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Basic Information

  • Moveset: Sun Quan
  • 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
WolfSword1 WolfSword2
King Wolf (True) Master Wolf
WolfSword3 WolfSword4

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.

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
12 8 8 10 12 17 20 10 10 14 7+10e 8 12 17 (5+5)N+10+10e 7e+10e 12e
Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
10 14e(+14e+14e) 8 10e 15e 17e 10 14e 10e+15e 10e+8e(+15e) 15*N+20 15*N+20
  • 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
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.

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