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Basic InformationEdit

  • Moveset: Cao Pi
  • Advanced Skill: Acceleration - Speed of all allied commanders increases.
  • Base Siege: 1.0


Basic StatsEdit

Weapon Atk Dmg Def Life Mus Spd Jmp Skill
Twin Blades 47(2) 45(5) 35(3) 160(1) 165(6) 130 150 Acceleration

Upgrade StatsEdit

Level Name Atk Dmg Def Life Mus
2 5 3 1 6
1 Twin Blades +20 +32 +25 +19 +34
2 Sturdy Twin Blades +23 +35 +28 +22 +37
3 Twin Fangs +26 +38 +31 +25 +40
4 Pure Havoc +29 +41 +34 +28 +43
5 Requiem +32 +44 +37 +31 +46
6 True Requiem +35 +47 +40 +34 +49

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

Twin Blades Sturdy Twin Blades Twin Fangs
Twin Blades Sturdy Twin Blades Twin Fangs
Pure Havoc Requiem True Requiem
Pure Havoc Requiem Insert 200x216 picture of weapon with no element here.

EmblemsEdit

Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Thrust hand forward releasing a blue floating orb. C6 releases 3 orbs. Ice C6
Pierce Frontal slash to the right, then backflip creating an AoE as you land.
Extra input - Dash forward with the blade held in front.
O(Slash) O(Dash) O(Backflip) C1(Dash)
C6(All hits)
O(Slash)
Crescent Frontal slash to the right then left, then an outward frontal attack detaching the Blades. First two hits cause Collapse. O(Last hit) O(Last hit) C6
Moon Twirl the Blade around you creating a dark energy AoE around you. O C6 C6
Fan Shoot an ice ball forward. Multi input up to 3 ice balls.
Extra Input - Toss out 5 purple orbs.
Ice(3 Ice balls)
Vorpal(Purple Orbs)
Eclipse Put hand in front of face then swing it to the left creating an AoE. Causes opponent to drop on their back. 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 EvaluationEdit

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

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 VideoEdit

Insert your emblem video here!

Charge AttacksEdit

Attack Description Stagger Stun Knockback Launch Element SA Extra
Charge 2 Uppercut with the Blade. O X O(Vorpal)
Charge 3 Downward slash to the left then split the Blades swinging the right Blade up to the right then left Blade up to the left, ends with a rush forward swing both Blades outward. O (Last hit) O(Last hit)
Charge 4 Frontal slash to the right. O O O(Ice)
Charge 5 Detach the Blades and jam them into the ground on your sides. O O O(Ice)
Dash Attack Hopping frontal slash to the right. O X
Jump Normal Swipe to the right. O X
Jump Charge Lifting swipe, followed by swipes left and right. Opponent can aerial recover from the last swipe if it connects. O (Last hit) O (First hit) X
Evolution N2-->N3-->C4. O 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.
  • Jump charge can be extended if you continue pressing charge attack.
  • Extra - Pressing charge attack again after the attack will shoot an orb dealing elemental damage.

MusouEdit

Type Mobility Juggles? Finisher does Description
Regular Musou Low Yes Knockback Detach the Blades and swing them up to the left then down to the right. Ends with a circular spin reattaching the Blades with a giant slash following.
True Musou Musou with added fire damage. Ends a double slash to the right, then left and a final slash with your back turned with a giant ice crystal.

Musou LengthEdit

Musou Stat 165-169 ???-??? ???-??? ???-??? ???-??? ???-???
Number of Hits 8/10 ??/?? ??/?? ??/?? ??/?? ??/??

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 ValuesEdit

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 12 8 8 10 12 17 20 10 10 12 10+10V 8 5+10N+12 17+10V (5+5)N+5+10e 17e 12e
Combo 16 26 38 55 75 65 75 87 97 25 41-71 43 50


Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 5i 8i 10+12 12e+14e 5+5+5 7+5+5e 12 14e 5i+5i+5i 15e 15N+20 15N+20+10+10+10F
  • 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 BuildsEdit

Capture/Showdown/DestroyEdit

Build Tempers Mods Emblem 1 Emblem 6 Capture Showdown Destroy Suggested Element Description
24400 23 Depends on style Crescent or Pierce Moon or Eclipse O Fire Use C2 for Troop and Captain bases.
C3 for Tower/Jugg bases.
?? ?? ?? ?? ?? ?? Insert your own build here. Just add a new row. Keep description short.


DefeatEdit

Build Tempers Mods Emblem 1 Emblem 6 Suggested Element Description
50000 15 2 in Attack Upgrade, 1 in Base attack Thrust Any Ice Used to KO extremely high
30000 6 5 Base Speed Moon Any Vorpal C2-2 is your main source of KOs, run through the Vorpal Orb as you're going to the next set
?? ?? ?? ?? ?? ?? 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
40412 24 2 in Attack Upgrade Thrust Moon/Pierce O Ice or Lightning Not the best build, but it fares well
40332 25 1 in Attack Upgrade, 1 in Life Upgrade and 1 in Max Temper Pierce Moon O Ice Works well with Ice Orb  and combination  combo/musou. Use Atk boosts.
?? ?? ?? ?? ?? ?? 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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