Advanced Skill: Strong Guard - Triples your defense and grants increased protection against elemental attacks. It does not apply to the burning and hot effect from Fire, but does apply to Vorpal attacks.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Whip
47(3)
29(6)
28(2)
140(5)
150(1)
140
150
1.0
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
3
6
2
5
1
1
Nine Tails
+19
+35
+22
+29
+16
2
Captain's Daughter
+22
+38
+25
+32
+19
3
White Serpent
+25
+41
+28
+35
+22
4
Divine Beast
+28
+44
+31
+38
+25
5
Dragon's Tail
+31
+47
+34
+41
+28
6
True Dragon's Tail
+34
+50
+37
+44
+31
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
Nine Tails/Captain's Daughter
White Serpent
Divine Beast
(True) Dragon's Tail
Weapon Info
Nine Tails
A whip with nine metal sticks at its tip. Made for self-defense purposes.
Captain's Daughter
An improvised version of the Nine Tails, it uses stronger metal for its tips.
White Serpent
A powerful whip reminiscent of the legendary White Serpent.
Divine Beast
A great whip made in trubute to the sacred Black Tortoise.
Dragon's Tail
A whip that can emulate the violent thrash of a dragon's tail.
True Dragon's Tail
???
Emblems
Thrust
Shoots out a wind cone.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Pierce
A backwards swing followed by a forward swing.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (C1 last hit, C6 both hits)
Crescent
Frontal low sweep. C1 has a slight delay while C6 has none.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
C6
Moon
Jumps in the air and slams the ground with the Whip. C1 has a long delay while C6 has none.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Fan
Low sweep, roll forward then another sweep.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (Last hit)
Eclipse
Forward slash, double kick jump forward follow by a second slash then a third backward slash.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (All hits)
Moveset
Charge 2
Upward uppercut swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
A series of vertical spins with the Whip. Low mobility and range. Has hyper armor during some of the attack, not all.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O (Last hit)
O
Charge 4
A 360 spin doing a jumping upward slash.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
Frontal tornado launcher.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Roundhouse kick followed by a forward "poke" with the weapon. Low range.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (First hit)
O (Last hit)
Jump Normal
Downward swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Picks enemies up in the air and combos them ending with a knockback attack.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Evolution
N2>N3>N4>N6
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (N6)
O (N4)
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.
Jump Charge can be extended if you continue pressing 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
Pierce
2
Crescent
1
Moon
0
1
Fan
2
Eclipse
3
Charge 2
1
Charge 3
2/3/4
Charge 4
1
Charge 5
0
1
Dash Attack
2
Jump Normal
1
Jump Charge
? (Tower), 1 (other structures)
1
Evolution
4
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
None
Yes
Knockback.
Spins the Whip around whole body. Ends with a full spin with a step backwards.
True Musou
Ends with an AoE tornado lifting the opponent up allowing the shockwave to hit at the end.
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
150-???
???-???
???-???
???-???
???-???
???-???
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.
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
43320
25
Your choice + 1 in Max Temper
Any
Any
O
O
O
Any
Standard Confront build.
05302
24
2 in Damage Upgrade
Any
Any
O
Any
The ultimate gunpowder case menace build. Use your musou to wipe out the gunpowder case life.
05320
24
2 in Damage Upgrade.
Thrust
Any
O
Wind
More survivability and faster Musou refill. Use Thrust to slow down enemies.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
40000
10
None
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
50320
24
2 in Attack Upgrade.
Thrust
Eclipse
O
Wind
Standard support Confront 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.
Tips
Combos
C3--->JN--->JC
PvP/Confront
There are a couple of things to know about the whip.
The C3 has a slight delay, meaning that even if you connect N1 and N2 hits, an opponent can still block the C3 due to its startup. So do not rely on the C3.
The C4 is the whips best attack. It has a very high damage value, fast start up and area of attack. Use a blitz/lightning orb along with a lieutenant with flash skill. Then use the C4 attack of yours to stun the opponent, then while they are stunned do the C4 again (without connecting N1-->N3) on the opponent. Best used with an attack x2 power up.
Another combo can be done with someone who has an I. Rod. Have the I. Rod user use their c5 to launch the opponent into the air on fire. Then the whip user comes and uses their musou to juggle the opponent while they are in the air. If it's not raining or the opponent does not have fire resistance, than they will lose a lot of life from your musou due to the heavy fire juggling.