A Shadow Guard of the Yaoqing. He is reticent and silent, always acting on his own. As an expert in intelligence services and other affairs that must remain obscure, Moze rarely shows himself before others. The moment he shows his true capacities is usually the moment for his enemies to face death. He has a wealth of knowledge regarding methods of assassination and seems to have an extraordinary obsession with tidiness and cleanliness.
To learn more about Moze check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Moze has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 2.5
Last major build/calcs update
Patch 2.6
Last profile update*
November 12th, 2024
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Moze check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Profile
Review
Build and teams
MoC/PF/AS Statistics
Calculations
Profile
Hurlthorn
Single Target
Energy gain: 20
Break: 10
Fleetwinged Raid
Single Target
Energy gain: 30
Break: 20
Dash In, Gash Out
Single Target | 120 energy cost
Energy gain: 5
Break: 30
Cascading Featherblade
Single Target
Energy gain: 10
Break: 10
Bated Wings
Enhance
Energy gain: 0
Break: -
Nightfeather
Daggerhold
Vengewise
Oathkeeper
Eidolon 1
After entering battle, Moze regenerates 20 Energy. Each time the Additional DMG from his Talent is triggered, Moze regenerates 2 Energy.
Wrathbearer
Eidolon 2
When all allies deal DMG to the enemy target marked as "Prey," increases CRIT DMG by 40%.
Deathchaser
Eidolon 3
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Heathprowler
Eidolon 4
When using Ultimate, increases the DMG dealt by Moze by 30%, lasting for 2 turn(s).
Truthbender
Eidolon 5
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Faithbinder
Eidolon 6
Increases the DMG multiplier of the Talent's follow-up attack by 25%.
Moze images aren't available yet. They will be added when the character is released.
Review
Fantastic follow-up support rivalling Topaz,
Uncharacteristically high Toughness DMG for a non-Break unit,
Untargetable for most of the fight making his abysmal defensive stats irrelevant,
Completely SP neutral,
Fits into any follow-up team comp very well,
Scales exceptionally with Eidolons and his best one is really early,
Very straightforward and accessible.
Runs into Energy problems quite often,
AoE is non-existent as a Hunt unit,
He offers a lot less to non follow-up teams making him a less desirable pick there,
There aren't many good supportive Light Cone options for Hunt characters that aren't limited 5-stars.
Moze is a follow-up based Hunt character. He marks an enemy as his Prey, increasing the follow-up damage they take, and automatically dealing additional damage whenever allies attack the marked enemy. Every 3 attacks will have Moze immediately launch a follow-up attack against the Prey, and will reset the Prey status after 3 follow-ups. His Ultimate hits hard and immediately grants a follow-up after the attack. He contributes a lot of damage outside of his turns and ends up being SP-neutral as well. He also has surprisingly high Toughness damage for a character not revolving around Break.
The struggling architect behind the Palace of Alca — uh wait, let me check my notes... Ah, ahem, the Shadow Guard of the Yaoqing, and retainer to Feixiao, is another addition to the ever-growing list of characters in the illustrious 'How the hell is this a 4-star character?' category. He's very formidable and definitely worth your attention, as he's a strong contender to Topaz while being more accessible due to his 4-star status. Even without comparing, he allows for further flexibility within the follow-up team archetype and can allow you to have two fully built teams without having to compromise on performance in one or the other.
His focal point is in his Skill. Moze attacks a single enemy, dealing up to 150% ATK and marking it as Prey. Prey is accompanied by the acquisition of 9 points of Charge. This Prey status is important for his Talent and later his overall game plan with his Bonus Abilities and even Eidolons. It is the most important thing to keep up on targets. Do note that Moze cannot use his Skill if he is the only ally on the team or is the only one alive in a fight.
His Talent expounds upon this status; Moze enters the Departed state when an enemy has Prey. Every time allies attack the Prey, Moze consumes 1 point of Charge and deals up to 30% ATK as an instance of Additional Lightning DMG. Every 3 points of Charge consumed this way will have Moze launch a follow-up attack against the Prey, dealing up to 160% ATK. The actual Skill usage that applies the Prey debuff will also activate the Additional Lightning DMG once without consuming any Charge, and Moze's follow-ups also trigger the bonus DMG instance without consuming Charge. When Charge reaches 0, the Prey state is dispelled and Moze must reapply it via his Skill.
The Departed state makes Moze quite literally vanish into thin air. He won't get another turn until all points of Charge have been consumed or the Prey enemy is defeated, and he also cannot be targeted or hit by allies or enemies, which is just as well given that he's made of literal papier-mâché. It's interesting to note that Moze's follow-up has above average Toughness damage; usually follow-ups like this are half as effective as a Basic ATK, but Moze's is exactly the same Toughness damage as a Basic ATK, though this is to account for the fact that he's too busy chilling in the shadows to use his actual Basic ATK. It is much the same story for the Energy generation of this follow-up, being above average here as well.
The free activations of the Additional DMG also contribute a fair bit to his overall damage; not counting his follow-ups, 9 points of Charge would let him get 270% ATK as Additional DMG from the Prey state, but with the free activations he gets, it's actually closer to 390% ATK, with almost all of that being done outside of his turn. Couple this with his above average Toughness DMG, even when he can't hit enemies with his Basic ATK, and you've got a very strong character.
Moze's Ultimate deals up to 270% ATK to a single enemy, and then immediately launches his Talent's follow-up onto the target. If the enemy was defeated before that, the follow-up will land on a random other enemy. This is a pretty simple Ultimate (for the first time in like a year), and again contributes extra Toughness damage. This follow-up is exactly the one from Talent, meaning this also gets to proc the Additional DMG without consuming Charge. There is not much else to it, but because of the free follow-up, you are encouraged to only use this on enemies that you have previously marked as Prey.
The Ultimate hit itself will consume a point of Charge, so it can result in some funny interactions where Moze just hits back-to-back follow-up attacks, but it also speeds up the process of dealing damage and getting to re-use his Skill faster. The Energy cost of the Ultimate is an average 120, but this is somewhat high considering Moze is unable to act during his Departed state to recover Energy via Basic ATKs — this is offset by the increase Energy gain on his follow-up as mentioned earlier, but it's still something you need to keep in mind, and you may not be able to fire off Ultimates as often as you'd expect.
Moze's Bonus Abilities are integral to unlocking his full potential as a follow-up DPS and support. A2 will allow Moze's Talent follow-up to recover 1 SP when it lands, with a cooldown of 1 turn. This can be triggered off of either his Charge being reduced or from his Ultimate's free usage. This makes Moze completely SP neutral; he spends 1 Skill Point to mark an enemy and Depart the field, and he recovers the Skill Point as soon as he lands a follow-up attack. This is extremely useful and in essence means you only need to factor in the SP consumption of 3 allies instead of 4.
His A4 will Action Advance Moze by 20% upon exiting the Departed state, and will Advance him by 30% at the start of each new wave. This brings Moze back into the fray faster, allowing him to reapply Prey quicker and return to the shadows, and since this is essentially his gameplay loop forever, Moze ends up being a deceptively 'fast' unit whenever his face does reappear on the Action Order list. The 30% Advance on a new wave helps Moze to be the first acting ally to apply Prey to a new target, before the team tears into them with blades, chalk, chips, and pigs.
Lastly, his A6 is the most important of the Bonus Abilities. Moze's Prey debuff will now also increase the follow-up DMG taken by the marked enemy by 25%, and his Ultimate is now considered as follow-up DMG. This is where he truly takes off, increasing not just his own damage by a significant amount but also the entire team's assuming they are also follow-up attackers. It is imperative that if you are planning on using Moze at all you activate this Bonus Ability ASAP.
As a 4-star, you are likely to get Eidolons for Moze over time. Luckily for us all, they're quite good and start strong early on. E1 will immediately regenerate 20 Energy for Moze upon starting battle. He will also get 2 Energy every time the Additional Lightning DMG from his Talent is triggered. This is invaluable for maintaining good Energy income, as there is otherwise no way to increase the Energy gains of Moze while he is in the Departed state. This Eidolon alone means that every Skill usage of Moze will recover at the very least 53 Energy if you include the 30 Energy from the Skill itself, with the potential to go slightly higher to 55 if you also manage to get a follow-up from his Ultimate.
E2 will additionally make enemies marked as Prey take an additional 40% CRIT DMG from all ally attacks. This is not exclusive to just follow-up attacks, so is a very generous and generic boost to team damage. Naturally, for follow-up specific setups, this makes Prey one of the strongest persistent debuffs you can apply to enemies, as 25% Vulnerability to follow-ups and +40% CRIT DMG taken is spectacular, made even more ridiculous as Moze is a 4-star. Moze is already very good without this Eidolon, but he truly excels once this is activated. This is the one to shoot for, folks.
His E4 will increase the DMG Moze deals by 30% for 2 turns after he uses his Ultimate. Because of the particular nature of the Departed state, it is quite feasible for Moze to have this bonus up permanently, providing a significant boost to his personal damage. E6 follows this trend by increasing the DMG multiplier of his Talent's follow-up attack by 25%, meaning the new damage his follow-up deals is 201% ATK, accounting for the Trace level increase from E3. All very good things to have.
The actual nature of Moze's kit is very simple, and very easy to make good use of. He's predominantly a support for follow-up teams with some very substantial damage contributions of his own. As such, you should aim to pair him with teams specialising in follow-up DMG, unsurprisingly. Notable options are Feixiao and Dr. Ratio, and he also quite likes sustains like Aventurine who have a follow-up in their kit or fast acting sustains like Gallagher to expedite the consumption of Moze's Charge. Yunli or Clara can also work, but it's a little trickier since their Counter based gameplay can be difficult to account for in AoE scenarios.
Speaking of AoE, Moze doesn't have any, as is expected of a Hunt character. While he is undeniably exceptional in single-target or few-target scenarios, he cannot keep up with the debuff application in AoE, even if he can theoretically keep up with the SP consumption. It's just less efficient than it could be, and there are just better options for dealing with mass AoE content than him.
Moze is probably going to be compared to Topaz a fair bit since they both provide follow-up Vulnerability through their kit. Astonishingly, this is not as unfavourable a comparison as you may think it'd be for Moze — in fact, it's illegal how close Moze can come to Topaz's raw performance, especially when he's at E6. Topaz still holds the edge when it comes to said raw performance, but Moze's Toughness damage is astonishingly high and definitely makes him a worthy consideration when the enemy is weak to Lightning. Additionally, since Moze can vanish from the field, his papier-mâché constitution does not matter in the slightest, a benefit Topaz most assuredly does not share.
They are both fantastic units for follow-up teams, and as I mentioned near the start, having access to both of them can allow you to easily construct two outstanding follow-up teams when it comes to Memory of Chaos or Apocalyptic Shadow. One does not devalue the other, and you can even use them together to great effect if you are lacking the one true follow-up support goddess (it's okay if you don't, not everyone is welcome in her world, it's a skill issue™).
Moze is definitely worth your time. Just don't ask him about the stew Jiaoqiu gave him last night, it’s the only thing deadlier than Moze himself…
Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.
Available ratings:
MoC
PF
AS
MoC
PF
AS
Build and teams
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
107.5%
Increase the wearer's CRIT Rate by 18/21/24/27/30% and their follow-up attacks' DMG by 30/35/40/45/50%. After the wearer uses a follow-up attack, apply the Tame state to the target, stacking up to 2 stacks. When allies hit enemy targets under the Tame state, every Tame stack increases the CRIT DMG dealt by 12/14/16/18/20%.
Source: Event Warp (limited)
114.60%
Increases the wearer's CRIT DMG by 20/23/26/29/32%. For every debuff on the enemy target, the wearer's CRIT DMG dealt against this target increases by 8/9/10/11/12%, stacking up to 3 times. When using Ultimate to attack the enemy target, the wearer receives the Disputation effect, which increases DMG dealt by 36/42/48/54/60% and enables their follow-up attacks to ignore 24/28/32/36/40% of the target's DEF. This effect lasts for 2 turns.
Source: Event Warp (limited)
103.65%
For each time the wearer hits the same target, DMG dealt increases by 8/10/12/14/16%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.
Source: Stellar Warp
100%
Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).
Source: Herta's Store
The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.
100%
3 DebuffsIncreases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
98.99%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
95.90%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
100%
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
94.53%
Increases the wearer's ATK by 12%. When entering battle, if at least one other ally follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.
93.07%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.
SPD (only if needed for your team) = CRIT RATE >= CRIT DMG > ATK%
If you want to learn more about the various stats and breakpoints, expand the section below.
Speed: Speed is not a mandatory stat on Moze as outside of his initial skill usage the rest of his damage is dealt via other characters hitting his mark. There are two scenarios you may want to build some of this stat though.
The first is to ensure Moze always moves before all of your other characters in order to maximize charge consumption and follow-up attacks. How much Speed is needed for this will vary based on your other characters' speed.
The second is to reduce Moze's downtime after returning from stealth. In some cases, Moze can return at just the wrong moment leading to him reapplying his mark after the majority of your team has moved. Building a bit of speed can be the difference between him re-applying his mark right before your team moves or right after. In most cases, Moze's advance trace should be more than enough to cover both scenarios but if it's not, build a bit of speed.
HP and DEF: Defenses aren't as important or needed on Moze as other characters due to the fact he spends most of his time off of the field. Getting just enough to ensure you survive a single hit is usually fine.
CRIT RATE VS CRIT DMG: When playing Moze with eidolons CRIT RATE is far more valuable than CRIT DMG as his E2 grants him 40% CRIT DMG at almost all times. Additionally, Moze is usually paired alongside Robin in a lot of his best teams who also offer him a further 45% CRIT DMG. To take advantage of this stack more CRIT RATE than you usually would on characters. If you don't have E2 Moze or Robin aim for a more standard CRIT ratio.
ATK: 2400-2600+
CRIT RATE: 80-100%
CRIT DMG: 120-140%+
SPD: Enough Speed to ensure Moze moves first in combat and doesn't return from off-field after a large number of ally actions.
Talent > Ultimate > Skill > Basic
Nightfeather (A2) > Vengewise (A6) > Daggerhold (A4)
Below you can find a list of some of the stronger synergies between this character and others.
Feixiao Team
Dr. Ratio Team
FUA Spam Team
The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF/AS Statistics tab.
MoC/PF/AS Statistics
This section contains information about Moze performance in the latest Memory of Chaos cycle (2.6), latest Pure Fiction (2.6) and the latest Apocalyptic Shadow (2.7), and the commonly used Relics and Cones in both modes. The page will be automatically updated every 2 weeks once enough data is gathered in the current cycle.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF/AS Stats FormCharacters are ranked with appearance rate, which is how often a character was used in Memory of Chaos by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Pure Fiction by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
Characters are ranked with appearance rate, which is how often a character was used in Apocalyptic Shadow by the players who we have scanned, regardless of whether they own the character or not. Ownership rate currently cannot be obtained.
This section lists the characters that were most commonly paired with Moze in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Moze in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Moze in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Moze in the current MoC cycle (640), in the current PF cycle (3) or in the current AS cycle (168) and had the character placed in their Profile. Use the switcher below to show Moze Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
4.35%
10 cyc.Eidolon 0
4.76%
8 cyc.After entering battle, Moze regenerates 20 Energy. Each time the Additional DMG from his Talent is triggered, Moze regenerates 2 Energy.
8.33%
7 cyc.When all allies deal DMG to the enemy target marked as "Prey," increases CRIT DMG by 40%.
12.55%
8.14 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
13.06%
5.67 cyc.When using Ultimate, increases the DMG dealt by Moze by 30%, lasting for 2 turn(s).
14.37%
8.25 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
45.66%
8 cyc.Increases the DMG multiplier of the Talent's follow-up attack by 25%.
Light Cones are ranked with usage rate among the players we have scanned who used Moze in the current MoC cycle (640), in the current PF cycle (3) or in the current AS cycle (168) and had the character placed in their Profile. Use the switcher below to show Moze Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
31.78%
8.44 cyc.For each time the wearer hits the same target, DMG dealt increases by 8/10/12/14/16%, stacking up to 5 time(s). This effect will be dispelled when the wearer changes targets.
Source: Stellar Warp
29.96%
7.83 cyc.Increase the wearer's CRIT Rate by 18/21/24/27/30% and their follow-up attacks' DMG by 30/35/40/45/50%. After the wearer uses a follow-up attack, apply the Tame state to the target, stacking up to 2 stacks. When allies hit enemy targets under the Tame state, every Tame stack increases the CRIT DMG dealt by 12/14/16/18/20%.
Source: Event Warp (limited)
14.99%
4 cyc.Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).
Source: Herta's Store
9.81%
8.14 cyc.Increases the wearer's CRIT DMG by 30/35/40/45/50%. When the wearer's Basic ATK or Skill does not result in a CRIT Hit, increases their CRIT Rate by 36/42/48/54/60% for 1 turn(s). This effect can only trigger once every 3 turn(s).
Source: Stellar Warp
6.27%
8.17 cyc.Increases the wearer's ATK by 12/14/16/18/20%. When the wearer lands a CRIT hit on enemies, they will gain a stack of Good Fortune. This effect can be stacked 4 time(s). Every stack of Good Fortune the wearer has will increase their CRIT DMG by 8/9/10/11/12%. Good Fortune will be removed at the end of the wearer's turn.
Source: Forgotten Hall Store
3.54%
6.33 cyc.Increases the wearer's CRIT DMG by 20/23/26/29/32%. For every debuff on the enemy target, the wearer's CRIT DMG dealt against this target increases by 8/9/10/11/12%, stacking up to 3 times. When using Ultimate to attack the enemy target, the wearer receives the Disputation effect, which increases DMG dealt by 36/42/48/54/60% and enables their follow-up attacks to ignore 24/28/32/36/40% of the target's DEF. This effect lasts for 2 turns.
Source: Event Warp (limited)
1.82%
99.99 cyc.Increases ATK of its wearer by 16/20/24/28/32%. If there are 2 or fewer enemies on the field, increases wearer's CRIT Rate by 12/15/18/21/24%.
Source: Stellar Warp
0.91%
6 cyc.After entering battle, increases the wearer's SPD by 8/9/10/11/12% and DMG by 12/15/18/21/24%. When the wearer takes DMG, this effect will disappear. This effect will resume after the end of the wearer's next turn.
Source: Echo of War | Forgotten Hall Store
0.91%
7 cyc.Increases the wearer's CRIT Rate by 12/15/18/21/24%. After a CRIT Hit, there is a 16/20/24/28/32% fixed chance to dispel 1 buff on the target enemy. This effect can only trigger once per attack.
Source: Nameless Glory
Relic Sets are ranked with usage rate among the players we have scanned who used Moze in the current MoC cycle (640), in the current PF cycle (3) or in the current AS cycle (168) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
67.4%
Increases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
9.61%
ATK increases by 12%.
Increases the wearer's CRIT Rate by 6%. When the wearer uses a follow-up attack, increase the DMG dealt by their Ultimate by 36%, lasting for 1 turn(s).
8.8%
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
3.54%
Increases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
Increases follow-up attack DMG by 20%.
When the wearer uses follow-up attacks against the target enemy, increase the wearer's ATK by 6% for every time the follow-up attack deals DMG. This effect can stack for a maximum of 8 times and lasts for 3 turns. This effect is removed the next time the wearer uses a follow-up attack.
2.63%
Increases Lightning DMG by 10%.
When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).
Increases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
68.83%
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
16.9%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.
8.9%
Increases the wearer's ATK by 12%. When entering battle, if at least one other ally follows the same Path as the wearer, then the wearer's CRIT Rate increases by 12%.
1.72%
Increase the wearer's SPD by 6%. When the wearer hits enemy targets with Fire Weakness, the wearer's Break Effect increases by 40%, lasting for 1 turn(s).
0.91%
Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
Relic Stats are shown based on the Relics used by the players we have scanned who used Moze in the current MoC cycle (640), in the current PF cycle (3) or in the current AS cycle (168) and had the character placed in their Profile.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
The simulation showcases characters damage potential in the 5 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.
General:
Enemies:
Units:
And here are the Relics and the Light Cone used in the calculations above:
Increases the wearer's CRIT rate by 8/10/12/14/16%, and increases their CRIT rate against enemies with HP less than or equal to 50% by an extra 8/10/12/14/16%. When the wearer defeats an enemy, their ATK is increased by 20/25/30/35/40% for 2 turn(s).
Source: Herta's Store
Increases DMG dealt to enemies with debuff by 12%.
Increases CRIT Rate by 4%. The wearer deals 8%/12% increased CRIT DMG to enemies with at least 2/3 debuffs. After the wearer inflicts a debuff on enemy targets, the aforementioned effects increase by 100%, lasting for 1 turn.
When allies use follow-up attacks, the wearer receives 1 stack of Merit, stacking up to 5 times. Every stack of Merit increases the DMG dealt by the wearer's follow-up attacks by 5%. When there are 5 stacks, additionally increases the wearer's CRIT DMG by 25%.
CRIT Rate (32.1%), CRIT DMG (93.3%)
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