Hurlthorn
[Single Target]Deals Lightning DMG equal to 140% of Moze’s ATK to one designated enemy target.
“Some people are silent because they have no desires. Some are silent because they have no thoughts. I am silent only because I do not wish to speak.”
Moze is a 4-star Lightning character of The Hunt who deals single-target damage through Follow-up ATKs, and most of that damage happens outside his own turn. He marks one enemy as Prey, and every time your teammates hit it, he strikes as well, while the Prey also takes more Follow-up ATK DMG. If your Follow-up ATK team is missing a sub-DPS, Moze is well worth getting, Eidolons included.
He suits anyone who plays Follow-up ATK teams, especially with Feixiao, Dr. Ratio or Yunli. In teams that don't rely on Follow-up ATKs he contributes a lot less, so think it over before you invest in him.
Build Moze like a regular CRIT-based DPS: CRIT Rate, CRIT DMG and ATK. He already gets CRIT DMG from his Traces, so stack CRIT Rate first.
Worrisome, Blissful
Best
Baptism of Pure Thought
Great
Swordplay
Great
Cruising in the Stellar Sea
Great
See You at the End
Great
Final Victor
Good
Go for CRIT Rate on the Body, since his minor Traces already give Moze 37.3% CRIT DMG. Take ATK% on both Feet and Rope, which makes it fairly easy to get his ATK high. Use Lightning DMG Boost on the Planar Sphere.
Stack CRIT Rate first until you are around 80%, then move on to CRIT DMG. As for SPD: Daggerhold advances his action on its own, so Moze doesn't need SPD like a regular DPS. Only add some if your team needs him to act first when a fight starts.
His Talent is the core of his kit, and leveling it makes his Follow-up ATKs hit harder. His Ultimate is his second source of damage, so level it right after. The Skill only adds plain damage, and you can mostly skip Basic ATK because Moze barely uses it.
Unlock Vengewise as soon as you can: it makes his Ultimate count as a Follow-up ATK and makes the Prey take 25% more Follow-up ATK DMG, which helps the whole team. Nightfeather recovers 1 Skill Point after his Talent's Follow-up ATK, so Moze costs you almost no Skill Points. Daggerhold advances his action when he leaves the Departed state and at the start of each wave, which saves you from building SPD.
E1 gives him 20 Energy when he enters battle and 2 more Energy every time his Talent's Additional DMG triggers, which goes a long way toward fixing his Energy problems. E2 raises CRIT DMG by 40% for the whole team when they hit the Prey, turning Moze into a much better support. E4 raises Moze's DMG by 30% for 2 turns after he uses his Ultimate. E6 increases the DMG multiplier of his Talent's Follow-up ATK by 25%, a huge boost. He is a 4-star, so you will pick up his Eidolons over time.
Moze works best as a sub-DPS in a Follow-up ATK team, because the Prey has to be hit many times for him to keep attacking. Feixiao acts very often, so she charges Moze fast, and in return his Follow-up ATKs help her build Flying Aureus for her Ultimate, which also counts as a Follow-up ATK and gets the Prey bonus. Aventurine keeps the team alive and adds lots of extra attacks. If you don't have him, anyone who can keep the team alive is fine, but don't use Huohuo next to Feixiao.
Dr. Ratio wants the enemy to have at least 3 debuffs (ideally 5), and Moze wants teammates who attack as often as possible. The Prey alone gives 2 debuffs, and Dr. Ratio attacks at least twice per action, so he charges Moze steadily. On top of that the Prey takes 25% more Follow-up ATK DMG, and with E2 the team also gets 40% CRIT DMG.
This team needs no 5-star characters. Moze pairs up with March 7th (The Hunt), and once she has E2 she can launch Follow-up ATKs, which makes her a much better partner for him. Yukong raises the whole team's ATK with her Skill, and Lynx handles healing.
Moze's best teammate. She takes at least 3 actions every turn, so she charges him faster than anyone, and since most of her damage counts as Follow-up ATK DMG, she gets the full 25% from the Prey.
They cover each other's needs: the Prey gives Dr. Ratio 2 debuffs right away so his Follow-up ATKs come out more easily, and Dr. Ratio attacks often enough to keep Moze charged.
Moze doesn't need much protection because he spends most of the fight Departed, but Aventurine is the sustain who launches the most attacks, which means more Follow-up ATKs from Moze.
Time her Ultimate so it hits the enemy marked as Prey, and she deals a lot of Follow-up ATK DMG.
The best budget main DPS for Moze, especially once she has E2 and can launch Follow-up ATKs.
Her Counters depend on luck, but they still benefit from the Prey's damage bonus.
Her ATK buff only ticks down when an ally actually ends their turn, so no matter how many Follow-up ATKs Moze launches, the buff doesn't run out faster.
Restores Energy for her teammates, a good option when Feixiao isn't on the team.
Lowers enemy DEF with her Ultimate.
Puts lots of debuffs on enemies, useful when the team needs debuffs.
His Skill Fleetwinged Raid deals Lightning DMG to one enemy, marks it as Prey and gives Moze 9 points of Charge. Keeping Prey on an enemy is the most important part of playing Moze. Note that if there are no other characters on the field who can fight, Moze can't use his Skill.
While Prey is on the field, Moze enters the Departed state: he vanishes from the field and can't be targeted by enemies or allies, so his low defensive stats stop being a problem. Every time an ally attacks the Prey, Moze deals Lightning Additional DMG and uses up 1 point of Charge. For every 3 points used, he launches a Follow-up ATK on the Prey. When Charge hits 0, the Prey state is removed, Moze comes back and has to mark a target again with his Skill. Thanks to Daggerhold, his action advances by 20% when he leaves the Departed state and by 30% at the start of each wave, so he can mark a new target before the rest of the team acts.
His Ultimate Dash In, Gash Out deals heavy Lightning DMG to one enemy and then immediately launches his Talent's Follow-up ATK on that target. If the target dies first, the Follow-up ATK goes to a random enemy instead. Because you get a free Follow-up ATK, use the Ultimate on the enemy marked as Prey. It costs 120 Energy, and while Departed Moze can't use Basic ATKs to recover Energy, so sometimes he will use his Ultimate less often than you expect.
Moze's Follow-up ATK deals the same Toughness damage as a Basic ATK, which is quite high for a character who isn't a dedicated breaker. He spends 1 Skill Point to mark the Prey, and Nightfeather gives 1 back after his Talent's Follow-up ATK, so you only have to plan Skill Points for the other 3 characters. Before a fight, use his Technique Bated Wings to enter Stealth for 20 seconds. If he attacks an enemy to start combat while in Stealth, his DMG goes up by 30% for 2 turns.
Deals Lightning DMG equal to 140% of Moze’s ATK to one designated enemy target.
Marks a designated single enemy target as “Prey” and deals to it Lightning DMG equal to 188% of Moze’s ATK, and gains 9 points of Charge.
When there are no other characters on the field that are capable of combat, Moze cannot use his Skill and dispels the enemy’s “Prey” state.
Deals Lightning DMG equal to 324% of Moze’s ATK to one designated enemy target, and launches the Talent’s Follow-Up ATK against this target. If the target is defeated before this Follow-Up ATK is used, then launches the Follow-Up ATK against a random single enemy instead.
When “Prey” exists on the field, Moze will enter the Departed state.
After ally targets attack “Prey,” Moze will additionally deal 1 instance of Lightning Additional DMG equal to 38% of his ATK and consumes 1 point of Charge. For every 3 point(s) of Charge consumed, Moze launches 1 Follow-Up ATK to “Prey,” dealing Lightning DMG equal to 200% of his ATK. When Charge reaches 0, dispels the target’s “Prey” state and resets the tally of Charge points required to launch Follow-Up ATK. Talent’s Follow-Up ATK does not consume Charge.
After using Technique, enters the Stealth state for 20 second(s). While in Stealth, Moze is undetectable by enemies. If Moze attacks enemies to enter combat while in Stealth, increases DMG by 30%, lasting for 2 turn(s).
After entering battle, Moze regenerates 20 Energy. Each time the Additional DMG from his Talent is triggered, Moze regenerates 2 Energy.
When all allies deal DMG to the enemy target marked as “Prey,” increases CRIT DMG by 40%.
Ultimate Lv. +2, up to a maximum of Lv. 15.
Talent Lv. +2, up to a maximum of Lv. 15.
When using Ultimate, increases the DMG dealt by Moze by 30.0%, lasting for 2 turn(s).
Skill Lv. +2, up to a maximum of Lv. 15.
Basic ATK Lv. +1, up to a maximum of Lv. 10.
Increases the DMG multiplier of the Talent’s Follow-Up ATK by 25%.
Moze is a damage dealer who marks an enemy as his Prey, letting allies deal extra Additional DMG when they attack that Prey. At the same time, after the team has attacked the Prey several times, Moze launches a follow-up attack on it.