00032025 1-10

Basic Information

Flask Wheel

Attack Damage Defense Life Musou
3 5 1 2 6

Basic Stats

Weapon Atk Dmg Def Life Mus Spd Jmp Advanced +
Pirate Sword 46 47 35 160 145 130 150 Godly Speed

Upgrade Stats

Level Weapon Name Atk Dmg Def Life Musou
1 Pirate Sword +25 +31 +15 +14 +35
2 Swashbuckler +28 +34 +18 +17 +38
3 River Sword +31 +37 +21 +20 +41
4 River Master +34 +40 +24 +23 +44
5 Sea Master +37 +43 +27 +26 +47
6 True Sea Master +40 +46 +30 +29 +50


Pirate Sword & Swashbuckler

+ Fire + Ice
PSword2 Psword2F PSword2I
+ Wind + Vorpal + Lightning
PSword2W PSword2V PSword2L

River Sword

+ Fire + Ice
PSword3 Psword3F PSword3I
+ Wind + Vorpal + Lightning
PSword3W PSword3V PSword3L

River Master

+ Fire + Ice
PswordR4 PswordR4fire PswordR4ice
+ Wind + Vorpal + Lightning
PswordR4wind PswordR4vorp PswordR4light

Sea Master & True Sea Master

+ Fire + Ice
PSword6 PSword6F PSword6I
+ Wind + Vorpal + Lightning
PSword6W PSword6V PSword6L


Emblem Description Stagger Stun Knockback Launch Rotation Lock Element SA
Thrust Throws Sword forward and dashes to pick it up. O O(Dash) C6(Sword toss)
Pierce Downward slash followed by a jumping slash with an earthquake effect as you land. O C1 O(Earthquake)
Crescent Throws Sword up in the air and does four punches then catches the Sword as it comes back down and does a frontal slash to the right.
Extra input - Explosive punch forward after catching the Sword.
O(Slash) O(Explosive Punch) Fire(Explosive punch) O(2nd punch till slash after catching Sword)
Moon An overhead slam with the Sword. C6 executes faster. O C6
Fan Frontal upward slash to the left followed by an upward kick.
Extra Input - Double spin kick followed by a dashing front slash to the left, right and left followed by a frontal slash to the left holding the sword reverse gripped.
O(First slash) O(First kick, extra input last slash) O(Extra input) O(First slash, extra input last slash)
Eclipse Small hop while switching Sword from right to left hand creating an angled fire slash. Gan Ning's original C6. O Fire


  • 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 while performing this. Indicated by little swirly sparks around your body.
  • "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.


Target C1 C6
Thrust Pierce Crescent Moon Thrust Pierce Crescent Moon Fan Eclipse
Confront Good Good Good Ok Ok Ok Good Good Excellent Bad
Capture Bad Bad Good Bad Bad Bad Good Ok Good Ok
Defeat Bad Bad Excellent Bad Bad Bad Good Bad Good Excellent


DWO Pirate Sword - Thrust

DWO Pirate Sword - Thrust

DWO Pirate Sword - Pierce

DWO Pirate Sword - Pierce

DWO Pirate Sword - Crescent

DWO Pirate Sword - Crescent

DWO Pirate Sword - Moon

DWO Pirate Sword - Moon

DWO Pirate Sword - Eclipse

DWO Pirate Sword - Eclipse

DWO Pirate Sword - Fan

DWO Pirate Sword - Fan

Move Set

Attack Description Stagger Stun Knockback Launch Element SA
Charge 2 Upwards slash. O X
Charge 3 Flicks sword up and down and ends with a downward frontal slash to the right. O(Last hit) O(Last hit)
Charge 4 Spins around with sword and does a slash from right to left. O O
Charge 5 Uppercut with 360 tornado launcher. Very short start up and recovery. Can hit behind opponents. O O
Dash Attack Knee attack. O X
Jump Normal Downwards slash. O X
Jump Charge Picks enemy up and a performs a series for air slashes ending with downward slash. Can purposely miss the downward slash to let the enemy drop to the ground. O(Last hit) O X
Evolution N4-->N5-->N6. O O X O


  • 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.
  • Jump Charge can be extended if you continue to press charge attack.
Move Set Video
DWO Pirate Sword Move Set

DWO Pirate Sword Move Set


Type Mobility Juggles? Finisher does Description
Regular Musou High Yes Knockback High speed run with Sword held close pointing towards the left. Ends with a 360º slash. Can hit even on the edge of the hilt. If done properly can combo. Very good for catching runners.
True Musou Musou with added fire damage. Ends with a front flip leading into the Sword being tapped on the ground releasing a shockwave.

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.


Musou's Video
DWO Pirate Sword - Musou's

DWO Pirate Sword - Musou's

Advanced +

Godly Speed - Movement Speed MAX

Advanced + Video
DWO Pirate Sword - Advanced

DWO Pirate Sword - Advanced

Motion Damage Values

D N1 N2 N3 N4 N5 N6 E6 E7 E8 E9 JN JC C2 C3 C4 C5
Base 10 8 8 10 12 17 20 10 12 17 20 8 10+13*N+15 17 (5+5)*N+5+10e 17e 12e

Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
Base 10+10 17e+17e 17+12e 17+14e 10*4+17(+17F) 10 14e 17e+20(+12+8*4+10e) 20F 25*N+20 25*N+20F
  • 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.