Pros |
- Moloch is a unique anti-revive demon that through his skill Blood Cradle, punishes any revive units by making revives only have 1 HP, and once per turn, follows up revives with a 120 BP fire chain, near certainly guaranteeing the revived units will die.
- On top of this, the skill also grants Fire Pierce, Null Bind, 70% max HP, 20% personal fire damage, and a 40% fire damage aura for the team, making him a powerful fire demon and giving him high power in fire democalypse.
- Quivering Flames emphasizes the role of a fire sweeper with 280 BP Fire skill with remnants, that ignore endures, inflicts Bind on all enemies, and scales off 30% of his HP, meaning the tankier your Moloch is, the more damage he does. Innate Fire Debuff helps with both the damage and making sure the ailment hits.
- Red also grants an aoe skill also scaling on max HP in All-Consuming Furnace
- Intimidating Stance in purple gives him good synergy with Gozu-Tennoh, fulfilling the full two press turn denial.
- Null Mortal and an automatic Barrier Break in P1, more HP and Bind recovery rate reduction in P2, and more fire damage and HP in P3 creates a solid set of panels that help his role as a tanky ailment demon that scales with HP.
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Cons |
- The most powerful revive demon in the game, Maria, is no longer a must have in every T2 team anymore. By this fact alone, a massive chunk of Moloch's power is immediately neutered because he's a counter to a demon that isn't used as much anymore.
- Ailments are in a tricky spot right now because Demeter offers such strong ailment protection and Moloch doesn't have multi-hit skills to help potentially pierce that like Botis or Indrajit.
- While he can function in a midrange team, or even in a fast team, it's hard to work especially in the current Camael meta as of writing.
- Fire damage isn't meta right now, so his 40% fire damage aura is mostly unused in pvp as well.
- In PvE content where there aren't revives, he's not particularly special either.
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