion. Can hit behind opponents. O Fire
JN Downward strike. O X
JC Throws a bomb down and forward. This means it will land a short distance away from you. Cannot be blocked. O Fire
D Charge forward then ram with the shield. O X
Evo N4-->N5-->N6. 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.
  • All bombs, aside from true musou cannot kill under any circumstance, but will damage all friends and enemies.


Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Take swipes left and right while walking forward. Ends with a strike from to the left that covers the whole front.
True Musou Musou with added fire damage. Ends by throwing five bombs in front that all explode as they hit the ground. They land a distance in front of you so you are open to enemy players who run in while you're throwing.
  • With Godly Hammer you can activate true musou at any health and it will be the exact same as if you had critical health(red).

Musou Length

Musou Stat 140-??? ???-??? ???-??? ???-??? ???-??? ???-???
Number of Hits(Regular/True) 7/9 ?? ?? ?? ?? ??

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.

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 12 17 20 8 12(Fire) 17 (12+12)*N+12+20 17 15(Fire)
Combo 16 26 38 55 75 65 77 94 114 25 72-120 43 53

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 20 15+15+20 18+15+20 20 12(Fire) 15 12 12*N+15
  • 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 Element Description
50312 25 2 in Attack Upgrade, 1 in Max Temper

Thrust, Pierce

Any Confront Ice Highly offensive build. Godly Hammer people into oblivion.
40323 25 2 in Attack Upgrade, 1 in Max Temper Thrust, Pierce, Moon Any Confront Ice Well rounded build with more life so your survive more. Kill people with Godly Hammer.
40005 25 2 in Attack Upgrade, 1 in Max Temper Any Any Confront Any A "glass cannon" build. No upgades on musou to keep the musou bar short+high filling rate to keep you almost always have full musou at any time.
00540 25 Depends on playstyle, 1 in Max Temper Thrust, Pierce, Crescent Any except Moon Confront Vorpal Vorpal build.
30224 24 2 in Musou Upgrade Thrust Moon Confront Fire Musou Build.
?? ?? ?? ?? ?? ?? ?? Insert your own build here. keep description short. Just add a new row.

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.



A good combo to do while facing any NPC, aside from musou generals, is C5 then juggle with C3. Any human player would be able to recover out of this in the air, but none of the NPCs know how to recover. C5 has a natrual fire element and launches enemies in the air, and if you are a close enough you can make the blast appear behind them. After they are in the air you can use C3 to juggle them while they are still on fire, the fire does not go out as long as the enemy in question does not air recover or lay on the ground, this will cause extra damage while you are juggling them. This is useful for NPC commanders, fill in or otherwise, or named NPCs, mainly officers.

C3 strings >(Godly Hammer on)Musou - This combo shows the most effectiveness against granite Twin Picks, which the C3 should have bring down most of the life gauge. Followed up by musou (powered with Godly Hammer) should get enough hits to kill.

Emblem Thoughts

Thrust Perfect with Lighting/Blitz Orb only if the attack is modded twice. Instant one hit kill.
Pierce Good if you use an ice orb as this will allow you to connect all 3 attacks doing high damage. Using it with Attack x2 will also help.


The C3 is very powerful and has one of the highest damage values in the game. If the opponent blocks your combo use the C5 as it can hit behind an opponent. However, be aware that the C5 can be blocked if they turn around at the right time and block.


This weapons C5 is useful for large groups because it will naturally set them on fire while covering a large area.

This works for officers, this is because you not only get Godly Hammer, but you also have bombs on your person no matter what. These make good ranged attacks, and can set the general on fire, so you may team up with a musouing friend. The downside is that when it rains then a lot of the damage you can do is reduced. Because of the weapon's high attack and Godly Hammer this is very good for facing enemy officers.

(Note: As of Heavenly Strike update bombs no longer break super armor. They used to have musou power attack type, but have been debuffed to charge attack power since the update.)


Base Siege Damage 1.0

Combo Videos

Insert any combo videos you have here.

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