A magic cane said to have been used by Anubis, lord of the realm of the dead. Utilize the magic scale to weigh the sins of the departed and mete out punishment to the guilty souls!

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

Attack Moveset

Moveset Name Sovereign Anubis
Attack with a Cane from Duat
Inherit Name Fair Balance
Standing Special "Duat Judgement" and Super "Duat Execution" -
Attack Command Attack Name Effect Additional Properties
Weak Combo Nemesis combo A two slap combo Strength based; second attack has longer recovery time
Weak Last Nemesis Aura Lunges the scepter forward to deal damage, can be held for a maximum of 13 hits, where knock back occurs on final hit. Hits multiple targets.
Strong Combo Curse Rod Swings the Scepter horizontally, emitting three spheres of dark matter Can hit multiple targets; will sometimes hit a single target twice
Strong Last Exile Rod Swings the rod twice to toss opponents upwards. Can be held to be unblockable. Can hit multiple targets; first attack stuns; If first attack misses, the attack ends (Held version continues regardless of hit confirm); An opponent can jump and be frozen by the first attack, causing the second attack to still occur, but miss.
Strong Last Pursuit Animosity Sphere Jumps upward to further damage targets hit by Exile Rod This pursuit activates after pressing the strong attack button on the second attack of Exile Rod, whether that part of the attack hits or not.
Strong Dash Duat Circle When tapped, a more powerful version of Curse Rod is used; when held, the user dives underground and is invincible to all damage, releasing the button causes the user to jump up. The held move consumes MP. The diving animation damages and briefly stuns target; first few frames of dive are still vulnerable to damage.
Weak Jump Curse Leg An extended leg performing flying kick Knocks down groggy targets
Strong Jump Curse Sphere Fires one large sphere, hold attack to fire three smaller shots that spread Spread spheres do more damage and knockdown regardless of status; Single sphere puts opponent in groggy status.
Weak Hold Jackal Aura Uses magic to buff the user's speed Multiple uses stack on each other
Strong Hold (1st time) Resurrection Ankh Summon an Ankh that allows the user revive once (similar to guts) Last frames of animation are invincible
Strong Hold (2nd time) Deity Shine A bright light shines on the user, slowly regenerating MP If held up by a temporary platform that disappears, the user will continue to float until Deity Shine ends
Standing Special Duat Judgement A dark sphere that paralyzes the target under a scale to decide it's fate. If not guilty, the target will take less damage and will be freed from further punishment. If guilty, massive damage is dealt and the target will be shocked to death and launched. The user is invincible during the duration of this attack; if a second target touches an electrified target, the will also be shocked, but will not take damage; Kills only count if the death cam from the target's attack. Ring outs don't count as kills.
Standing Super Duat Execution Similar to Duat Judgement, but increased damage All previously listed details in Duat Judgement apply; Invincible on start up.
Dash Special Rejection Sphere The user jumps back and fires slow moving spheres of dark energy that will continue to juggle the target. First spheres will do massive damage, but will weaken with each following sphere.
Dash Super Persistent Sphere Similar to Rejection Sphere, but does more damage and fires faster spheres All previously listed details for Rejection Sphere apply here; Invincible on start up.
Jump Special Death Sphere Fires a single large orb of dark energy that transforms the target into Dark Meeya for 12 seconds User is invincible during the duration of transforming opponent.
Jump Super Dead Energy Fires three large orbs of dark energy that transforms the target(s) into Dark Meeya for 22 seconds All previously listed details for Death Sphere apply here
Counter Crime Conviction The user pushes the target away with their hand
Strong Aim Alter Shine A flick of the scepter that sends an instant damaging light towards the target at the cost of a little MP, if this attack is the killing blow, it will turn the target into a ghost that will serve you. When it hits, a 10 second cool down will occur and you can't use the move again until it's over. This attack can be used constantly until it hits. Hits are not counted if the target guards or uses a damage nullifying move. If the attack turns the target into a ghost, you are invincible during the animation. This attack will whiff when used on fast moving targets.
Step Attack Style
Weak Dash Attack Style

General Info

Ouas Scepter is an Accessory Dominant accessory that specializes in mid to long ranged zoning. This accessory houses a variety of unique options for players that like to stay out of crowds and support teammates. Holding the staff that embodies the Egyptian god of Death, Anubis, a key part of playing this accessory is to let your teammates do the heavy lifting as you support them with your many ranged options. However, should you be confronted by someone, it is best to play keep-away and only go in for the attack when your opponent has messed up and is ripe for punishment. Being clever as a jackal is key. Be aware that several of Ouas' options require MP to use, so if it runs low, the user will have fewer options to rely on.

Other Links