Basic Information

  • Moveset: Jiang Wei(DW5)
  • Advanced Skill: Sacrifice - Lowers your stats and slowly drains health. In exchange the stats of the other allied players are increased and their health slowly regenerates.
  • Base Siege: 1.0

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Skill
Trident 43(3) 39(2) 30(6) 170(1) 160(5) 120 150 Sacrifice

Upgrade Stats

Level Name Atk Dmg Def Life Mus
3 2 6 1 5
1 Trident +25 +24 +34 +21 +32
2 Sturdy Trident +28 +27 +37 +24 +35
3 Elite Trident +31 +30 +40 +27 +38
4 Dragon Bone +34 +33 +43 +30 +41
5 Dragon's Rage +37 +36 +46 +33 +44
6 True Dragon's Rage +40 +39 +49 +36 +47

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)


Trident Sturdy Trident Elite Trident
Trident-Description Sturdy Trident EliteTrident-Description
Dragon Bone Dragon's Rage True Dragon's Rage
R4Trident Dragon's Rage True Dragon's Rage


Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Low frontal sweep to the left shooting out a green floating orb that will launch enemies. Will explode immediately if it hits a wall. The sweep doesn't count as a hit. O C6
Pierce Plant the Trident on the ground and perform a counterclockwise spin kick around it, then slam the Trident releasing a small ground projectile. The slam is aimed in the opposite direction your character is facing, if you're facing forward the slam will be behind. Tricky to aim the projectile. Projectile causes collapse. O(Kick) O(C1 Projectile, C6 both hits) O(Kick)
Crescent Three forward stabs followed by a sweeping slash to the left. Can hit enemies behind you. Resembles JC. O(All Three forward stabs) O(Last hit) C6(Last hit) O(First stab)
Moon Circular sweeping slash. O C6
Fan Thrust forward then does a hopping spinning slash to the right. Jiang Wei's original C6. O(Thrust) O(Last hit) O(Last hit)
Eclipse Twirl the Trident to create an AoE tornado around you then shoots a floating orb in front of you. The floating orb can hit behind opponents. O(Orb) O(Twirl) O(Twirl) O(Both hits)


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

Note: These evaluations are the opinions of players here and can 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 Emblem video here

Charge Attacks

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Uppercut with Trident. Can hit enemies behind you. O X
Charge 3 Upward strike to the left then right with the butt of the Trident. Ends with downward frontal slash to the left. O(Last hit) O(Last hit)
Charge 4 Thrust body forward with spear held out horizontally in front. O O
Charge 5 Creates a small tornado in front of you. O O
Dash Attack Slides forward and does a frontal slash to the left. O X
Jump Normal Frontal slash to the right. O X
Jump Charge 3 downward stabs forward ending with a frontal slash to the left. O(Last hit) X
Evolution N4>N5>N6 O O X O


  • 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.


Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Twirl the Trident around the body while moving forward. Ends with a low circular sweeping slash.
True Musou Musou with added fire damage. Ends by shooting a giant fireball forward.

Musou Length

Musou Stat 160-170 193-246 251-296 ???-??? ???-??? ???-???
Number of Hits(Regular/True) 5/6 6/7 7/8 ?? ?? ??

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.

Note: The last hit of the regular Musou tends to miss due to how high the enemy is juggled so it could have both numbers.

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 6 6 8 10 15 18 8 8 10 17 5 10*3+17 17 (5+5)*N+10 17 12
Combo 12 20 30 45 63 53 61 71 88 23 32-52 37 42

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 7 10 10+12 12+14 3+3+3+7 4+4+4+8 12 14 10+12 12+8 15*N+20 15*N+15+30(fire)
  • 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 usually the knockback finisher of the combo(if it has one).
  • "Base" represents the damage value of the attack by itself. The "Combo" damage value represents the total sum if you had connected with the all previous attack strings. (So C3 combo value is the total value of N1+N2+C3 values)
  • 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


Build Tempers Mods Emblem 1 Emblem 6 Capture Showdown Destroy Suggested Element Description
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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 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.



-Equip a Fire Orb/imbue the Trident with Fire and use C5 to blow them up in the air and use Musou to cause a True Musou effect, also while in mid air or when they're falling from the C5, you can spam attack (causing more Fire damage) and then release regular/true musou. Either way will cause a tremendous amount of damage, when rushing or a full flask battle.

- Because of the Trident's long range, you can easily take advantage of it and attack enemies from afar. Sometimes, they'll try to jump out of your attack, but continue to attack facing them and around normal attack 3, the range will extend and eventually will hit them. Helping you to stop them and get more combos on them.

- During a full flasked battle; after you've flasked up all of your combos and have full musou, you can do a continuous combo attack on your enemies easily though they can recover from it, it's still useful to not let them get away when they've recovered. Keep spamming your regular non-element/charge attack until you get the super armor around you (Yellow spheres circling around you) and somewhere around the last 2 hits, you'll hit the enemy right up in to the air again. STOP there with the combo and start to hit them again when they're still up in the air. That way, even if they recover - your Trident is already on the 3rd hit (long ranged) and it's going to hit them whether or not they're already standing or is still in the air.

Emblem Thoughts

Thrust: Good for defeat and killing troops in general. But on C1 it does not have an element unlike Vision Staff, Cursed Deck and Twin Blades. It also comes out quite slowly for it to be used against players.

Pierce: Has Super Armor and elemental activation. Good to give you breathing space as a C1. It is quite hard to aim the little projectile that shoots out though. Can also be used on C6 with Lightning Orb or Fire Orb to hit them.

Crescent: Although it stuns, it is a multi hit attack and the last hit will knock them away, the stun will be negated by successive attacks. So Lightning and Ice elements will not work too well with this. The damage on this attack is also quite weak, but it has Super Armor so you can still use it to inflict Wind status or light them on Fire.

Moon: Recovery is quite long, but can be good for defeat and killing troops.

Fan: The first hit the thrusting lunge, will stagger the opponent and the last hit has good range and elemental activation. So you can use it to kind of charge into the enemy from the distance.

Eclipse: A good emblem to use but a little tricky. If you hit someone with the first part the tornado, the enemy can flip out before the orb hits them. You can use it to catch people off guard or provide support for your teammates as the emblem has elemental activation on both hits.


The main assets of the Trident are its attack speed, reach, and its above average stats.

-The jump charge is the strongest jump charge in the game in terms of pure damage output. Using it with Attack x2 on a frozen enemy will deal lots of damage. Of course, the jump charge itself doesn't have elemental activation so don't expect something like Twin Fans Crescent. The jump charge is also good for quickly taking out the supply base.

-The last hit of the C3 has a large radius of attack, so use that to your advantage.

-The C5 of the Trident comes out very fast and is good for inflicting quick elements on enemies.

-The Musou attack launches enemies into the air, so the best use of the musou is hitting enemies while they are on fire whether from the C3, the Eclipse emblem, a teammate, or any other attack that can catch them on fire. Also the Musou is quite mobile and the Trident has a good musou stat value for taking advantage of it. Due to these properties, many people like to make use of this musou to spam true musou while in red health and then run away to recharge. Although, this tactic is quite risky as the giant fireball at the end can easily miss the opponent and you will be open to a musou that will kill you. Also people with Granite Belt can't flip out of your musou.

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