Dynasty Warriors 3: Complete Edition Remastered - Skills
The core battle systems and officer techniques of Dynasty Warriors 3 that define its mass-combat Musou gameplay, from the chain-string attack structure and Musou specials to the mounted, juggling, and elemental charge techniques.
We are updating the data
These pages are being expanded and corrected right now, so some entries may be
incomplete or out of date. Check back soon for the full dataset.
of 12 entries
· updated 2026-09-15
| Name | Type | Description | Cost | Prerequisite |
|---|---|---|---|---|
| Musou Attack | Special Skill | The signature screen-clearing super attack unleashed when the Musou gauge is full. | Full Musou gauge | Fill the Musou gauge through combat, hits taken, and health/musou pickups |
| True Musou | Special Skill | An enhanced Musou variant performed when the character is low on health (critical condition) or fulfilling special conditions, empowering the attack with elemental effects and an extended, more devastating sequence. | Full Musou gauge + critical condition | Enter critical condition with a full Musou gauge |
| Charge Attacks (C1-C6) | Combat Technique | The layered combo structure at the core of combat. | None (timing-based) | Learn each officer's charge-input rhythm per weapon |
| Combo String / Chain Attack | Combat Technique | The fundamental normal-attack chain that builds hits and feeds every other system. | None | Available from the start with any weapon |
| Aerial Juggling | Combat Technique | Chaining launchers (such as certain C1 or charge hits) into mid-air follow-ups that keep an officer or enemy airborne and helpless. | None | Master launcher charge moves and air strings |
| Horseback Combat and Musou | Field Technique | Combat from the saddle, letting the player trample infantry and strike from a higher, faster position. | None (call horse when available) | Call a horse on the battlefield and take the reins |
| Elemental Aura / Charge Projectile | Special Skill | Weapons and officers carrying elemental attributes (fire, ice, lightning) fold their effect into charge attacks, launching projectiles or coating swings that burn, freeze, or shock enemies. | Weapon / officer attribute | Equip a weapon or play an officer with an elemental attribute |
| Defender Gauge Management | Tactical System | Officers carry a Defender gauge in addition to health; depleting an enemy general's Defender gauge to zero triggers a morale-shattering power-down and vulnerability window, while protecting your own generals' gauges keeps your army stable. | None | Understand officer gauges and manage battlefield morale |
| Bodyguard System | Support System | Recruited officers and promoted bodyguards accompany the player into battle, fighting, drawing aggro, and finishing weakened foes on command. | None (recruit via story) | Complete story events that grant loyal officers as bodyguards |
| Weapon Leveling and Tiering | Progression System | Weapons gain levels with use, and higher tiers unlock as campaigns progress, from a base weapon up to a powerful fourth-tier ultimate per character. | Battle use / chapter progression | Progress an officer's campaign and keep using their weapon |
| Musou Mode Officer Campaigns | Game Mode | The story-driven campaign mode, one per playable officer, reenacting their pivotal battles in sequence. | None | Select an unlocked officer at the Musou Mode screen |
| 2-Player Cooperative Play | Game Mode | Two players can take to the field together in Free and Musou modes, splitting battlefield responsibilities, sharing the crowded chaos, and coordinating Musou uses and rescue of each other's generals. | None | Join a second controller / player in a supporting stage |
No matching entries
Try a different search term.