Dynasty Warriors Online Eng Wiki
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Basic Information

  • Moveset: Guan Yu
  • Advanced Skill: Toughness - If current life is below 100 you will be healed by 100, if current life is over 100 it will be doubled. Repeated activations while still in effect will heal you.

Basic Stats

Weapon Attack Damage Defense Life Musou Speed Jump Base Siege
Crescent Blade 49(3) 37(2) 35(5) 170(1) 140(6) 110 135 1.2

Upgrade Stats

Level Name Attack Damage Defense Life Musou
3 2 5 1 6
1 Crescent Blade +23 +23 +29 +21 +31
2 Moon Blade +26 +26 +32 +24 +34
3 Fatal Crescent +29 +29 +35 +27 +37
4 Blue Dragon +32 +32 +38 +30 +40
5 Blue Moon Dragon +35 +35 +41 +33 +43
6 True Blue Moon Dragon +38 +38 +44 +37 +46

Note: The above values are averages. Some weapons found in battle may vary in upgrade stats by +/-1. (The numbers under the stat columns indicate the upgrade slots)

Pictures

Crescent Blade/Moon Blade Fatal Crescent
CrescentBlade1 CrescentBlade2
Blue Dragon (True) Blue Moon Dragon
CrescentBlade3 CrescentBlade4

Weapon Info

Crescent Blade A crescent-shaped blade attached to a long handle.
Moon Blade A finely tempered crescent blade, honed to an extra lethal sharpness.
Fatal Crescent A crescent blade with a larger arc which increases its power.
Blue Dragon A crescent blade said to have been forged with the breath of the blue dragon. A weapon worthy of only the finest warriors.
Blue Moon Dragon A crescent blade said to have been made from the scale of a dragon.
True Blue Moon Dragon The ultimate crescent blade said to contain the very power of the Blue Dragon.

Emblems

Thrust Swing Blade downward creating an earthquake line forward.
Stagger Stun Knockback Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C1 O
Pierce Downward swing with the Blade then jab backwards with the butt of the weapon.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O (Strong, Jab) O (Jab) O (Both hits) C6 (Downward swing) Knockdown (Downward swing)
Crescent Frontal swing to the left.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O C6 C6
Moon Input 1 - Upward swing to the right then a downward swing forward.
Input 2 - Low sweeping slash to the left with a yellow trail.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O (Input 2) O (All hits) C6 Collapse (Input 1)
Fan Frontal swing to the right.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O O O
Eclipse Two counterclockwise spins followed by a clockwise spin creating an AoE around you.
Stagger Stun Knock back Launch Rotation Lock Element Super Armor Collapse/Burn Out/Knockdown
O (Counterclockwise spins) O (Clockwise spin) O (Counterclockwise spins)
Wind (Clockwise spin)

Moveset

Charge 2 Uppercut with the Blade.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Charge 3 Upward swings to the right and left. Ends with a final swing to the right.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (Last hit) O (Last hit)
Charge 4 Clockwise swing to the right.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O O
Charge 5 Input 1 - Create a small tornado in front.
Input 2 - Hop forward while spinning the Blade in front. Guan Yu's original C1
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (Both hits) O (Both hits) O (Input 1)
Dash Attack Swing to the right while sliding.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Normal Frontal swing to the right.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O
Jump Charge Frontal swipe to the right followed by a slam in front.
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (Swipe) O (Slam)
Evolution N1>N2>N3>C4
Stagger Stun Knock back Launch Element Super Armor Collapse/Burn Out/Knockdown
O (C4) 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.
  • 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. "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 that will land on structures and juggernauts when used on them.

Attack Structure Juggernaut
Thrust 0 1
Pierce 2
Crescent 1
Moon 2/3
Fan 1
Eclipse 2 3
Charge 2 1
Charge 3 3/5/7
Charge 4 1
Charge 5 0/1 1/2
Dash Attack 1
Jump Normal 1
Jump Charge 1 2
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 is a short hop forward while spinning the Blade in front (our Charge 5-2).
    Charge 6 creates a shockwave upon swinging the Blade to the left.
  • Emblems to mimic Generals moveset
    N/A

Musou

Type Mobility Juggles? Finisher does Description
Regular Musou Good Yes Knockback Spins body while holding the Blade outward. Ends with a frontal swipe to the right.
True Musou Launch Ends with a one handed weapon spin with a large tornado effect around your character.

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 140-164 165-190 200-220 228-250 268-270 290-???
Number of Hits 7 8 9 10 11 12

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 12 12 17 20 8 17+12 17 (5+5)*N+10e 20e 12e+10e
Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
12e 20e+20e 15 17e 13e+13e+15e 15e+13e+15e 25e 12e+12e+15W 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
42330 25 Your choice + 1 in Max Temper Crescent Any O O O Any Standard Capture build, Crescent to keep KO judgement on your side.

Defeat

Build Tempers Mods Emblem 1 Emblem 6 Suggested Element Description
50400 25 2 in Attack Upgrade + 1 in Max Temper Crescent Any None One of the best weapons for defeat. Spam Crescent to kill troops. 3 open slots allow you higher chances for getting random speed boosts to bypass the slow speed of the weapon. Use a Time/Eternity Scroll to get even longer speed boosts.
50000 15 5 in Base Speed Crescent 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
50321 25 2 in Attack Upgrade + 1 in Max Temper Pierce Thrust O O Ice, Lightning Highly offensive build. Kill people with Pierce emblem. You can use long range Thrust to stun or freeze them.
20350 24 2 in Life Upgrade Thrust, Pierce or Crescent Any O Any A tank build. Keep your advance handy and absorb attacks for your teammates to allow them to kill the enemy. Use a Granite Belt to take care of those deadly musous.
30520 24 1 in Life Upgrade + 1 in Defense Upgrade Pierce Any O O Any You are the man of steel. Almost nothing can defeat you.
00450 25 2 in Life Upgrade + 1 in Max Temper Thrust, Pierce or Moon Any O O Vorpal Vorpal tank build.
30324 25 2 in Musou Upgrade + 1 in Max Temper Moon Moon or Eclipse O O Fire Musou spam build.

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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