Great Club

Basic Information

 * Moveset: Xu Zhu
 * Advanced Skill: Godly Hammer

Emblems
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.
 * 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 and some charge attacks while performing this. Indicated by little orange swirly sparks around your body.
 * "O" indicates the attack has this effect on the enemy. "X" means this attack does not have elemental activation.

Move Set
Note:
 * Charge 1 and Charge 6 depend on the emblem.
 * Charge 3 gets longer with Combo upgrade. Can end Charge 3 prematurely if you don't continue to press charge attack.
 * This weapon has large knock back for any sweeping movements. This means enemies will go flying a good distance away if hit. This makes it hard to juggle alone.

Musou Length
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.

Advanced +
Godly Hammer ~ Musou Attack Up & Musou becomes True Musou regardless of HP

Motion Damage Values

 * D = Dash attack, N# = Normal attack, E# = Evolution attack, JN = Jump Normal, JC = Jump Charge, C# = Charge attack, True = True Musou, F = Fire, e = Elemental
 * 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's
Please see the Editable Temper Section HERE  and please note that these are Player's Suggestion's based on personal opinion.