Advanced Skill: Perseverance - Defense of structures and troops inside bases is increased by x1.3
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Wolf Sword
42(3)
41(1)
25(6)
160(2)
130(5)
120
130
1.0
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
3
1
6
2
5
1
Wolf Sword
+22
+16
+32
+20
+29
2
Feral Sword
+25
+19
+35
+23
+32
3
Wolf Claw
+28
+22
+38
+26
+35
4
King Wolf
+31
+25
+41
+29
+38
5
Master Wolf
+34
+28
+44
+32
+41
6
True Master Wolf
+37
+31
+47
+35
+44
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
Wolf Sword/Feral Sword
Wolf Claw
King Wolf
(True) Master Wolf
Weapon Info
Wolf Sword
A sword forged with the finest materials and techniques.
Feral Sword
A Wolf Sword forged to be even deadlier and easier to use.
Wolf Claw
The blade has been made larger to increase this weapon's deadly power.
King Wolf
This sword it fit for an Emperor but deadly as a pack of wolves.
Master Wolf
When used by a skilled user, releases a deadly blast of pure white flame.
True Master Wolf
???
Emblems
Thrust
Throw a red disk projectile forward. Multi input 2 (E6 only) to throw up to 3 disks.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6 (All disks)
Pierce
Swing the Sword around your body then raise it up creating an AoE lightning storm.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
O
Crescent
Brandish Sword overhead then thrust forward.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
O
Moon
Jam Sword into the ground creating 6 outward arching red lightning streams.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
C6
C6
Collapse
Fan
Throw a red disk projectile forward then 4 outward arching disk projectiles.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (All disks)
O
Eclipse
Input 1 - Backwards swing on the left side then a front crouching swing to the right. Input 2 - Spinning swing to the left.
Stagger
Stun
Knockback
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Input 1 both hits)
O (Input 2)
O (All hits)
Moveset
Charge 2
Standing uppercut swing.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Upward slashes to the right and left. Ends with a slash to the right then a downward slash forward.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Charge 4
Downward swing forward then an upward swing to the right.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Both hits)
Charge 5
Swing Sword up creating an AoE.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Dash Attack
Sliding Sword swing to the left.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Downward swing.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Front flip then slam the Sword on the ground releasing a red lightning pillar.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Evolution
N1>N2>N3>C4 press attack again for another C4 ending slash.
Stagger
Stun
Knockback
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Extra Input)
O (C4)
O (Extra input)
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
0
1-3
Pierce
0
1
Crescent
1
Moon
0
1
Fan
0
Up to 4
Eclipse
2/3
Charge 2
1
Charge 3
4/6/8
Charge 4
2
Charge 5
0
1
Dash Attack
1
Jump Normal
1
Jump Charge
0
1
Evolution
4/5
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 stomp with the left foot forward causing a small AoE. Charge 5 has natural Fire element. Charge 6 counterclockwise spinning frontal swing with the Sword held backwards.
Emblems to mimic Generals moveset N/A
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
Low
No
Knockback
Downward frontal swings to the left then right. Ends with a close range swing from front to back on the left shooting upward angled disks as you crouch.
True Musou
Yes
Ends by pointing the Sword upward creating AoE lightning streams along the ground.
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
130-???
???-???
???-???
???-???
???-???
???-???
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
33240
25
Depends on style + 1 in Max Temper
Thrust
Fan
O
O
O
Any
Standard Capture Build.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
40000
10
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
??
??
??
??
??
??
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.