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 Stats
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 Stats
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. 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
Snake Sword/Adder Fang
Mombas Bite
Dragonclaw Sword
(True) Dragonfire Blade
Weapon Info
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.
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
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 (Explosion)
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
Moveset
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 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
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
1-2
1-3
Pierce
0
1
Crescent
1
Moon
0
1
Fan
0
2
Eclipse
0
1
Charge 2
1
Charge 3
3/5/7
Charge 4
1
Charge 5
0
1
Dash Attack
1
Jump Normal
1
Jump Charge
0
1
Evolution
4
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
Low
Yes
Knockback
Stabs forward, Ends with a more forceful stab.
True Musou
Ends with three more forward stabs in place then an explosive dash.
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
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.
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
Fan
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
Crescent or 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.