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Basic Information

  • Moveset: Meng Huo
  • Advanced Skill: Steadfastness - Increase Armor Level by 3. You cannot be flinched by arrows, normal soldier/mage attacks, and normal attacks from players. You can stack with the lieutenant skill Iron Wall and/or Tiger Fur item to increase your status to Super Armor(doesn't flinch to charge attacks) or Hyper Armor(doesn't flinch against musou attacks). You still take damage though and are still effected by elements.
  • Base Siege: 1.1

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Skill
Nanman Gauntlets 49(3) 52(1) 36(6) 190(2) 120(5) 100 125 Steadfastness


Upgrade Stats

Level Name Atk Dmg Def Life Mus
3 1 6 2 5
1 Nanman Gauntlets +23 +23 +33 +25 +27
2 Heavy Gauntlets +26 +26 +36 +28 +30
3 Beast Gauntlets +29 +29 +39 +31 +33
4 Beast Master +32 +32 +42 +34 +36
5 King of Beasts +35 +35 +45 +37 +39
6 True King of Beasts +38 +38 +48 +40 +42

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

Nanman Gauntlets Heavy Gauntlets Beast Gauntlets
R1Gauntlets R2Gauntlets R3Gauntlets
Beast Master King of Beasts True King of Beasts
R4Gauntlets Insert 200x216 picture of weapon with no element here. Insert 200x216 picture of weapon with no element here.

Emblems

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Front flipping downward attack. Causes knockdown. X
Pierce Hop in place creating an earthquake effect to your sides. Aims in the direction you are facing. O C1 O
Crescent Lunge forward landing on your back. Causes knockdown. O
Moon Punches the ground with the right Gauntlet creating an AoE. Meng Huo's original C6. Causes knockdown. X
Fan Forceful right hook. O(Strong) X
Eclipse Float above the ground spinning with the body stretched out. O O

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

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
Charge 2 Right uppercut. O O X
Charge 3 Swirling left hooks. O(Last hit) O(Last hit) O
Charge 4 Lunging body slam. O O
Charge 5 Smash the ground infront with both Gauntlets. O O
Dash Attack Sliding body slam. O X
Jump Normal Circular right hook. O X
Jump Charge Stomp the ground twice. O(Both hits) X
Evolution N4>N5>N6. 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 None Yes Knockback Right handed ground punch followed by a left. Ends by slamming both Gauntlets on the ground.
True Musou Musou with added fire damage. Ends with 4 more punches followed by a forceful right punch.



Musou Length

Musou Stat 120-155 187-??? ???-??? ???-??? ???-??? ???-???
Number of Hits 5/8 7/10 ??/?? ??/?? ??/?? ??/??

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 10 10 12 14 17 20 12 14 17 20 8 7+7 17 13N+13e 17e 12e


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 18 12e 13e 12 28 10e 15N+20

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 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
?? ?? ?? ?? ?? ?? Insert 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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