Advance Skill: Drain Guard - Successfully blocked attacks will disrupt your opponent's stance and decrease their Musou Gauge.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Ogre's Fist
50(1)
42(6)
40(5)
180(3)
120(2)
115
120
1.3
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
1
6
5
3
2
1
Ogre's Fist
+21
+33
+31
+28
+23
2
Giant Fist
+24
+36
+34
+31
+26
3
Goliath Fist
+27
+39
+37
+34
+29
4
Titan Fist
+30
+42
+40
+37
+32
5
Colossus Fist
+33
+45
+43
+40
+35
6
True Colossus Fist
+36
+48
+46
+43
+38
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
Ogre's Fist/Giant Fist
Goliath Fist
Titan Fist
(True) Colossus Fist
Weapon Info
Ogre's Fist
An exceptionally heavy mechanical shield glove.
Giant Fist
A shield glove with the steel pads strengthened and damage output increased.
Goliath Fist
A shield gloves that is difficult to master but powerful enough to break the chin of an ogre.
Titan Fist
A fearsome shield gloves capable of easily breaking down a wall.
Colossus Fist
A shield glove with an ability to damage that is compared with the anger of a god.
True Colossus Fist
A shield glove so powerful, it is said there is nothing it cannot break. The very symbol of power.
Emblems
Thrust
Input 1 - Forward punch. Input 2 - More forceful short dashing punch.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Strong, both inputs)
O
Pierce
Stomp backwards creating a small AoE, then flip and stomp forward creating a fissure line.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Both hits)
O (C1 fissure, C6 both hits)
Crescent
Dig up a stone pillar with the Fist.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
C6
Moon
Right hook with a slash trail then pound the ground in front.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Hook)
O (Smash)
C6 (Smash)
Fan
Input 1 - Left backhand then right backhand. Input 2 - Two spinning kicks in mid-air. Input 3 - Uppercut unleashing a stone pillar then a punch to the ground creating an AoE earthquake forward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Input 1 both hits)
O (Input 2 & 3)
O (Input 2 & 3)
O (Input 1)
Eclipse
Pound the ground creating an AoE, then set an explosion within the same radius.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Explosion)
O (Explosion)
O (Both hits)
O (Pound)
Collapse (Pound)
Moveset
Charge 2
Sideways uppercut.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Right and left hooks. Ends with a forward gut jab.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Jab)
O (Jab)
Charge 4
Slam your back into your target.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
Stomp the ground creating an earthquake in front.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Two spinning kicks on the right.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Both hits)
Jump Normal
Right hook.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Punch the ground.
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
1/1
1/2
Pierce
0
2
Crescent
0
1
Moon
0
2
Fan
0
2-6
Eclipse
0
2
Charge 2
1
Charge 3
5/7/9
Charge 4
0
1
Charge 5
0
1
Dash Attack
2
Jump Normal
1
Jump Charge
0
1
Evolution
2
4
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
None
Yes
Knockback
Rapid punches aimed upward, Ends with a jumping punch forward.
True Musou
Ends with an uppercut and a quick stomp in place followed by 4 punches and an explosive right hook.
Note: True Musou will deal fire damage in addition to having the same animation as the normal Musou, the finisher however is different.
Musou Length
Musou Stat
120-122
???-???
???-???
???-???
???-???
???-???
Number of Hits
21/28
??/??
??/??
??/??
??/??
??/??
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
Pierce
Fan
O
O
O
Any except Vorpal
Standard Capture 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.