Dynasty Warriors Online Eng Wiki
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Basic Information

  • Moveset: Original
  • 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
Whip1 Whip2
Divine Beast (True) Dragon's Tail
Whip3 Whip4

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.

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+10 6 4+4 4+4 10 15 18 6 6+6 8+8 17 8 1+10*N 17 12+10*N+10e 20e 12e
Thrust Pierce Crescent Moon Fan Eclipse Musou True
C1 C6 C1 C6 C1 C6 C1 C6
3e 5e 8+10e 10e+10e 15 17e 8 10 8+10e 5e+10e+10e 8*N+15 8*N+15+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 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.

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