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★ Chapters: One | Two | Three | Four | Five
★ True Endings: Shu | Wei | Wu
★ Best Faction: Who to Choose?
★ Points of No Return | Post-Game Content
★ Trophy Guide and List of Achievements
★ How to Do a Battle Art Chain
Duels are won in Dynasty Warriors: Origins by filling the gauge, staying on the offensive, and timing parries or evades. See more tips on how to win duels, how to start duels, and rules on duels in here!
List of Contents
How to Win Duels |
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Winning a duel requires filling the gauge with blue before the timer ends. The gauge can be filled when landing hits, parries, and arts on the enemy.
During duels, it is best to stay on the offensive as much as possible. Continuous assault will eventually stagger the enemy, allowing even more hits in to progress the gauge. Remember to weave Arts in between to further lower enemy fortitude.
Timely parries, perfect evades, and interrupting with special attacks will allow Wanderer avoid taking damage and can provide an opportunity to deal damage in return. This is especially true for parries, where a well-timed parry can interrupt enemy action and achieve significant progress on the gauge.
Accept Duel |
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A prompt will occur when a duel is available. Press the corresponding buttons on the screen when it appears to begin the duel.
Duels will often appear when attempting to battle a large army. The duel will occur between Wanderer and the army's general, where victory or loss will significantly affect the morale gauge.
Duel Rules |
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When a duel starts, a gauge at the top will appear that indicates the duel's status. The duel is won if Wanderer completely fills the bar blue, but will end in a loss if the enemy succeeds in filling the bar red.
Both sides of the duel will play a tug-of-war in attempting to fill the gauge first, which can be progressed by successfully landing hits, parries, and/or interrupts on the enemy party.
The starting gauge is influenced by the current morale upon starting the duel. Wanderer will start with an advantage if ally morale is high, and likewise, will start with a disadvantage if ally morale is low.
During duels, health is locked and will not be affected by enemy attacks. All attacks taken and inflicted will reflect on the top gauge during the duel, allowing players to turn the tides of battle even when low on health.
Filling the bar with blue will indicate a victory, following an assault that executes the enemy officer or general. If the enemy succeeds in filling the bar, the duel ends in a loss, with the enemy dealing significant damage to Wanderer.
Beginner's Guide: Tips and Tricks
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