FANDOM


Basic Information

  • Moveset: Ling Tong
  • Advanced Skill: Protect - Grants all allied players health regen. Effect does not apply to user.

Basic Stats

Weapon Attack Damage Defense Life Musou Speed Jump Base Siege
Wood Nunchaku 44(2) 39(3) 31(5) 150(1) 155(6) 125 150 1.0

Upgrade Stats

Level Name Attack Damage Defense Life Musou
2 3 5 1 6
1 Wood Nunchaku +19 +25 +29 +19 +31
2 Sturdy Nunchaku +22 +28 +32 +22 +34
3 Iron Nunchaku +25 +31 +35 +25 +37
4 Rising Phoenix +28 +34 +38 +28 +40
5 Dragon Fury +31 +37 +41 +31 +43
6 True Dragon Fury +34 +40 +44 +34 +46

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

Wood Nunchaku/Sturdy Nunchaku Iron Nunchaku
Nunchaku1 Nunchaku2
Rising Phoenix (True) Dragon Fury
Nunchaku3 Nunchaku4

Weapon Info

Wood Nunchaku Nunchaku that are light and easy to use.
Sturdy Nunchaku Nunchaku that have been strengthened but still retain their ease of use.
Iron Nunchaku Nunchaku with increase power and lightness, only to be used by the experienced.
Rising Phoenix Nunchaku with the endless flowing power of the waves.
Dragon Fury These powerful nunchaku are embodied with the power of the Change Jian river itself.
True Dragon Fury ???

Emblems

Thrust Jumps knee attack forward.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C6
Pierce Crouches down and and does rising flip kick into the air. C1 has a slight delay while C6 is instant.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C6 O
Crescent Flips the Nunchaku around body. C1 has a slight delay while C6 is instant and lasts longer.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C6 O
Moon Small hop to slam Nunchaku on the ground to create a shockwave. C1 has a slight delay while C6 is instant.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C6
Fan Does a series of fast attacks with the nunchakus while moving forward, despite the animation only one hit counts.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O O
Eclipse Small hop performing a sideways kick to create a 360 tornado.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O O

Moveset

Charge 2 A backwards flip kick.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Charge 3 A series of roundhouse kicks.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (Last hit)
Charge 4 Flips forward and slams leg onto the ground, creating a small ground pound.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Charge 5 Creates a short traveling tornado launcher in front.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O O
Dash Attack Downward swing.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Normal Swings nunchaku downward quickly.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Charge Kicks and sends out a blue projectile disk.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Evolution N1>N2>N3>E9 The last hit of the Evo chain is a unique attack as it's not a normal or charge attack from the original moveset. It's two frontal swipes one to the left then to the right.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (E9) O (N3) 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 1
Pierce 1
Crescent 1
Moon 0 1
Fan 1
Eclipse 0 1
Charge 2 1
Charge 3 3/5/7
Charge 4 0 1
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 does a quick dashing frontal kick.
    Charge 4 is a large AoE upon the kick that knocks the enemy on their back, it is element active unlike Nunchaku.
    Charge 6 does a spinning hop creating a large AoE.
  • Emblems to mimic Generals moveset
    N/A



Musou

Type Mobility Juggles Finisher does Description
Musou Very Low Yes Knockback Slowly steps forward flipping the nunchaku around the body. Ends with a 180 hit from front to back on the left side.
True Musou Juggle, Juggle, Juggle then Knockback Ends with a series or frontal swings with an explosion effect around your body to finish.

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 155-??? ???-??? ???-??? ???-??? ???-??? ???-???
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 6 6 8 10 15 18 10 10 12 15 8 5 17 (5+5)*N+10e 10 12e
Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
12 14e 10 12e 10 12e 10 12e 12e 15e 15*N+15 15*N+10+10+10+15F
  • 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
43302 25 1 in Attack Upgrade, 1 in Damage Upgrade, 1 in Max Temper Moon Eclipse O O O Wind, Ice Standard suppress build. Use the fast attacking speed of the Nunchaku to easily take down Towers and Juggernauts. Random slot boost on slot 1 allows you to get Attack x2 or Speed boosts easily.

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
50312 25 2 in Attack Upgrade, 1 in Max Temper Thrust, Crescent or Moon Eclipse O Wind or Ice Offensive build that can be used to kill the enemy as well as support your teammates by slowing or freezing them.
20305 24 2 in Musou Upgrade Thrust, Crescent or Moon Eclipse O Any A build to spam musou and take advantage of the high musou stat of the Nunchaku. Best used while in red life or a double musou to deal fire damage.
50320 24 2 in Attack Upgrade Crescent, Any Eclipse O Wind Another offensive build. Use your Eclipse to slow people down with Wind and repeat the process. Also, a good build for supporting your teammates.

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

Combos

Nunchaku has the fastest moveset among all weapons, and that is its greatest advantage, also, its Eclipse on C6 is great when an element is used, such as Wind, due to its wide range and good damage.

Emblem Thoughts

Thrust - Can be used to get away from enemies while you are slowed with the Wind orb. Similar to the Pirate Sword thrust.

Pierce - The hit box for this is quite narrow, but it does have super armor. Can be used to kind of give yourself space if someone is pressuring you.

Crescent - A good emblem that can be used to give you breather space as it has super armor.

Moon - It has no element but it is very good for killing troops and gathering flasks. It can also be a good C6 with Wind or Fire element.

Fan - Not very useful as a C6. It knocks opponents away and does not have very good damage. It looks flashy though.

Eclipse - Best emblem for Nunchaku C6. Has element activation, wide radius of attack, and good damage. It also comes out very fast and has little recovery. This attack should be the bread and butter of any nunchaku.


PvP/Confront

This weapon's moveset is the fastest in the game. Upgrade attack and combo as fast as you can, which shouldn't be difficult. Its advanced ability, Protect, is decent for support, restoring life approximately the same amount as an Elixir would. All someone would have to do would have to do is go through the entire moveset and evolution attacks and repeat the process, as its speed is only rivaled by the whip. Your opponent, surprised and left helpless by the flurry of attacks, and most people are made short work of. If your teammates are being comboed, the JC can interrupt the opponents, as its the blue unblockable disk. Also, this weapon's C5 has approximately the same range as the Twin Rods C5, so a wind orb equipped with this would make it a devastating combo, along with being a combo breaker for the other side. The eclipse attack is also very good if you have an elemental orb equipped.