Honkai: Star RailMozeBest build, teams and other guides

Character
Introduction

Moze is a 4 character from the Lightning element who follows the Path of Hunt.

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.

Video guide

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:

Update tracker

Last review update

Patch 2.5

Last major build/calcs update

Patch 2.5

Last profile update*

September 15th, 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

Skills
Basic ATK

Hurlthorn

Single Target

Lv. 1

Energy gain: 20

Break: 10

Deals Lightning DMG equal to #1[i]% of Moze's ATK to a single target enemy.
Skill

Fleetwinged Raid

Single Target

Lv. 1

Energy gain: 30

Break: 20

Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to #1[i]% 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.
Ultimate

Dash In, Gash Out

Single Target | 120 energy cost

Lv. 1

Energy gain: 5

Break: 30

Deals Lightning DMG equal to #1[i]% of Moze's ATK to a single target enemy, and launches the Talent's follow-up attack against this target. If the target is defeated before this follow-up attack is used, then launches the follow-up attack against a random single enemy instead.
Talent

Cascading Featherblade

Single Target

Lv. 1

Energy gain: 10

Break: 10

When "Prey" exists on the field, Moze will enter the Departed state. After allies attack "Prey," Moze will additionally deal 1 instance of Lightning Additional DMG equal to #1[i]% of his ATK and consumes 1 point of Charge. For every 3 point(s) of Charge consumed, Moze launches 1 follow-up attack to "Prey," dealing Lightning DMG equal to #2[i]% 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 attack. Talent's follow-up attack does not consume Charge.
Technique

Bated Wings

Enhance

Energy gain: 0

Break: -

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).
Major Traces
A2Major trace

Nightfeather

After using the Talent's follow-up attack, recovers 1 Skill Point(s). This effect can trigger again after 1 turn(s).
A4Major trace

Daggerhold

When Moze dispels his Departed state, his action advances by 20%. At the start of each wave, Moze's action advances by 30%.
A6Major trace

Vengewise

When dealing DMG by using Ultimate, it is considered as having launched a follow-up attack. The follow-up attack DMG taken by Prey increases by 25%.
Minor Traces (total)
ATK
ATK
+18%
CRIT DMG
CRIT DMG
+37.3%
HP
HP
+10%
Eidolons
E1

Oathkeeper

Eidolon 1

After entering battle, Moze regenerates 20 Energy. Each time the Additional DMG from his Talent is triggered, Moze regenerates 2 Energy.

E2

Wrathbearer

Eidolon 2

When all allies deal DMG to the enemy target marked as "Prey," increases CRIT DMG by 40%.

E3

Deathchaser

Eidolon 3

Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

E4

Heathprowler

Eidolon 4

When using Ultimate, increases the DMG dealt by Moze by 30%, lasting for 2 turn(s).

E5

Truthbender

Eidolon 5

Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.

E6

Faithbinder

Eidolon 6

Increases the DMG multiplier of the Talent's follow-up attack by 25%.

Stats and materials
Level 80
Enable Ascension
Level 80 stats
HP
HP
808
ATK
ATK
599
DEF
DEF
352
Speed
Speed
111
Level 1 → 80 Ascension Materials
  • Credit
    Credit
    x 246400
  • Artifex's Module
    Artifex's Module
    x 12
  • Artifex's Cogwheel
    Artifex's Cogwheel
    x 13
  • Nail of the Beast Coffin
    Nail of the Beast Coffin
    x 50
  • Artifex's Gyreheart
    Artifex's Gyreheart
    x 12
CV
ENG
Ben Balmaceda
JPN
Sakata Shogo (坂田将吾)
CN
Huang Jinze (黄进泽)
KR
Choi Hyun-sik (최현식)
Gallery

Moze images aren't available yet. They will be added when the character is released.

Review

Pros & Cons
Pros

  • 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.

Cons

  • 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.

Review (By Sushou)

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…

Ratings

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:

  • Memory of Chaos (MoC) - how the character performs in the Memory of Chaos. Blast and single target damage are important here while AoE has niche uses against some bosses.
  • Pure Fiction (PF) - how the character performs in the Pure Fiction. AoE is king here, followed by Blast while single target damage is mostly useless.
Eidolon 0

T1.5

MoC

T4

PF

T1.5

AS

Eidolon 6

T1

MoC

T3

PF

T1

AS

Build and teams

Best Relics

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. If a characters uses the Pioneer Diver of Dead Waters, the 100% uptime marking means that they can easily apply the debuff with their skills to activate the 100% bonus to Crit Rate / Crit.

Best Relic Sets

100%

3 Debuffs

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

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.

Best set for Moze thanks to the fact he'll always apply a debuff with each of his skills and the set's buff will not wear off while he remains off the field. You can expect the bonuses from this set to be permanently active so long as the enemy has at least 1 additional debuff placed on them on top of Moze's own 2 for a total of 3.

97.79%

(2)

Increases follow-up attack DMG by 20%.

(4)

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.

Alternative and close contender to 4P Pioneer. Moze's Follow-Up attacks each hit multiple times stacking up the 4P effect of this set very effectively, leading to good damage gains. Not quite as good as Moze's top option but a close 2nd.

94.40%

(2)

Increases follow-up attack DMG by 20%.

(4)

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)

Increases DMG dealt to enemies with debuff by 12%.

(4)

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.

An alternative option is to mix and match a combination of 2P Grand Duke, 2P Pioneer, 2P Lightning or 2P Attack if you have neither of the 4P sets above with satisfactory sub-stats yet.

93.51%

(2)

Increases follow-up attack DMG by 20%.

(4)

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)

Increases Lightning DMG by 10%.

(4)

When the wearer uses Skill, increases the wearer's ATK by 20% for 1 turn(s).

Best Planetary Sets

100%

(2)

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%.

Best planar option by far for Moze due to most of his teams featuring an absurd amount of Follow-Up attack triggers. This means the full bonus of this set is often effective immediately offering a tremendous 25% CRIT DMG and 25% Follow-Up attack damage.

95.87%

(2)

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%.

One of two alternatives if you haven't farmed a good sub-stat Duran set yet. Grants Moze 12% ATK unconditionally and 12% of his best stat CRIT RATE if at least one other Hunt character is present in the team with him. The stats on this planar are decent and bringing another Hunt character is business as usual for Moze so this Planar is a decent option.

94.96%

(2)

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%.

The other alternative to Duran with close performance to Izumo but without the restriction. Grants the more desirable stat of 15% Follow-Up attack damage compared to ATK% but only 8% CRIT RATE.
Best Stats
Body
CRIT Rate
CRIT Rate
>=
CRIT DMG
CRIT DMG
Feet
ATK
ATK%
Planar Sphere
Lightning DMG
Lightning DMG
Link Rope
ATK
ATK
Substats:

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.

Build comments

-

Recommended endgame stats
  • 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.

Traces priority
Skills priority:

Talent > Ultimate > Skill > Basic

Major Traces priority:

Nightfeather (A2) > Vengewise (A6) > Daggerhold (A4)

Best Light Cones

The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.

107.16%

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)

Best Cone option for Moze when considering both him and his team's damage. The buffing effect of this Cone allows Moze to double down on his supportive damage-dealing role while still gaining excellent offensive stats for himself. Moze can easily stack up both charges of the Tame state on the target he marks as Prey, noticeably boosting his own and team's performance.

116.86%

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)

The best option to boost Moze's personal damage granting him up to 44% CRIT DMG and a buff that offers 36% damage to all his abilities and 24% DEF Ignore to all his follow-ups permanently after his first ultimate. The damage bonus from this Cone is nice but it's likely better served on the character Moze intends to support. Should only be used if it's not desired by another character on the team and you have no other better supportive option such as Worrisome Blissful available.

104.11%

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

Very strong non-limited Cone option for Moze. This Cone's buff is absurdly fast to stack on Moze as all his common attacks hit multiple times. Moze also quite literally cannot switch targets for most of the fight meaning the buff should also be up at maximum effect in most cases.

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

One of the Top F2P options for Moze, assuming you can score at least one kill near the start of the fight on him to gain the ATK% buff which should last far longer on Moze than any other character. Has the downside of not allowing Moze to optimally reach 100% CRIT RATE until the enemy is below 50% HP.
Synergy
CharacterNotes
Feixiao

Feixiao is the queen of Follow-Up attacks. Every standard turn Feixiao gets, she launches a minimum of 3 actions but sometimes even more than that when factoring in her ultimate. Moze thrives in teams with allies that can trigger the charge of his Prey mark as frequently as possible. There is no better teammate for this than Feixiao. Feixiao also benefits from Moze as well though thanks to the 25% damage taken amplification debuff he applies to the target of his prey - as all the majority of Feixiao's damage is considered Follow-Up damage this is a substantial boost.

Dr. Ratio

Dr Ratio relies on enemies being debuffed at least 3 times (but ideally 5) in order to unleash his maximum potential, Moze relies on being paired with teammates that can attack as frequently as possible. Each of these character's solve each others problems perfectly. Moze provides 2 debuffs baseline thanks to his Prey mark; while Ratio attacks a minimum of two times per action triggering Moze's charges. On top of this Moze also provides Dr Ratio with a 25% damage taken amplification to all his follow-up damage as long as he hits his Prey, further more at E2 Moze also provides 40% Crit Dmg on top of that!

Aventurine

Moze doesn't need much help in the way of sustain thanks to the fact he spends most of his time off the field BUT... Aventurine is the number one option when it comes to sustains that launches as many attacks as possible making him the top option for juicing up how many Follow-Up's you can expect when team building for Moze. Aventurine also synergizes greatly with the rest of the Follow-Up attacking units Moze would prefer to run alongside making the pairing of them even more effective.

Teams

Feixiao Team

Dr. Ratio Team

FUA Spam Team

Teams (MoC)

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.

There are no teams featuring Moze who have cleared Memory of Chaos in the current cycle.

Video guides

MoC/PF/AS Statistics

MoC 2.4 / PF 2.4 / AS 2.4

Moze Memory of Chaos stats aren't available yet.

Calculations

Damage Output

The simulation showcases characters damage potential in the 8 cycle turn limit of Memory of Chaos against 1 target and 3 targets. The section below has all the rules listed.

General:

  • Combat is simulated at 8 cycles of in-game time or 850 Action Points,
  • Units are considered to gain 5 additional energy per rotation through combat (taking a hit, killing an enemy or through party members and their Light Cone),
  • Characters and Light Cones are calculated at maximum output starting battle with ramp time removed from stacking buffs (intended to give a constant evaluation of power not dependant on length of fight that can be used to assess maximum power). Additional information about loss of damage due to ramp time can be round attached to related Light Cones, relics and characters,
  • Character rotations are smoothed removing breakpoints relating to Speed and Energy (finishing a fight with 90% energy full or 2 AV off next ability leading to skewed results). This removes any specific cut off point 850 AV, 750 AV etc, from impacting the results.

Enemies:

  • Enemies are considered to always have a Break Bar resulting in units all doing 90% of real damage,
  • Enemies speed is set to 134,
  • Enemies are assumed to be at 100% of HP at start of battle and to die at exactly at the end of combat. Which means halfway through the fight they are at 50% HP,
  • Enemies are assumed to have 0 Resistance,
  • Enemies are always considered vulnerable to the attackers element,
  • Enemies are considered level 95 and with DEF included.

Units:

  • All units are level 80,
  • Traces are all unlocked, skills at Level 10 and Basic at Level 6,
  • All units have fully upgraded 5 star relics with 24 desired sub stats out of a possible 54,
  • All units use their Best In Slot 2 and 4 piece sets,
  • All units use Light Cones that are realistically obtainable by all players (including those in Herta and FH Stores and Battle Pass),
    • Because the Herta Store and farmable Light Cones are easily accessible to playerbase, we are simulating them at Superimposition 5.
Moze in 1 Target scenario

And here are the Relics and the Light Cone used in the calculations above:

Light Cone

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

Relic Set

(2)

Increases DMG dealt to enemies with debuff by 12%.

(4)

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.

Planetary Sets

(2)

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%.

Relic Stats
Body
CRIT Rate
CRIT Rate
Feet
ATK
ATK%
Planar Sphere
Lightning DMG
Lightning DMG
Link Rope
ATK
ATK%
Substats:

CRIT Rate (29.2%), CRIT DMG (81.6%)