Basic Information[]
Moveset: Zhang Jiao
Advanced Skill: Illusion
Flask Wheel[]
Attack | Damage | Defence | Life | Musou |
---|---|---|---|---|
6 | 5 | 3 | 2 | 1 |
Basic Stats[]
Weapon | Atk | Dmg | Def | Life | Mus | Spd | Jmp | Advanced + |
Sorcerer's Staff | 43 | 37 | 28 | 170 | 160 | 125 | 140 | Illusion |
Upgrade Stats[]
Level | Weapon Name | Atk | Dmg | Def | Life | Musou |
1 | Sorcerer's Staff | +35 | +30 | +26 | +23 | +16 |
2 | Pyre Staff | +38 | +33 | +29 | +26 | +19 |
3 | Mystic Staff | +41 | +36 | +32 | +29 | +22 |
4 | Fire Staff | +44 | +39 | +35 | +32 | +25 |
5 | Volcano Staff | +47 | +42 | +38 | +35 | +28 |
6 | True Volcano Staff | +50 | +45 | +41 | +38 | +31 |
These are all the + stats of the Weapons.
Pictures[]
Sorcerer's Staff | Pyre Staff | Mystic Staff |
Fire Staff | Volcano Staff | True Volcano Staff |
R7 | ||
200 x 210 |
For a view of the weapons in every element click here!
Emblems & Move Set[]
Emblems[]
Thrust |
Release a slow moving ball of fire that explodes after a few seconds. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | Fire |
Pierce |
Place Staff on the ground before shooting a fire ball forward and backwards. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O | Fire |
Crescent |
Swing Staff from left to right releasing a stream of fire. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
Fire |
Moon |
Swing Staff around and over your head in 360º. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Fan |
Swing Staff in a ring shape in front of you creating a ring of fire. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
Fire |
Eclipse |
Lean back and thrust Staff into the air creating a flame whirlwind around you. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Move Set[]
Charge 2 |
Turns around and lifts opponents with Staff behind your back |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Charge 3 |
Walks forward with Staff floating in front moving up and down, ending with a shockwave. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O (Last hit) | O (Last hit) |
Charge 4 |
Uses the Staff as a flamethrower, waving it right to left and then left to right. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
Fire |
Charge 5 |
Swings Staff upwards that creates four gem-shaped runes that face south. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O | O |
Evolution |
N1 > N2 > N3 > C4 |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O (Second last hit) | O (Last hit) | O |
Jump Charge |
Releases two steams of fire that travel in a V shaped direction downward. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Jump Attack |
Throws Staff downwards and retrieves it. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
Dash Attack |
Slides forward with Staff held out. |
Stagger |
Stun | Launch | Knockback | Collapse | Rotation lock | Element | Super Armor |
O |
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.
- Collapse - Enemy slumps onto the ground, as if being defeated with no health left. Takes effect even if enemy is stunned or staggered. Takes precedence over Knockback, but not Stun.
- 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.
- "O" indicates the attack has this effect on the enemy.
- 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.
Musou[]
Type | Mobility | Juggles | Finisher does | Description |
Musou | None | Yes | Drop |
Fires out big fireballs. Ends with a plume of fire from left to right. |
True Musou |
Musou with added fire damage. The finisher creates a circle of flames all around you. |
Musou Length[]
Musou | 160-??? | ???-??? | ???-??? | ???-??? | ???-??? | ???-??? |
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.
Emblem Evaluation[]
Target | C1 | C6 | ||||||||
Thrust | Pierce | Crescent | Moon | Thrust | Pierce | Crescent | Moon | Fan | Eclipse | |
Confront | Good | Good | Good | Ok | Bad | Bad | Good | Good | Excellent | Bad |
Destroy/Capture | Ok | Bad | Bad | Bad | Good | Bad | Bad | Bad | Bad | Ok |
Defeat | Excellent | Bad | Bad | Bad | Ok | Bad | Bad | Bad | Bad | Good |
These are opinions and should not be taken as fact. every player has there own opinion.
Video Demonstration[]
Video go here |
Advanced +[]
Illusion - You are able to know the enemy's location without them knowing.
Lights up the whole map for allies and reveals all enemy player locations. Darkens whole map for enemies and hides allied player locations. The darken effect overrides the effect of Enchanted Mirror. The lighten effect overrides the darken effect of enemy's Illusion.
Weapon Switch[]
When using the Weapon Switch to this weapon -
Motion Damage Values[]
D | N1 | N2 | N3 | N4 | N5 | N6 | E6 | E7 | E8 | E9 | JN | JC | C2 | C3 | C4 | C5 | |
Base | 12 | 6 | 6 | 8 | 10 | 15 | 18 | 6 | 6 | 8 | 1 | 8 | 1 | 17 | 17+(8+8)*N+9 | 1 | 12 |
Thrust | Pierce | Crescent | Moon | Fan | Eclipse | Musou | True | |||||
C1 | C6 | C1 | C6 | C1 | C6 | C1 | C6 | |||||
Base | 7 | 10 | 7 | 1 | 15 | 1 | 12 | 10*N+2 |
- 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[]
Build | Tempers | C1 | C6 | Mode | Element | Mods |
---|---|---|---|---|---|---|
00000 | 00 | ? | ? | ? | ? |
? |
00000 | ? | ? | ? | ? | ? | ? |
These are opnions based on what other players have created. To add a new Row right click any box and select insert row after.