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Basic InformationEdit

  • Moveset: Original
  • Advance Skill: Gravity - Attack is doubled and based on remaining life your weight is increased. Blue lifebar = lower jump, Yellow lifebar = Stone Belt, Red lifebar = Granite Belt.

Basic StatsEdit

Weapon Attack Damage Defense Life Musou Speed Jump Base Siege
Snake Sword 48(5) 46(1) 26(3) 160(6) 140(2) 120 125 1.3

Upgrade StatsEdit

Level Name Attack Damage Defense Life Musou
5 1 3 6 2
1 Snake Sword +32 +18 +24 +33 +23
2 Adder Fang +35 +21 +27 +36 +26
3 Mombas Bite +38 +24 +30 +39 +29
4 Dragonclaw Sword +41 +27 +33 +42 +32
5 Dragonfire Blade +44 +30 +36 +45 +35
6 True Dragonfire Blade +47 +33 +39 +48 +38

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)

PicturesEdit

Snake Sword/Adder Fang Mombas Bite
SnakeSword1 SnakeSword2
Dragonclaw Sword (True) Dragonfire Blade
SnakeSword3 SnakeSword4

Weapon InfoEdit

Snake Sword A sword with a blade like a slithering snake, built for ripping.
Adder Fang A snake sword created from fine quality iron for improved cutting.
Mombas Bite A sword with a jagged blade that gives off a fearsome fighting aura.
Dragonclaw Sword A sinisterly powerful snake sword whose strength and form call to mind the claws of a dragon.
Dragonfire Blade An elegant snake sword which appears to be wrapped in flames. Those who face it see the phantom of a dragon.
True Dragonfire Blade ???

Emblems & MovesetEdit

EmblemsEdit

Thrust Input 1 - Stab forward.
Input 2 - Shoot a purple wind cone.
Input 3 - Dash forward.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O(All inputs) C1 - Input 1 & 2
C6 - Input 2
O(All inputs) C1 - Input 3
C6 - All inputs
Pierce Overhead swing with a trail of fire following.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
C1 Fire O Burn Out
Crescent Frontal swing to the right while hopping back.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C1 C6 O
Moon Slam the Sword on the ground creating an earthquake AoE around you.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O O X
Fan Shoot a ball of fire from the tip of the Sword which explodes after a short distance.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O Fire(explode)
Eclipse Raise Sword up creating an eruptive AoE around you.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O O O

Emblem EvaluationEdit

Mode C1 C6
Thrust Pierce Crescent Moon Thrust Pierce Crescent Moon Fan Eclipse
Confront Good Good Ok Ok Bad Good Good Good Good Ok
Defeat/Capture Ok Ok Good Ok Bad Bad Ok Excellent Ok Excellent

MovesetEdit

Charge 2 Upward swing.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Charge 3 Upward swings to the right and left, ends with a swing to the left with with a counterclockwise spinning slash trail.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O(Last hit) O(Last hit)
Charge 4 Frontal swing to the right.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O O
Charge 5 Jab Sword in the ground creating an AoE.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O O
Dash Attack Upward swing to the right.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Normal Frontal swing to the right.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Charge Dive directly down with the Sword creating a small AoE.
Stagger Stun Knockback Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Evolution N2>N3>C4.
Stagger Stun Knockback 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.
  • 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. "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.
  • 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.

MusouEdit

Type Mobility Juggles Finisher does Description
Musou Low Yes Knockback Stabs forward, Ends with a more forceful stab.
True Musou Musou with added fire damage. Ends with three more forward stabs in place then an explosive dash.

Musou LengthEdit

Musou Stat 140-??? ???-??? ???-??? ???-??? ???-??? ???-???
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.

Video DemonstrationEdit

Video
Insert Video here

Motion Damage ValuesEdit

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
12 8 8 10 12 17 20 8 8 10 17 8 7 17 (5+5)*N+5+10e 17e 12e
Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
16e/3e/8e 18e/5e/12e 1F 12 14e 5 8 5+5F 14e (15+15)N+15+20 (15+15+15)N+15+15+15+20F
  • 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 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 BuildsEdit

Capture/Showdown/DestroyEdit

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.

DefeatEdit

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 MatchEdit

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.

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