Advance Skill: Thunderclap - Dashing (wind flow after running a few steps) will produce an aura around you dealing damage to enemies.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Jamadhar
47(3)
41(5)
27(1)
140(6)
160(2)
140
140
1.3
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
3
5
1
6
2
1
Jamadhar
+25
+33
+17
+36
+21
2
New Jamadhar
+28
+36
+20
+39
+24
3
Fine Jamadhar
+31
+39
+23
+42
+27
4
Jewelled Jamadhar
+34
+42
+26
+45
+30
5
White Flame Blade
+37
+45
+29
+48
+33
6
True White Flame Blade
+40
+48
+32
+51
+36
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
(New) Jamadhar
Fine Jamadhar
Jewelled Jamadhar
(True) White Flame Blade
Weapon Info
Jamadhar
A blade designed more for piercing than slashing.
New Jamadhar
An improved weapon modified for more power and to cause less stress on the user's joints.
Fine Jamadhar
A blade strengthened by a talented smith. Characterized by floating white patterns.
Jewelled Jamadhar
A blade with designs and jewels. It has value as a work of art as well.
White Flame Blade
???
True White Flame Blade
???
Emblems
Thrust
Right hand thrust forward with a large blade projection in front.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C1
O
C6
Pierce
Place a mine in front and behind, they will explode upon contact or in 10 seconds.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Fire
C6
Crescent
Place 2 mines on the ground then roll backwards. C6 plants 4 mines. Upon exploding they will send a fire stream in the outward diagonal of their position.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
O (Before mines are placed)
O
Moon
Spin jump upward with circular slash trails under you, when you land you throw 4 knives outward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Slashes)
C6 (Both hits)
Collapse (Knives)
Fan
Swing your arms to the right, left then right throwing a slash trails forward which each swing.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (All hits)
Eclipse
Jump to stomp on the ground creating an explosive AoE around you.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Fire
Moveset
Charge 2
Uppercut with the Jamadhar.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Rapid stabs forward, ends with a swing to the left.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Charge 4
Downward angled spins with both Jamadhars held out ends with an outward swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Charge 5
Spin jump upward with circular slash trails underneath.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Outward frontal swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Outward frontal swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Downward dive.
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
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
0
1
Pierce
0
3
Crescent
0
2 (C1), 4 (C6)
Moon
0
2
Fan
0
3
Eclipse
0
1
Charge 2
1
Charge 3
7/13/19
Charge 4
4
Charge 5
0
1
Dash Attack
1
Jump Normal
1
Jump Charge
0
1
Evolution
7
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
None
No
Knockback
Rapid forward stabs, Ends with an uppercut with a blue trail.
True Musou
Ends with a corkscrew dive forward.
Note: True Musou will deal fire damage in addition to having the same animation as the normal Musou, the finisher however is different. Additonally unlike other ground musous (Noble Sword, Apex Blade, etc.) once the target is dead they will be pushed out of the Jamadhars reach.
Musou Length
Musou Stat
160-???
???-???
???-???
???-???
???-???
???-???
Number of Hits
??/??
??/??
??/??
??/??
??/??
??/??
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
2 in Attack Upgrade + 1 in Max Temper
Moon
Any
O
O
O
Any except Vorpal
Standard apture build.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
40000
10
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
??
??
??
??
??
??
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.