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39


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
MStaff2 MStaff2 MStaff3
Fire Staff Volcano Staff True Volcano Staff
MStaff4 MStaff6 MStaff6
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.

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