Keys: | Normal Attack • | Charge Attack • | Musou • | Jump/Mount |
Base Game
- Main Attacks
- Charge Attack 1: : Does a shockwave-inducing stomp that knocks over nearby enemies. Cannot activate elemental effects provided by orbs.
- Charge Attack 2: : Swings right halberd upward, lifting opponents up to the air. Cannot activate elemental effects provided by orbs.
- Charge Attack 3: : Does downward strikes that have both picks being directed to the left and right repeatedly, ending the barrage with a leftward swipe to the front. The last hit stuns foes momentarily.
- Charge Attack 4: : Performs a rotating strike with both picks held horizontally. Knocks away foes in front of Pang De.
- Charge Attack 5: : Plunges both picks to the ground to produce an impacting launcher, flinging surrounding foes high up into the air.
- Charge Attack 6: : Charges forward with both halberds outstretched, then crosses them inward upon stopping.
- Normal Attack 1: : Swings both picks to the left and right twice with the last two hits being more full in semi-rotation.
- Normal Attack 2: : Similar to the first normal attack string, but adds a clockwise spin swing with both picks held in the same direction.
- Normal Attack 3: : Similar to the second normal attack string, but adds an outward cross swing with the two picks pointed down at each side.
- Evolution Attack: : Extends the normal attack string by cycling back to the third hit sequence.
- Musou Attacks
- Musou Attack: : Does several swings to the right and left repeatedly while remaining stationary, ending the combo with a powerful rightward slash.
- True Musou Attack: Low Health + : Similar to the normal Musou animation, but finishes the attack with a hopping ground stab using both halberds. The resulting impact unleashes a massive radial shockwave that sends surrounding foes flying.
- Auxiliary Attacks
- Dash Attack: Dashing + : Lands a round swipe that leaves the user facing the rear while sliding briefly.
- Jump Attack: : Does an outward swipe with both picks while leaping in the air.
- Jump Charge: : Attacks foes below with an aerial roll.
- Parry: L1 + : Instantly performs the fourth charge attack to counter incoming blows.
- Horse Attacks
- Horse Charge Attack: : Lands a powerful rear swing to each side simultaneously using both halberds. Can be performed while in the middle of doing the normal horse attack string.
- Horse Normal Attack: : Does several alternating swings to the right side.
- Horse Musou Attack: : Unleashes continuous quick swipes to the right while riding horse, ending the barrage with a radial shockwave emitted via double swing.
- Bow Attacks
- Normal Shot: Hold R1 + : Shoots a normal arrow.
- Charge Shot: Hold R1 + : Fires a charged shot that dazes the target.
- Musou Shot: Hold R1 + : Unleashes a Musou-powered arrow that knocks enemies down. Can fire multiple shots rapidly so long as the user has enough Musou.
Dynasty Warriors 5: Xtreme Legends
- Xtreme Mode Skills
- Special Ability - Armor Power-Up: Doubles party's defense power for 30 seconds. Occurs randomly.
- Destiny Mode Skills
- Favored Action: Rallying Troops
- Taught Skill Type: Archery
Dynasty Warriors 5: Empires
Pang De gains additional abilities and traits in this title.
- Weapon Type: Spear
- Skill - Rush: Focuses on defeating nearby enemy officers.
- Proposed Policy 1 - Replenish+: Restores 1,000 troops to all officers.
- Proposed Policy 2 - Blockade: Interferes with enemy reinforcements for 1 turn, preventing them from joining a battle.
Dynasty Warriors: Online
Although Pang De's moveset is available for player avatars to make use of, the actual character can be temporarily controlled by using their corresponding spirit item.
- Domestic Bonus: +10 to Military
- Battle Bonus: +7 to Defense
Dynasty Warriors Vol. 2
Pang De gains additional abilities and traits in this title.
- Ability - Rally +: Restores the player's morale by 1.5 gauges.
- Support Skill 1 - Fill Musou: Gradually refills the party's Musou gauge.
- Support Skill 2 - Fortify: Doubles the party's defense power for 30 seconds at the start of battle.
- Team Combination
- Xi Gentlemen (西涼の士)
- Required Characters: Ma Chao, Pang De
- Bonus: +28 Attack, +28 Defense
Warriors Orochi
- Modified Attacks
- Charge Attack 1: : The bursting stomp effect has less range than it did in the base game, though it now inflicts elemental damage. The sequel removes that particular trait entirely. It also shrouds Pang De with a green aura that enables him to both repel and damage foes that come into contact with him for a brief moment.
- Charge Attack 2: : Functions similarly to its base game incarnation, but can break through the enemy's guard.
- Jump Charge: : Functions similarly to its base game incarnation, though it can no longer be guarded against.
- New Attacks
- Special Attack: R1: Plows over enemies with a full body charge while covered within a blue aura. Pang De cannot be attacked or interrupted when performing this move. Consumes 40 Musou points.
- Hyper Armor: Prevents enemies from interrupting combos with normal attacks.
- Team Abilities
- Ability 1 - Potence: Increases the team's attack.
- Ability 2 - Power: Increases attack of Power-type characters.
- Ability 3 - Acclaim: Increases experience points gained.
- Ability 4 - Awakening: Increases damage done by Musou-based attacks.
Warriors Orochi 2
- Team Attacks
- Assist Attack: Counter + L1 + or : Pang De performs his sixth charge attack to assist a teammate. Consumes a portion of Musou.
- Triple Attack 1: Low Health + L2 + R2 + : Sends a fierce gust of wind traveling forward.
- Triple Attack 2: Low Health + L2 + R2 + : Generates a pillar of ferocious wind by stabbing the ground.
- Triple Attack 3: Low Health + L2 + R2 + : Swings both weapons to produce air currents traveling at mid-range.
- Triple Attack Finisher: Pang De unleashes three hefty swings done back and forth, then fiercely stabs the bottom tips of his halberds to the ground on each side. As the whole team finishes up, a bright pillar of light generates at the intersection of their attack range and engulfs the surrounding area. Enemies caught by the blast sustain massive damage while being flung to the air and set on fire.
- Strategy - Shield: Increases the defense of the allied commander.