Moze Quick Guide

Updated for Version 3.0

Note that the information given may change if new discoveries are made. More extensive testing is in progress.

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Introduction

Moze is the 4★ Lightning-Type crow-feather weirdo in Honkai: Star Rail following the Path of The Hunt who marks an enemy as “Prey,” provides Follow-up ATK Vulnerability, and contributes single-target follow-up attacks of his own. He is the first character to deal damage while not being present on the field, depending on his teammates to activate his follow-up attacks.

Infographic

Credits to: euphorysm, Mayonnaise, and KQM Staff

Character Overview

Pros

  • Increased survivability from the Departed state.
  • SP neutral overall.
  • Provides both Follow-up ATK DMG and supportive utility (with E2).

Cons

  • Reliant on Robin to perform well.
  • Inflexible SP usage.
  • Requires knowledge of targeting to maximize his performance.
  • Requires E2 to have proper supportive utility.
  • Is the most fragile character in the game when not in the Departed state.

Playstyles

There is a high penalty for dispelling Moze’s “Prey” at the wrong time. When “Prey” is dispelled by killing the marked enemy or running out of Charge, Moze is pushed down the Action Order as if he took a turn, resulting in a loss of uptime on both his Vulnerability debuff and follow-up attacks, and an opening to take damage from enemies until his next turn. And, excluding the follow-up attack from his Ultimate, if an enemy is killed with the same attack that activates Moze’s follow-up attack, the follow-up attack will be canceled. For these reasons, it is important to choose your initial target wisely, as Moze cannot freely re-target. Elites and Bosses should be prioritized since normal enemies die too quickly for Moze to contribute.

There are some scenarios where it is optimal for teammates to attack a different target or use an ally-targeting ability to avoid consuming Charge and to increase the uptime of “Prey”:

  • when an opportunity for large amounts of burst damage is coming up, such as Feixiao’s Ultimate
  • to refresh a powerful buff before Moze’s next attack
  • to keep uptime on debuffs for effects such as Pioneer Diver of Dead Waters, or Dr. Ratio’s Talent.

You should almost always save Moze’s Ultimate for when an enemy is marked with “Prey,” since it can take advantage of Moze’s own Follow-up ATK Vulnerability, activate two instances of Moze’s Additional DMG, and consume a point of Charge.

If only one enemy is on the field, maximizing Moze’s damage becomes significantly more straightforward. You require almost no planning since killing the enemy early is no longer a factor.

Traces

Basic ATK

Basic ATK | Hurlthorn

Trace Description

Hurlthorn [Single Target]

Deals Lightning DMG equal to 50%/100%/110% of Moze’s ATK to a single target enemy.

The standard Basic ATK. Moze won’t need this.

Skill

Skill | Fleetwinged Raid

Trace Description

Fleetwinged Raid [Single Target]

Marks a designated single enemy target as “Prey” and deals to it Lightning DMG equal to  75%/150%/165% 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.

While Moze’s Skill does not do a very significant amount of damage on its own, it enables his Talent and the majority of his damage.

Ultimate

Ultimate | Dash In, Gash Out

Trace Description

Dash In, Gash Out [Single Target]

Deals Lightning DMG equal to 162%/270%/291.6% 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.

Provides extra personal damage and consumes one point of Charge.

Talent

Talent | Cascading Featherblade

Trace Description

Cascading Featherblade [Single Target]

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 15%/30%/33% 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 80%/160%/176% 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.

This is where the majority of Moze’s damage and utility comes from. The “Prey” state does not go away when a Boss changes phase.

Any attack from any character, including Moze’s follow-up attacks and Skill, will trigger the Additional DMG.

Technique

Technique | Bated Wings

Trace Description

Bated Wings [Enhance]

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).

This is sometimes helpful but competes with other combat-initiating Techniques while only offering a small, selfish DMG bonus.

A2 Bonus

Ascension 2 Bonus Ability | Nightfeather

Trace Description

Nightfeather

After using the Talent’s Follow-up ATK, recovers 1 Skill Point(s). This effect can trigger again after 1 turn(s).

Turns Moze from entirely SP negative to SP neutral.

A4 Bonus

Ascension 4 Bonus Ability | Daggerhold

Trace Description

Daggerhold

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

Enables Moze to get away with notably less SPD, allowing him to run ATK% Boots.

A6 Bonus

Ascension 6 Bonus Ability | Vengewise

Trace Description

Vengewise

When dealing DMG by using Ultimate, it is considered as having launched a Follow-up ATK. The Follow-up ATK DMG taken by “Prey” increases by 25%.

The Vulnerability offers a massive increase in utility. Moze will give two debuffs at base with this Trace and his Skill.

Turning his Ultimate into a Follow-up ATK doesn’t change much, but does allow it to take advantage of his own Vulnerability debuff.

Note: Trace levels shown are 1/10/12 (Basic ATK 1/6/7).

Trace Priority

>> >

Talent >> Ultimate > Skill

Moze does not use his Basic ATK, so it can be left unleveled.

Eidolons

Eidolon 1

Eidolon 1 | Oathkeeper

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

Improves Moze’s Ultimate rotation. This is most noticeable for Moze’s first Ultimate, which will be charged after one Skill and one follow-up attack.

Eidolon 2

Eidolon 2 | Wrathbearer

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

Moze’s best Eidolon. Gives a massive increase in utility with its CRIT DMG increase.

Eidolon 3

Eidolon 3 | Deathchaser

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

A small bump in damage for both of Moze’s most important Traces. A 10% DMG increase to Moze’s Talent and an 8% DMG increase to Moze’s Ultimate.

Eidolon 4

Eidolon 4 | Heathprowler

When using Ultimate, increases the DMG dealt by Moze by 30.0%, lasting for 2 turn(s).

This DMG% buff, while small, is still appreciated. It maintains permanent uptime after Moze’s first Ultimate.

Eidolon 5

Eidolon 5 | Truthbender

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

Essentially a worthless Eidolon. Skill and Basic ATK are Moze’s least important Traces.

Eidolon 6

Eidolon 6 | Faithbinder

Increases the DMG multiplier of the Talent’s Follow-up ATK by 25%.

Increases the Follow-up ATK DMG from Moze’s Talent by 14.2%.

Build

Light Cones


Worrisome, Blissful
This is Moze’s best Light Cone for team damage. The debuff ramps up extremely quickly due to how often Moze uses follow-up attacks; his Ultimate maximizes the debuff with two follow-up attacks right away. Units equipped with 4-Pc Pioneer Diver of Dead Waters and units that require debuffs such as Dr. Ratio also appreciate the additional debuff.

Baptism of Pure Thought
Moze’s best option for personal damage. Moze appreciates the CRIT DMG, DMG%, and follow-up attack DEF Ignore, as follow-up attacks compose the majority of his damage. Moze alone has two out of the three debuffs needed to fully utilize the buff on this Light Cone and has essentially full uptime on Disputation due to infrequent turns.

Swordplay
The DMG% buff stacks extremely quickly thanks to Moze’s high number of hits, and as Moze has difficulty with switching targets, the stacks reset infrequently. His Skill consists of three hits, which results in almost every one of his Talent’s Follow-up ATKs triggered during “Prey” being fully buffed.

Cruising in the Stellar Sea
A freely available Light Cone. While it can have potent buffs, even beating Swordplay when its conditions are met, it requires Moze to kill enemies, thus making its value much more conditional, and usually slightly worse than Swordplay in practice.

Only Silence Remains
A weaker alternative to the above Light Cones. The value of this Light Cone significantly drops when there are more than two enemies present.

Final Victor
Another free Light Cone. Despite how well Moze can maximize this Light Cone’s effect, the effect itself is not very good, making it worse than any of the options above.

Relics

Relic Sets


4-Pc Pioneer Diver of Dead Waters
Moze has two debuffs in his kit, letting him take full advantage of the 2-Pc, and a majority of the 4-Pc Set Effect. He does not take turns after applying debuffs, which lets him have full uptime on the 4-Pc buff doubling effect.

4-Pc The Ashblazing Grand Duke
This set provides a sizable amount of ATK, particularly on Moze’s follow-up attack and Skill. This bonus, paired with its Follow-up ATK DMG%, makes this set very competitive.
AnyIf you do not have viable pieces of the Relic Sets above, you may get better results running any Relics with better stats. 

Options include but are not limited to, 2-Pc ATK% sets, 2-Pc The Ashblazing Grand Duke, 2-Pc Pioneer Diver of Dead Waters, 2-Pc Band of Sizzling Thunder, 4-Pc Genius of Brilliant Stars, or no Set Effect at all.

Planar Ornaments


Duran, Dynasty of Running Wolves
Best-in-Slot. Moze almost always has another teammate to help ramp up its buff, and the Follow-up ATK DMG and CRIT DMG increase is extremely strong.

Izumo Gensei and Takama Divine Realm
Viable alternative to Duran, Dynasty of Running Wolves, assuming another character from The Hunt Path is on the team. Performs similarly to Inert Salsotto

Inert Salsotto
Another alternative to Duran, Dynasty of Running Wolves due to the significance of Moze’s follow-up attacks and Ultimate damage. Performs similarly to Izumo Gensei and Takama Divine Realm.

Stats


Body

Boots

Sphere

Rope
CRIT*ATK%Lightning DMG Bonus > ATK%ATK%

Substats

SPD** > CRIT > ATK%

*CRIT Rate Body is usually preferred thanks to how many sources of CRIT DMG Moze commonly has.

**Moze wants at least 80% of the other damage dealer’s SPD. This requirement, while important, is usually met regardless of how Moze is built.

Notable Synergies

Frequent Attackers

Moze is reliant on his allies’ attacks to trigger his own attacks and attacks frequently to support characters.


Dr. Ratio
Dr. Ratio’s frequent attacks help drive Moze’s Talent. Even at E0, Moze provides two debuffs and potent damage amplification for Dr. Ratio through his Follow-up ATK DMG Vulnerability and CRIT DMG bonus.

Both Dr. Ratio’s Ultimate and Moze’s “Prey” can only target one enemy at a time, and can trigger each other in tandem. With the correct setup, all follow-up attacks from Wiseman’s Folly can be triggered in a single turn.

Feixiao
Both Feixiao and Moze appreciate each other’s frequent attacks due to how their Talents function. Moze also provides ample DMG amplification to Feixiao’s Ultimate and Talent as they’re both considered to be Follow-up ATKs.

Counter Units: Clara, Yunli
While Clara and Yunli aren’t single-target attackers and thus have less inherent synergy, Moze can provide potent damage amplification for fights gated by single-target damage. Moze drastically increases the odds of them getting hit since he isn’t a target while in the Departed state.

Also, Moze isn’t reliant on enemy attacks and can help Clara and Yunli take care of enemies that they would otherwise struggle with due to not being hit enough.

Sustains

These units both attack frequently and sustain the team.


Aventurine
Aventurine attacks extremely frequently and has a debuff to help maximize 4-Pc Pioneer Diver of Dead Waters, although its uptime is inconsistent. Inherently Unjust Destiny, Aventurine’s signature Light Cone, grants a significantly more consistent debuff and simultaneously increases Moze’s damage directly.

Moze’s frequent follow-up attacks charge Aventurine’s Talent, increasing the number of Aventurine’s own follow-up attacks; Aventurine’s damage also benefits from Moze’s debuffs.

Lingsha
Lingsha is one of the most frequently attacking sustain units. While it is inconsistent, she does have a debuff to help maximize 4-Pc Pioneer Diver of Dead Waters on Moze.

Gallagher
Gallagher attacks quite often, helping Moze use his follow-up attack more frequently. He also provides two debuffs, letting Moze fully utilize 4-Pc Pioneer Diver of Dead Waters. Unlike the other sustain units, Gallagher’s actions are very controllable for properly managing Moze’s Charge, as he does not have any automatic actions, and can choose to use his Skill to avoid hitting the enemy in a single-target scenario.

Robin


Robin
Moze’s frequent attacks increase both Robin’s Energy gain and her personal damage during Concerto. While Moze is in his Departed state, Robin’s chance of getting hit for Energy increases.

Moze and his teammates benefit from Robin’s powerful teamwide damage amplification, in particular her extra CRIT DMG to follow-up attacks, the majority of Moze’s damage. Her teamwide Action Advance reduces Moze’s downtime on “Prey” and lets his teammates consume more Charge with their extra turns.

Teams

Dual Carry

Moze — Follow-up Attacker — Amplifier — Sustain

This is the standard Moze setup. Due to the niche utility of his kit, his teams are limited. Moze usually needs another follow-up attack damage dealer to make use of his supportive utility and enable his damage.

Example Teams

 Moze — Feixiao — Robin — Aventurine

In this team, Moze, Feixiao, and Aventurine all activate each other’s Talents for more frequent follow-up attacks. Moze provides potent damage amplification to both Feixiao and Aventurine, and Robin benefits from the rest of the team’s frequent attacks.

Feixiao and Aventurine should have SPD Boots, with Aventurine just barely outspeeding Feixiao. Robin removes the would-be gains of building a massive amount of SPD on Aventurine; a lower SPD allows Aventurine to better activate Moze’s Talent, and gives Aventurine room for a better stat spread. While it is most important for Moze to be at least 80% as fast as Feixiao, being at least 80% as fast as Aventurine is beneficial as well.

Due to how much damage Feixiao’s Ultimate does, it is often best to use it on an enemy Moze just recently marked to avoid wasting damage via overkill.

Moze — Dr. Ratio — Robin — Gallagher

Moze and Gallagher collectively provide enough debuffs for Dr. Ratio. 

Dr. Ratio should use SPD Boots and Gallagher should be SPD tuned to be just faster than him. This SPD tuning also enables Gallagher to better activate Moze’s Talent for increased damage.

To take advantage of Moze’s damage amplification, Wiseman’s Folly should only be triggered when Moze has the same enemy marked.

Robin’s Technique is ideal to use to improve her Ultimate uptime, as Dr. Ratio already gets enough debuffs from Gallagher and Moze. Moze or Gallagher’s Technique should be used to initiate combat, as Moze’s Technique increases his damage while Gallagher’s Technique increases sustain.

 Moze — Hanya — Clara — Lynx

This team is less functional than the above variants, but viable nonetheless. Moze provides ample damage amplification for Clara’s follow-up attacks, even if it’s only on one enemy. Depending on the enemies, she can be one of the most frequent attackers, helping Moze do more damage by consuming Charge. Hanya’s buffs are not very significant compared to someone like Robin, but she has the notable benefit of supporting both Moze and Clara. 

Moze’s ability to enter the Departed state, Lynx’s aggro buff, and Clara’s placement in the middle makes it extremely likely for Clara to get hit.

Credits

Authors

Mayonnaise

Editors

skylarke
Ley

Publishers

cinders_pear

Changelog

  • 18 January 2025 – Published for v3.0

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