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Basic Information

  • Moveset: Lu Xun
  • Advanced Skill: Rally - Slowly recovers the life of allied troops, lieutenants, officers, and generals (if present in battle). Does not regen life of allied players.

Basic Stats

Weapon Attack Damage Defense Life Musou Speed Jump Base Siege
Twin Sabers 40(3) 29(2) 25(5) 140(1) 150(6) 140 155 1.0

Upgrade Stats

Level Name Attack Damage Defense Life Musou
3 2 5 1 6
1 Twin Sabers +23 +18 +28 +15 +31
2 Sharp Sabers +26 +21 +31 +18 +34
3 Wing Sabers +29 +24 +34 +21 +37
4 Eagle +32 +27 +37 +24 +40
5 Falcon +35 +30 +40 +27 +43
6 True Falcon +38 +33 +43 +30 +46

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)

Pictures

Twin Sabers/Sharp Sabers Wing Sabers
TwinSabers1 TwinSabers2
Eagle (True) Falcon
TwinSabers3 TwinSabers4

Weapon Info

Twin Sabers Sabers designed for fast, consecutive attacks.
Sharp Sabers The Twin Sabers with improved blades.
Wing Sabers Sabers of unbelievable lightness and sharpness.
Eagle Like an eagle, these sabers can strike fast and hard.
Falcon Attack your enemies with speed similar to a falcon swooping down on its prey.
True Falcon Sabers that have achieved the ultimate lightness.

Emblems

Thrust Input 1 - Runs forward with Sabers held out then spin and do a frontal attack.
Input 2 - Does a short shoulder charge. Must be done before the third step.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O (Input 1 last hit) O (Input 2) C1 (After the third step) O (Input 2) O
Pierce Does a spin jump backwards creating a 360 tornado around your character then fire a small ground projectile forward. C1 has long start up time while C6 has short start up time.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C6 (Both hits)
Crescent Frontal attack from left to right with both Sabers while moving forward.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O O O C6
Moon Two frontal outward swings.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C6 (Both hits)
Fan Input 1 - Jumps in the air and throws a blue projectile disk.
Input 2 - As you land throw another blue disk forward.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O (Input 1) O (Input 2) O (Both Inputs)
Eclipse Input 1 - Clockwise spin with both Sabers held outward. Lu Xuns original C6.
Input 2 - Shoot a yellow orb forward that will explode after awhile while jumping backwards.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O O (Input 1) O

Moveset

Charge 2 Hopping opward cross swing.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Charge 3 Flip forward in the air with Sabers held above. Ends with downward cross swing.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (Last hit) O
Charge 4 Jumping cross swing that lifts enemies up followed by a landing cross swing.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (First hit) O (Last hit)
Charge 5 Frontal tornado launcher.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O O
Dash Attack Sliding cross swing.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Normal Downward swing while flipping forward.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Charge Throws a blue projectile disk downwards in front.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Evolution N3>N4>N5>N6
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (N6) O (N5) 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 2/3
Pierce 1 2
Crescent 1
Moon 2
Fan 0 1/2
Eclipse 1/1 1/2
Charge 2 1
Charge 3 2/3/4
Charge 4 2
Charge 5 0 1
Dash Attack 1
Jump Normal 1
Jump Charge 0 1
Evolution 4

Unrivaled Generals Moveset

This section is to list any differences in moveset if you are using a Spirit of the general or the chance you become the general from a Musou Soul during Survival Match.

  • Differences from normal moveset
    Charge 1 shoots a floating red orb with innate fire element.
  • Emblems to mimic Generals moveset
    E6: Eclipse (Input 1)


Musou

Type Mobility Juggles Finisher does Description
Musou High No Flinch then knockback A rotating series of upward swings. Ends with one swing across followed by a downward swing.
True Musou Juggle then knockback Ends with a lifting swipe followed by a giant fireball thrown forward.

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 150-??? ???-??? ???-??? ???-??? ???-??? ???-???
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 Demonstration

Video
Insert Video here

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
10 6 6 8 10 15 18 8 8 13 15 15 6 15 7*N+12e 10+10e 12e
Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
10+10(10e) 12+10(12e) 6+8 15e+10e 10e 12e 15+13 15e+13e 12e(+8e) 16e(+8) 12*N+15 12*N+15+30F
  • 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 Builds

Capture/Showdown/Destroy

Build Tempers Mods Emblem 1 Emblem 6 Capture Showdown Destroy Suggested Element Description
44200 23 1 in Attack Upgrade & 1 in Damage Upgrade Moon or Crescent Thrust or Fan O O O Any The ultimate capture weapon. Perfect for rushing bases and getting KOs. Has a random slot boost on slot 1 and slot 6. However, you die easily.
44210 24 1 in Attack Upgrade & 1 in Damage Upgrade Moon or Crescent Thrust or Fan O O O Any Similar to above build, but with 1 extra life point. You sacrifice a random slot boost on the first ring for life
44300 26 1 in Damage Upgrade and 2 in Max Temper Moon Thrust or Fan O O O Fire A more defensive build to allow you to survive longer against base defenders. Keep Attack x2 handy.
34320 24 1 in Attack Upgrade, 1 in Damage Upgrade & 1 in Max Temper Moon Thrust or Fan O O O Fire A safer build that can still KOs and get captain, officer, and troop bases.

Defeat

Build Tempers Mods Emblem 1 Emblem 6 Suggested Element Description
30000 6 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
40323 25 1 in Attack Upgrade 1 in Musou or Defense Upgrade & 1 in Max Temper Moon Thrust or Fan O O Fire, Ice or Wind Standard confront build. Use your high mobility to harass players. Use Attack x2 and Granite Belt in battle.

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.

Tips

PvP/Confront

C3 has hyper armor so use that to your advantage. Musou can do high damage, but make sure the opponent does not have musou as they can cancel into their musou if they are being hit. The best way to kill people is to get an Attack x2 and target people who have no musou. While they are attacking use your musou and Attack x2.

Recommended to use Granite Belt for I. Rod musou spammers. When you get hit by their musou just stay on their ground and once they finish, activate Attack x2 and your musou and you should kill them in one musou. They won't be able to do anything because they have no more musou bar.


Capture

Perhaps one of the best Capture weapons in the game. Its high speed, quick flask upgrades, dash attack, C3 hyper armor, Jump Charge, and emblems are suited for Capture make it the perfect weapon for Capture. Use a Storage Flask or Ginseng to have a Defense upgrade or combo upgrade from the start of the match and rush. Use C3 to get around juggernaut fire. On a level 4 weapon and above, using 4 damage upgrades will allow you to take a tower down in two non-upgraded C3s. Use your C3 on officers and captain bases. Wait for them to recover from the stagger and then use it again. This is so you don't knock them down and waste time. Repeat until they die.

When facing base defenders run around, and when they start chasing you quickly turn around and do your dash attack. Many players will not see it coming and be stunned. Allowing you to continue to focus on taking the base while they recover.