GetAmped2 Dojo Wiki
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A legendary sword said to have passed through the hands of many kings and great knights, acquiring various powers from each. Release its absorbed magics and give rise to great strength!

Style Equipable
FighterM FighterF SoldierW SoldierB SpyW SpyB HeroW HeroB KnightG KnightW
No No No Yes Yes
DancerG DancerW MartialArtistM MartialArtistF NinjaM NinjaF MagicianM PsychicF WrestlerM WrestlerF
Yes Yes Yes Yes Yes
UnicornB UnicornR BeastKingT BeastKingW KnightGearR KnightGearG FairyW FairyG AndroidW AndroidB
Yes Yes Yes Yes Yes
EnchanterF EnchanterM BerserkerM BerserkerF GamblerM GamblerF ThiefM ThiefF Placeholder Placeholder
Yes Yes Yes Yes

Attack Moveset[]

All attacks which hit the target with the sword's blade, (Excluding specials) will drain MP from the target on hitting.

Moveset Name Energy Drain
Magical Drain Attack with Enchanted Sword
Effect Name Azure Flame
Reduce SPD by 1, Durandal user's MP-draining attacks will drain more MP.
Inherit Name Genocidal flame

Dash Super

Reduced damage.
Attack Command Attack Name Effect Additional Properties
Starts with substantially less MP than normal.
Weak Combo Drain Cut Strike with the hilt of the blade, following up with a slash. Second attack absorbs low amount of MP.
Weak Last Drain Slash Swipes the blade downward, alleviating a few MP from the target. Can be held to bypass guard, as well as slightly taking more MP (with an additional attack). MP only remains for a while.
Strong Attack Drain Bite Slams the sword down. Can hit downed targets. Attack absorbs low amount of MP.
Strong Last Drain Rise Swings the blade upwards, alleviating a few MP from the target. Can be held to bypass guard, as well as slightly taking more MP. MP only remains for a while.
Strong Dash Flame Wave Swings the blade sideways, alleviating a few MP from the target. Can be held to shoot a dark blue projectile which does not absorb MP. Does not hit if the player hits the foe with the blade too close to them.
Strong Jump Descent Crush Drops down diagonally with the blade, alleviating a few MP from the target. Can be held cause a blast around the user on impact, knocking targets into the air. Can hit downed targets.
Weak Hold Flame Force Emits a slow, homing dark blue fire projectile that follows the next nearest opponent. Those struck by it lose -1 SPD for the duration of the debuff. (Does not stack) Only one flame can be out at a time. (You will lose access to this move until the flame disappears.)
Strong Hold Search Impact Teleports above the nearest target and stabs them down, causing an explosion that knocks them upwards while alleviating a few MP from them. Can hit downed targets and STILL absorb their MP, but at a lower amount.
Standing Special Release Ability Swipes the blade once with dark red flame. If it connects, follows up with a series of slashes, ending with an overhead slash that causes a series of dark red geysers, sending targets flying.

Can be held to bypass guard.

Cancels if the first hit is blocked or misses. Will do more damage based on how much MP you have. (There seems to be a ceiling to how much damage it can do.)
Standing Super Limit Ability
Dash Special Full Edge Stabs in front. If the hit connects, slams the foe down with the blade in a fiery dark red state, and jumps up with a stab down, blasting off a huge stream of dark red geyser on where the foe is to push him/her up. Deals more damage based on how little MP the target has. (Maxes out at the target having no MP.) Cancels if the first hit is blocked or misses.
Dash Super Destruction Edge
Jump Special Impact Burst Throws the blade diagonally downwards, knocking the foe away. The blade explodes afterwards into fiery dark red explosion, pushing nearby upwards. Will ringout if the hit target has less MP than the user.
Jump Super Embedded Burst
Counter Drain Counter Slash at the side at the attacker, downing the target and alleviating a few MP along the way.

Description[]

  • Large two-hand double-edge sword
  • blue
  • fire / energy attacks
  • MP / SP / special drain

Trivia[]

  • Before a hidden balance patch in GetAmped2, players using this accessory starts off at 100% MP. Overloading stacks of MP will cause the MP to reset to 0, and any special or super attack used will drain all available MP to 0%, provided you have a bar at least 100%.
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