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DualswordChart

Current list of Dual Swords.

Dual Swords are weapons exclusive to the Dual Swordsman class. They have lower AT and AGI than the Gladiator's swords. The initial Dual Sword and the LV 1-2 ones are simply called Dual Swords. LV 3-4 ones are Dual Rapiers. LV 5-6 ones are Dual Sabers. LV 7-8 ones are Dual Spikeswords. LV 9-S ones are Dual Beamswords.

List of dual swords

Icon Weapon LV AT AGI Range Type MP Bonus AT Buy Sell
Dual Sword (art) Dual Sword 1-4 18-24 20 Physical 100 12
Note: Starting weapon.
Iron Dual Sword (art) Iron Dual Sword 1 3-6 18-24 20 Physical 250 31
Thunder Dual Sword (art) Thunder Dual Sword 1 4-8 18-24 20 Thunder 10 1-15 500 62
Note: Creates 2 Thunder Bolts as Magical attack.
Poison Dual Sword (art) Poison Dual Sword 1 4-8 18-24 20 Poison 10 1-1 (0.5s) 750 93
Note: Creates a green Poison Spear as Magical attack.
Fire Dual Sword (art) Fire Dual Sword 1 4-8 18-24 20 Fire 10 4-5 (Burn 2%) 1000 125
Note: 3 Flames drop down from the sword as Magical attack. Each flame lasts for 1s.
Ice Dual Sword (art) Ice Dual Sword 2 6-9 18-24 20 Ice 15 6-12 (Slow 25%) 1500 187
Note: Creates 2 Ice One-arrows as Magical attack.
Long Dual Sword (art) Long Dual Sword 2 8-16 18-24 25 Physical 2000 250
Note: Has a longer range then other Dual Swords.
Spark Dual Sword (art) Spark Dual Sword 2 6-9 18-24 20 Thunder 60 1-22 2500 312
Note: 6 Sparks, similar to those from the Spark Glove, is releases as Magical attack.
Toxic Dual Sword (art) Toxic Dual Sword 2 6-9 18-24 20 Poison 60 1-1 (0.7s) 3000 375

Note: Poison clouds are emitted from both swords (30 total, 15 from each sword) in a way similar to the Flame Sword. Peridot is not recommended for this weapon as the amount of the poison clouds should be enough to keep the enemy poisoned continously.

Dual Pointed Sword (art) Dual Rapier 3 16-24 22-28 20 Physical 4000 500
Thunder Dual Pointed Sword (art) Thunder Dual Rapier 3 7-13 22-28 20 Thunder 20 1-33 4500 562
Note: Creates 2 Laser Beams as Magical attack.
Poison Dual Pointed Sword (art) Poison Dual Rapier 3 8-14 22-28 20 Poison 25 2-2 (0.7s) 5000 625
Note: Creates a green Two Arrow as Magical attack.
Fire Dual Pointed Sword (art) Fire Dual Rapier 3 9-15 22-28 20 Fire 25 7-9 (Burn 3%) 5500 687
Note: 3 Heat Gas is released from the sword in a way similar to the Fire Sabel from the sword as Magical attack. Each gas lasts for 1.5s.
Ice Dual Pointed Sword (art) Ice Dual Rapier 4 10-16 22-28 20 Ice 30 18-24 (Slow 25%) 6000 750
Note: Creates 3 Icicles as Magical attack. Works like the Frozen Sword, but the icicles cannot pierce.
Long Dual Pointed Sword (art) Long Dual Rapier 4 16-32 22-28 30 Physical 6500 812
Spark Dual Pointed Sword (art) Spark Dual Rapier 4 10-16 22-28 20 Thunder 90 1-44 7000 875
Note: 8 lasers are released as Magical attack. The lasers can bounce on the ground and home on enemies slightly. (Guide Range: 5)
Toxic Dual Pointed Sword (art) Toxic Dual Rapier 4 10-16 22-28 20 Poison 90 3-3 (0.9s) 7500 937

Note: Poison mines are emitted from both swords (60 total, 30 from each sword) in a way similar to the Toxic Dual Sword. Again Peridot is not recommended for this weapon as the amount of the poison mines should be enough to keep the enemy poisoned continously.

Dual Sabel Dual Saber 5 45-70 26-32 20 Physical 8000 1000
Dual Wooden Sword (art) Dual Wooden Sword 5 1-1 26-32 50 Physical 300 44-44 8500/85000
(depends on no. of compo slots)
1062
Note: Resort weapon. Has a much longer range but also a much lower primary AT. Upon magical activation releases 5 huge needles in a star shape formation like the Charge Punch and deals splash damage but are still type Physical.
Thunder Dual Sabel Thunder Dual Saber 5 12-18 26-32 20 Thunder 30 1-55 8500 1062
Note: Creates 3 Thunder one-arrows as Magical attack.
Poison Dual Sabel Poison Dual Saber 5 12-18 26-32 20 Poison 35 5-5 (0.5s) 9000 1125
Note: Creates 3 Poison pellets which homes into enemies.
Fire Dual Sabel Fire Dual Saber 5 12-18 26-32 20 Fire 30 8-12 (Burn 3%) 9500 1187
Note: Creates 3 flaming lasers which homes into enemies. Each laser lasts for 2s.
Ice Dual Sabel Ice Dual Saber 6 15-20 26-32 20 Ice 35 15-20 (Slow 25%) 10000 1250
Note: Creates 6 slowing wave attacks in a circular fashion.
Long Dual Sabel Long Dual Saber 6 45-90 26-32 35 Physical 11000 1375
Note: Has a longer range then other Dual Swords.
Frozen Dual Sabel Frozen Dual Saber 6 15-20 26-32 20 Freeze 150 10-20 (0.1s) - 2500
Note: Mountaintop Weapon dropped by the Blue Boss Fairy Eel. This weapon releases 100 snowflakes similar to those from the Ice Sword in the same way as the Flame Sword. The snowflakes can remain on the screen for 2s and homes into enemies, imitating the attack of the Submarine Shrine Boss.
Spark Dual Sabel Spark Dual Saber 6 15-20 26-32 20 Thunder 110 1-88 12000 1500
Note: Upon magical activation releases 12 Mine attacks which pierces terrain and homes into enemies.
Toxic Dual Sabel Toxic Dual Saber 6 15-20 26-32 20 Poison 110 8-8 (0.7s) 13000 1625
Note: Upon magical activation releases 8 harmless ball attacks which move slowly, pierce terrain, home into enemies and constantly produce slow moving poisonous needles at a low rate that does not travel far. Effect lasts for 2s.
Dual Spikesword Dual Spikesword 7 80-125 30-36 20 Physical Critical 10%, +200% 15000 1875
Note: Starting from this weapon Physical swords without special attacks has a chance to deal increased damage like having a weakened Critical's Card infused. Works independently if a Critical's Card is equipped.
Thunder Dual Spikesword Thunder Dual Spikesword 7 18-24 30-36 20 Thunder 40 1-77 15000 1875
Note: Upon magical activation 7 Sparks burst out in a circular formation.
Poison Dual Spikesword Poison Dual Spikesword 7 18-24 30-36 20 Poison 40 13-13 (0.2s) 16000 2000
Note: Creates a large posion cloud, covering about 30 range, that poisons all enemies caught within.
Fire Dual Spikesword Fire Dual Spikesword 7 18-24 30-36 20 Fire 40 12-18 (Burn 4%) 18000 2250
Note: Creates 3 Blazes that works like the lasers from the Fire Dual Saber. The blazes not only has a higher homing range, but also a higher burn rate and deals splash damage.
Ice Dual Spikesword Ice Dual Spikesword 8 20-25 30-36 20 Ice 50 15-20 (Slow 25%) 19000 2375
Note: Creates 20 Spikes in 5 sets of 4 that slows enemies. A Bullet's Card works on this weapon like on the Thunder GreatSword.
Long Dual Spikesword Long Dual Spikesword 8 90-140 30-36 40 Physical Critical 10%, +300% 20000 2500
Note: Has a higher damage and critical damage increment than the Dual Spikesword.
Spark Dual Spikesword Spark Dual Spikesword 8 20-25 30-36 20 Thunder 120 1-176 21000 2625
Note: Releases 16 spikes that pierces terrain and homes into enemies. The projectiles last longer than those from the Spark Dual Saber, has a larger hitbox, and a much larger homing range compared with the mines from the Spark Dual Saber 6.
Toxic Dual Spikesword Toxic Dual Spikesword 8 20-25 30-36 20 Poison 120 21-21 (0.8s) 22000 2750
Note: Releases 10 gases that constantly produce swirls as the main hit. The gases no longer homes, but travels a bit faster and lasts longer than the balls from the Toxic Dual Saber, and the swirls can accelerate slightly. Due to the potential of poisoning a lot of enemies, a Peridot is highly recommended.
Dual Beamsword Dual Beamsword 9 240-300 34-40 20 Physical Critical 10%, +400% 23000 2875
Thunder Dual Beamsword Thunder Dual Beamsword 9 22-28 34-40 20 Thunder 50 1-333 24000 3000
Note: Upon magical activation 5 long thunderbolts are released as a clump towards enemies.
Poison Dual Beamsword Poison Dual Beamsword 9 22-28 34-40 20 Poison 50 34-34 (0.2s) 25000 3125
Note: Upon magical activation 3 one arrows are released one by one like the Frozen Blade 6. One arrows deal splash damage.
Fire Dual Beamsword Fire Dual Beamsword 9 22-28 34-40 20 Fire 50 12-16 (Burn 5%) 26000 3250
Note: Upon magical activation releases 8 balls with even higher burn rate, higher homing range, and larger hitbox than the blazes from Fire Dual Spikesword 7. Balls last for 2s and do splash damage.
Ice Dual Beamsword Ice Dual Beamsword 10 24-30 34-40 20 Ice 60 15-20 (Slow 30%) 27000 3375
Note: Upon magical activation releases 45 Blazes in 5 sets of 9. Each set acts like the clump of Thunder from Thunder Dual Beamsword 9.
Long Dual Beamsword Long Dual Beamsword 10 270-330 34-40 45 Physical Critical 10%, +500% 28000 3500
Note: Has the highest range and PAT among all Dual Swords.
Spark Dual Beamsword Spark Dual Beamsword 10 24-30 34-40 20 Thunder 150 1-299 29000 3625
Note: Releases 20 Lasers that pierces terrain and homes into enemies. The Lasers have a slightly longer projectile lifespan and a larger homing range compared with the Spikes from the Spark Dual Spikesword 8.
Toxic Dual Beamsword Toxic Dual Beamsword 10 24-30 34-40 20 Poison 150 55-55 (0.66s) 30000 3750
Note: Releases 12 harmless Three Arrows. The Three Arrows bounce off terrain, and leaves a trail of Skulls which poisons all enemies caught within the Skulls. Effect lasts for 2.4s.

List of fanon Dual Swords

D-Sword Chart 8

Unconventional

D-Sword Chart

Semi-conventional

Beyond that, the LV S1-S2 ones are Dual Blades (Drawn by a shitty vandal). LV S3-S4 ones are Dual Scimitars (Credits to Poisonshot). LV S5-S6 ones are Dual Aura Swords. LV S7-S8 ones are Dual Glowing Spikesword (Credits to an idea stealer). LV S9-SS ones are Dual Laser Bars.

Icon Weapon LV AT AGI Range Type MP Bonus AT Buy Sell Creator
Socket Dual Sword (art) Socket Dual Sword 1 6-9 18-24 20 Physical 20 10-20 500 62 interdit
Note: This Dual Sword shoots 2 Spears as magical attack. The Spears travel like arrows from the Triple Shot and have a range of 50.
Virus Dual Sword (art) Virus Dual Sword 2 6-9 18-24 20 Virus 60 10-15 (0.8s) 3000 375 interdit
Note: Replacement of the Toxic Dual Sword. This Dual Sword shoots 3 Two-Arrows as magical attack that infect enemies. Infected enemies attack and distract other enemies within the infected time (When enemies are infected, characters can still attack them but they can't until the effect wears off).
Sun Dual Sword (art) Sun Dual Sword 2 6-9 18-24 20 Fire 60 3-3 2500 312 Poisonshot
Note: Replacement of the Spark Dual Sword. This Dual Sword Produces flames in a way similar to the Fire Rise, but there are 20 flames produced, 10 from each sword. Weapon idea by Poisonshot. Stats are modified for a better balance.
Expanding Dual Sword (art) Expanding Dual Sword 2 6-9 18-24 20 Physical 60 2-2 3000 375 interdit
Note: Replacement of the Long Dual Sword. This Dual Sword shoots 60 Pellets (Range 40) as magical attack (30 from each sword). The Pellets come out so rapidly that it looks like the swords are expanding, hence the name.
Virus Dual Pointed Sword (art) Virus Dual Pointed Sword 4 10-16 22-28 20 Virus 90 20-25 (1s) 7500 937 interdit
Note: Replacement of the Toxic Dual Pointed Sword. Shoots 6 Needles as magical attack that infect enemies.
Chaos Dual Sword(art) Chaos Dual Sword C 30-48 34-40 20 Chaos 300 Light: 20-40 x24 (Guides towards enemies), Dark: 100-200 x12 (Repels from enemies) HankGuideDude
Note: Shoots 12 Dark Lasers or 24 Light Lasers depending on the Sword that hits the enemy when MP is fully charged.
The weapon was introduced as having level S, but was changed to level C to denote as a Chaos artifact.
InfPoisonDualPointedSword Inf. Poison Dual Pointed Sword 4 10-16 22-28 25 Poison 0 1-1 (0.05s) 7500 937 interdit
Note: This Dual Sword has the same length as the Long Dual Sword 2, and releases brown poison attacks that has infinite range and acts the same as a Flame Sword 2. Every 0.05 sec. a new poison cloud is released. each poison cloud will last for only 0.2 sec. No MP is required for this Dual Sword. Peridot is not recommended unless the character is dragged around the stage to poison lots of enemies. Emerald can help increase the Poison AT for better effects. The Dual Sword's Color is Light Brown.
Holy Dual Sword Holy Dual Sword 2 6-9 18-24 20 Holy 60 20-30 (Effect time: 1s) 2500 312 ?
Note: Replacement of the Spark Dual Sword. This Dual Sword releases a light ball which can blind enemies with holy lights. Blinded enemies cannot move, and attack in random directions. However, this means that they will continue attacking even without a character in their normal attack range or even their normal range of sight, which can potentially get annoying if the enemy has an attack that goes practically everywhere anyway and or travels further than the range that it would start attacking at. After all, if you got blinded by something that hurt you, you'd swing everywhere and hope that you hit it now and then.
Canon Weapons
N Bow
Bows
N Glove
Gloves
N Gun
Guns
N Orb
Orbs
N Ring
Rings
N Staff
Staves
N Sword
Swords
N Whip
Whips
Fanon Weapons
N Arm
Arms
N Null
Arrows
N Axe
Axes
Bag
Bags
N Baseball
Baseballs
N Basketball
Basketballs
N Null
Basses
N Null
Belts
N Blowgun
Blowguns
N Bomb
Bombs
N Null
Boomerangs
N Null
Chopswords
N Club
Clubs
N Null
Costumes
N Null
Crossbows
Curse-0
Curses
N Null
Disco Balls
N DSword
D. Swords
Element (Generic)
Elements
N Null
Elements
N Eye
Eyes
N Food
Foods
N Football
Footballs
N Null
Gas Tanks
N Null
Gliders
N Null Guitars Blank Hammer
Hammers
Horn
Horns
N Null
Inventions
N Null
J. Weapons
N Null
Knives
N Kunai
Kunais
N Null
Lances
N Null
Lasers
N Leg
Legs
N Null
Maces
N Mace
Maces
N Mask
Masks
N Null
Missiles
N Attack
Necromancy
N Null
Oars
Pencil
Pencils
N Pickaxe
Pickaxes
N Null
Pitchforks
N Null
Plates
N Null
Plasmas
Potion
Potions
N Null
Remotes
N Saw
Saws
N Null
Scythes
N Shield
Shields
N Shoe
Shoes
N Star Shurikens N Sling
Slings
N Null
Spears
N Spear
Spears
N Null
Staves
N Null
S. Weapons
N Sword
Swords
N Null
Swords
N Taser
Tasers
N Tennis Ball
T. Balls
N Tome
Tomes
N Utensil
Utensils
N Null
Viles
N Wrench
Wrenches

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