Stats
| Info
|
| Rarity
|
Race
|
Grade
|
AI
|
| 5★
|
Raptor
|
88
|
Attack
|
| 6★ Stats
|
| HP
|
924 (396/466)
|
Vitality
|
118 (396/466)
|
| Strength
|
90 (357/466)
|
Agility
|
214 (51/466)
|
| Magic
|
194 (128/466)
|
Luck
|
159 (142/466)
|
| PATK
|
519
|
PDEF
|
504
|
| MATK
|
737
|
MDEF
|
556
|
| Innate Skills |
Zan 4 MP Inflicts Force (Magic) damage with 120 power on a Single Enemy.
Party Seeker Passive Adds Force Pierce.
Nullifies damage done by Damage Panels and the effect of Dark Zones in the Aura Gate.
Activates the following Chain Effect at the start of own turn: Places all party members into a state of Zenith. (1 turn)
While the skill holder is alive, all party members: +20% to Force damage and an additional +20% to all damage dealt while in Zenith.
Activates the following Chain Effect when the skill holder is downed, or when a party member uses a Force skill: Removes all stat debuffs from all party members. (Once per turn)
Fortune's Wind Pressure 5 MP Inflicts Force damage (Magic, Power: 120) with Bulwark Pierce and Remnants on one enemy.
Activates the following Chain Effect if the attack is successful: Inflicts Force damage (Magic, Power: 60) 2 times with Bulwark Pierce on all enemies (Total Power: 120).
Then restores HP (Healing Power: 95) to all party members. (Up to 9 times per battle)
|
 |
Awaken: Gacha: -
|
 |
Awaken: Last Resort: Gale 6 MP Inflicts Force damage (Magic, Power: 200) with Bulwark Pierce and Remnants on all enemies, after which the user will die. Gacha:
|
 |
Awaken: Dia 4 MP Heals a Single Party Member with 50 power. (9 uses) Gacha:
|
 |
Awaken: Auto-Tarunda Passive Casts Tarunda at the beginning of the 1st turn. Gacha:
|
 |
Gacha:
|
Spirit Merge Panel Upgrades
|
Panel 1 |
Panel 2 |
Panel 3
|
| Panel Completion Bonus |
Null Mute/Bind/Charm. Chain Effect when Fortune's Wind Pressure is activated: Cures Bind/Charm/Mute/Curse from all allies. (Once per turn) |
+30% to HP recovery by skills. Chain Effect when an ally (including self) activates a skill that has a HP recovery effect, or when the one with this skill is downed: Decreases the ATK, DEF and EV/AC of all enemies by 20% (1 turn). |
+15 to Ma and Vi. +50% to Max HP. +20% to Force damage. -50% to Elec/Force damage received.
|
| Panel Step Stat Bonus |
HP +25 (MAX +250) |
Mag ATK +10 (MAX +100) |
HP +25 (MAX +250)
|
Availability
Only available from an Event.
Party Moh Shuvuu/Sword
Party Moh Shuvuu/Shield
Role Summary
| Name
|
Best Archetype(s)
|
PVE
|
PVP
|
| PVE |
PVP |
Offense |
Defense |
Tournament
|
Party Moh Shuvuu
|
 |
 |
A |
D |
D |
D |
| Pros |
- High AGI, so she can make good use of Speedster for higher battle speed.
- Fortune's Wind Pressure deals Bulwark-piercing Force damage with Remnants to a single enemy, chaining into an AoE and a team heal.
- Good MAG stat means she does good damage and healing.
- Force damage aura for the team. Also automatically applies Zenith every turn, and offers an all-damage aura to teammates that have Zenith.
- Removes debuffs when a teammate uses a Force skill (or when she dies).
- Panel 1 gives Mute/Bind/Charm immunity for herself, and using Fortune's Wind Pressure cleanses the team of all ailments except Poison and Weak. This, combined with her high agi and Bulwark-piercing Force attack, should make her an effective Cleric for Sloth 14.
- Panel 2 adds a free 1-turn Debilitate cast when any team member heals (or when Moh dies).
- Void Dark Zones + Dmg Panel Immunity for Aura Gate.
|
| Cons |
- No innate speed boosts. Does not have Speedster innately which in turn consumes a skill slot.
- Weak to Fire and Dark. The Fire weakness is especially a problem in Sloth, as Lucifer has Trisagion.
- Zan is a wasted slot. Fortune's Wind Pressure is better in every way except MP cost.
- If Moh has Divine brands, or any other effect that makes her regen 4 MP per action, then she can fall into a loop of spamming Zan (since it costs 4 MP) instead of cleansing. Therefore, try to avoid having Divine brands or similar effects active on her.
- If she regens 5+ MP per action though, then there's no issue. The problem is when she recovers exactly 4 MP.
- Transcending to swap out Zan is a more-permanent option, but absurdly expensive.
- Does not cleanse Poison and Weak. These are not very debilitating statuses on their own, but certain demons or PvE bosses have special effects that build off them.
|
| Notes |
- Last Resort: Gale can potentially be used to activate "on ally death" effects on demand. But it's not very useful on its own.
- Underwhelming awakening skills.
- If Red, the AI will cast Last Resort: Gale as soon as possible. To completely prevent using it, you'll need to shift her color.
- She can be obtained from the Dx2 Duel exchange, and this shop also sells spirits to panel her. This makes her the most-easily-obtainable Cleric for Sloth (just make sure she has panel 1).
|
| Synergies |
- |
|
PvE Builds
Archetype(s)
Purple - Auto-Tarunda for an
ATK Debuff. Not very impactful in practice, but better than nothing.
Teal - Drain Force for pairing with an anti-pierce team. Not really helpful outside of that, as she already has Null Force.
Skill Transfers
- Speedster - to make use of her high Agi stat.
- Resist Fire - to ensure Sloth's Lucifer can't hit her fire weakness.
Brands
- MATK% Spell (+ Lead) - More damage. Lead can be used to ensure she goes first, in case teammates have higher Agi. Double Lead is also an option, if needed.
- Do NOT use Divine brands, as that will lead into the Zan spam loop, preventing her from cleansing.
PvP Builds
Official Profile
Moh Shuvuu that love festivities. They are said to appear from somewhere or other when travelers are celebrating, their charm and cuteness serving as the cherry on top at banquets.
However, their true nature surfaces when parties die down and the travelers slumber. Come morning, the area will be strewn with dead travelers who have had their brains sucked out through their skulls.