Basic Information
- Moveset: DWO Exclusive
- Advanced Skill: Drain Guard
Flask Wheel
Attack | Damage | Defense | Life | Musou |
---|---|---|---|---|
1 | 6 | 5 | 3 | 2 |
Basic Stats
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Ogre's Fist | 50 | 42 | 40 | 180 | 120 | 115 | 120 | Drain Guard |
Upgrade Stats
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Ogre's Fist | 21 | 33 | 31 | 28 | 23 |
2 | Giant Fist | 24 | 36 | 34 | 31 | 26 |
3 | Goliath Fist | 27 | 39 | 37 | 34 | 29 |
4 | Titan Fist | 30 | 42 | 40 | 37 | 32 |
5 | Colossus Fist | 33 | 45 | 43 | 40 | 35 |
6 | True Colossus Fist | 36 | 48 | 46 | 43 | 38 |
Pictures
Ogre's Fist & Giant Fist
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightining |
Goliath Fist
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Titan Fist
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Colossus Fist & True Colossus Fist
+ Fire | + Ice | |
+ Wind | + Vorpal | + Lightning |
Emblems
Emblem | Description | Stagger | Stun | Knockback | Launch | Rotation Lock | Element | SA |
Thrust | A simple punch forward with the Manifer. An extra input causes you to perform a short, stronger dashing punch. | O (Strong) | O | |||||
Pierce | A stomp behind followed by a flip, creating a fissure forward upon landing. | O | O (C1 fissure only, C6 both hits) |
O (Jpn server) | ||||
Crescent | Grabs the ground and then pulls up several stone pillars in front. | O | C6 | C6 | ||||
Moon | A right to left hook punch with a trail followed by a smash with the Manifer causing an AoE effect. | O (First hit) | O (Second hit) | C6 (Smash) | ||||
Fan | A left then right hook punch with a trail each. Another input does two right mid-air kicks with dark energy. Another input causes you to do a backflip summoning several stone pillars forward and then fissures in a V shape upon landing. | O (First two hits) | O (Last hit first input) | O (Second and third input all hits) | O (Second input and third input all hits) | O (First input) | ||
Eclipse | A smash to the ground creating a ground pound, followed by another smash destroying some of the earth. First hit causes collapse. | O (Second hit) | O (Both hits) | O (Throughout first hit) |
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.
Evaluation
Target | C1 | C6 | ||||||||
Thrust | Pierce | Crescent | Moon | Thrust | Pierce | Crescent | Moon | Fan | Eclipse | |
Confront | Excellent | Good | Bad | Ok | Ok | Good | Excellent | Ok | Excellent | Bad |
Capture | Bad | Good | Bad | Good | Bad | Good | Ok | Good | Excellent | Ok |
Defeat | Ok | Ok | Bad | Excellent | Bad | Excellent | Good | Good | Ok | Good |
Video's
Weapon Demo |
Moveset
Attack | Description | Stagger | Stun | Knockback | Launch | Element | SA |
Charge 2 | A backhanded uppercut. | O | |||||
Charge 3 | A series of left and right punches with the Manifer followed by a jab. | O | O | ||||
Charge 4 | Raise your free hand to create an AoE effect. | O | O | ||||
Charge 5 | Stomp, creating several fissures that move in a V shaped direction. | O | O | ||||
Dash Attack | Two mid-air kicks from the right. | O | |||||
Jump Normal | A right to left downward swing. | O | |||||
Jump Charge | Land punching the ground, causing several boulders to rise from the ground. | O | |||||
Evolution | N4 > N2 > N3 > C4 | O | O | 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.
Musou
Type | Mobility | Juggles? | Finisher does | Description |
Regular Musou | None | Yes | Knockback | Rapid punches with the Manifer over a wide area. Ends with a jump and a punch to the ground creating a blue AoE effect. |
True Musou | Musou with added fire damage. Ends with an uppercut followed by seven stomps and then a punch to the ground creating a 5 directional earthquake. |
Musou Length
Musou | 145-xxx | xxx-xxx | xxx-xxx | xxx-xxx | xxx-xxx | xxx-xxx |
Number of Hits | - | - | - | - | - | - |
This table lists the Musou stat and how much Musou you will need to increase the minimum number of hits you will do. (Assuming you use the full length of the bar)
Do note that these numbers may not fully represent the minimum needed to increase the number of hits.
Advanced +
Drain Guard Succesfully guarded attacks while this advances is on will make the enemy flinch along lose a bit of their musou.
Motion Damage values
D | N1 | N2 | N3 | N4 | N5 | N6 | E6 | E7 | E8 | E9 | JN | JC | C2 | C3 | C4 | C5 | |
Base | 12+12 | 10 | 10 | 12 | 14 | 17 | 20 | 15 | 10 | 12 | 20 | 8 | 12 | 17 | 5+7+(7+7)*N+10 | 17 |
12 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 18e/20e | 22e/25e | 8+10 | 10e+12e | 15 | 18e | 10+12 | 12+15e | 10*2(+10e*2)(+10e+15e) | 12e+15e | 4*N+4+20 | 4*N+4+3*7+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 usually the knockback finisher of the combo(if it has one).
- "Base" represents the damage value of the attack by itself.
- 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 Suggestion's
Please see the Editable Temper Section HERE and please note that these are Player's Suggestion's based on personal opinion.