Moze
★★★★

Moze Build

Moze is a 4★ Lightning character on the Path of The Hunt in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 10/09/2024 · v2.4· Updated: 12/08/2026
Updated for version 4.4 · 15/07/2026
Calculate pity to pull this character →

Voice Actors

JPENCNKR
Sakata Shogo Ben Balmaceda Huang Jinze Choi Hyun-sik (최현식)
Community usage · phase 4.4.2
Memory of Chaos0.2%
Apocalyptic Shadow0.1%
Stats from 13,965 real player profiles (Memory of Chaos) · community player data
Building Moze — just follow the numbers

Active codes (10)

Redeem codes →
STARRAILGIFT
4TKSX77Y58QK
30-second summary

Moze is a 4-star Lightning Hunt sub-DPS with strong single-target follow-up damage. Roll if you run Feixiao or a follow-up team; skip if you lack a follow-up carry since he leans on the team.

1

30-second build

In a hurry? This box is all you need — details below
BodyCRIT Rate / CRIT DMG FeetATK% SphereLightning DMG RopeATK%

Sub-stat priority: CRIT > ATK% > SPD

2

Verdict & playstyle

How strong, worth pulling, how to play
Memory of Chaos 4/5
Pure Fiction 2/5
Apocalyptic Shadow 3.5/5
Lightning (Moze's element) is a listed Weakness in 1 of 4 Anomaly Arbitration phases this season.
See this season's Anomaly Arbitration →
Note for beginners

Moze is notably weaker in Pure Fiction (only 2/5 in the build rating) — think twice before investing if that's your main mode.

Should you pull Moze?

Moze is a 4-star Lightning Hunt sub-DPS with strong single-target follow-up damage. Roll if you run Feixiao or a follow-up team; skip if you lack a follow-up carry since he leans on the team.

Pros
  • Strong single-target and follow-up damage
  • Excellent Feixiao enabler and stack feeder
  • 4-star, easy to obtain and Eidolon up
Cons
  • Weak in Pure Fiction / wide AoE
  • Depends on a follow-up carry, can't solo carry
  • Needs the right team to shine

How to play

Skill to tag a target as Prey, then Moze auto-launches follow-ups off allies' turns. Save Ultimate for burst and to re-tag when the marked enemy dies.

3

Full build

Light cones, relics, stat targets — with reasons

Best Light Cones for Moze

Recommendation order by current meta — the first is strongest, the rest are alternatives in decreasing priority. (Not a simulated DPS %.)

No signature Light Cone yet? Use this instead
Don't have anything from the ranked list above? Swordplay (4★) is an easy-to-get pick that's still in Moze's good-build group.

Best Relics

BodyCRIT Rate / CRIT DMG
FeetATK%
SphereLightning DMG
RopeATK%

Sub-stat priority: CRIT > ATK% > SPD

Stat targets

CRIT Rate ~60-70%, CRIT DMG ~120%+ (1:2 ratio), ATK ~2800-3200, SPD ~110-120 to keep pace with the carry. No EHR needed.

4

Teams

Best teammates to pair with

Best teams for Moze

Feixiao core is the meta home: Moze feeds stacks and enables her passive. Dr. Ratio + Gallagher stacks debuffs for Pioneer Diver. Tribbie variant drops sustain for more burst.

Meta suggestions synthesized from global community consensus (Meta 2026-07). Figures come from game data — updated each patch.

5

Eidolons

How far to invest, which milestones matter

E0 works fine, but E1 and E2 are big: E2 grants team-wide CRIT DMG when hitting Prey. Being 4-star, high Eidolons are realistic.

E1
Oathkeeper★★★☆☆
After entering battle, Moze regenerates 20 Energy. Each time the Additional DMG from his Talent is triggered, Moze regenerates 2 Energy.
Restores 20 Energy on entering battle and 2 more each time the Talent's Additional DMG triggers, giving Moze noticeably faster and more consistent Ultimate uptime.
Moze's Eidolon×1 Moze's Eidolon
E2
Wrathbearer★★★★★
When all allies deal DMG to the enemy target marked as "Prey," increases CRIT DMG by 40%.
Grants the whole team +40% CRIT DMG when attacking the "Prey"-marked target, a massive team-wide buff built around Moze's core mechanic.
Moze's Eidolon×1 Moze's Eidolon
E3
Deathchaser★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Only raises Ultimate and Talent levels by 2, adding no new effects.
Moze's Eidolon×1 Moze's Eidolon
E4
Heathprowler★★★★☆
When using Ultimate, increases the DMG dealt by Moze by 30.0%, lasting for 2 turn(s).
Using the Ultimate increases Moze's own DMG dealt by 30% for 2 turns, a sizable personal damage boost.
Moze's Eidolon×1 Moze's Eidolon
E5
Truthbender★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Only raises Skill and Basic ATK levels by a couple points, adding no new effects.
Moze's Eidolon×1 Moze's Eidolon
E6
Faithbinder★★★★★
Increases the DMG multiplier of the Talent's Follow-Up ATK by 25%.
Increases the Talent's Follow-Up ATK DMG multiplier by 25%, directly amplifying Moze's core damage source.
Moze's Eidolon×1 Moze's Eidolon
6

Skills & Traces

What to level first — tap each skill for details

Skill Leveling Priority

Talent ★★★★★ Talent generates additional DMG and Follow-Up ATKs whenever allies hit Prey, making it Moze's core damage source and top leveling priority.
Ultimate ★★★★★ Ultimate deals high direct DMG and also triggers the Talent's Follow-Up ATK, so it contributes heavily to total damage and shares top priority with Talent.
Skill ★★★☆☆ Skill marks Prey and builds Charge but isn't spammed every turn like Talent/Ultimate, so it ranks below them in priority.
Basic ATK ★☆☆☆☆ Basic ATK is only a fallback when Skill Points are short and contributes almost nothing to Moze's main damage loop, so it stays lowest priority.
Trace priority: A6 > A4 > A2 Eidolon priority: E2 > E6 > E1 = E4 > E3 = E5

Skills

Hurlthorn
Basic ATK Single Target Lv.10 +20 30

Deals Lightning DMG equal to 140% of Moze's ATK to one designated enemy target.

LevelEffect
Lv.1 Deals Lightning DMG equal to 50% of Moze's ATK to one designated enemy target.
Lv.2 Deals Lightning DMG equal to 60% of Moze's ATK to one designated enemy target.
Lv.3 Deals Lightning DMG equal to 70% of Moze's ATK to one designated enemy target.
Lv.4 Deals Lightning DMG equal to 80% of Moze's ATK to one designated enemy target.
Lv.5 Deals Lightning DMG equal to 90% of Moze's ATK to one designated enemy target.
Lv.6 Deals Lightning DMG equal to 100% of Moze's ATK to one designated enemy target.
Lv.7 Deals Lightning DMG equal to 110% of Moze's ATK to one designated enemy target.
Lv.8 Deals Lightning DMG equal to 120% of Moze's ATK to one designated enemy target.
Lv.9 Deals Lightning DMG equal to 130% of Moze's ATK to one designated enemy target.
Lv.10 (max) Deals Lightning DMG equal to 140% of Moze's ATK to one designated enemy target.
Fleetwinged Raid
Skill Single Target Lv.15 +30 60

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.

LevelEffect
Lv.1 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 75% 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.
Lv.2 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 83% 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.
Lv.3 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 90% 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.
Lv.4 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 98% 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.
Lv.5 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 105% 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.
Lv.6 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 113% 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.
Lv.7 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 122% 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.
Lv.8 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 131% 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.
Lv.9 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 141% 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.
Lv.10 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 150% 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.
Lv.11 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 158% 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.
Lv.12 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 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.
Lv.13 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 173% 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.
Lv.14 Marks a designated single enemy target as "Prey" and deals to it Lightning DMG equal to 180% 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.
Lv.15 (max) 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.
Dash In, Gash Out
Ultimate Single Target Lv.15 +5 90 120

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.

LevelEffect
Lv.1 Deals Lightning DMG equal to 162% 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.
Lv.2 Deals Lightning DMG equal to 173% 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.
Lv.3 Deals Lightning DMG equal to 184% 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.
Lv.4 Deals Lightning DMG equal to 194% 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.
Lv.5 Deals Lightning DMG equal to 205% 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.
Lv.6 Deals Lightning DMG equal to 216% 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.
Lv.7 Deals Lightning DMG equal to 230% 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.
Lv.8 Deals Lightning DMG equal to 243% 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.
Lv.9 Deals Lightning DMG equal to 257% 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.
Lv.10 Deals Lightning DMG equal to 270% 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.
Lv.11 Deals Lightning DMG equal to 281% 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.
Lv.12 Deals Lightning DMG equal to 292% 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.
Lv.13 Deals Lightning DMG equal to 302% 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.
Lv.14 Deals Lightning DMG equal to 313% 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.
Lv.15 (max) 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.
Cascading Featherblade
Talent Single Target Lv.15 +10 30

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.

LevelEffect
Lv.1 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 15% 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 80% 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.
Lv.2 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 17% 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 88% 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.
Lv.3 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 18% 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 96% 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.
Lv.4 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 20% 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 104% 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.
Lv.5 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 21% 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 112% 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.
Lv.6 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 23% 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 120% 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.
Lv.7 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 24% 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 130% 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.
Lv.8 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 26% 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 140% 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.
Lv.9 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 28% 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 150% 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.
Lv.10 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 30% 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 160% 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.
Lv.11 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 32% 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 168% 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.
Lv.12 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 33% 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 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 ATK. Talent's Follow-Up ATK does not consume Charge.
Lv.13 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 35% 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 184% 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.
Lv.14 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 36% 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 192% 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.
Lv.15 (max) 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.
Attack
30

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

Bated Wings
Technique 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).

Major Traces

3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Nightfeather

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

A4
Daggerhold

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

A6
Vengewise

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

Weakness Break

How much Toughness each of Moze's skills breaks — internal scale, matches the Bestiary
SkillMove typeToughness reduced
HurlthornBasic ATK30
Fleetwinged RaidSkill60
Dash In, Gash OutUltimate90
Cascading FeatherbladeTalent30
AttackOverworld Attack30

One full combo (Basic ATK + Skill + Ultimate) from Moze breaks 180 Toughness in total.

Hits needed to break an enemy

Enemy rankToughness (median)Basic ATK hitsSkill casts
Minion 120 4 2
Elite 360 12 6
Elite Boss 540 18 9
Boss 540 18 9

142/231 enemies in our bestiary are weak to Lightning — Moze's own element. View the Bestiary → · View Lightning-weak enemies →

7

Stats & Materials

Base stats at Lv.80 and what to farm

Nurture Priority Order

When resources are limited, spend them in this order
1. Character Level 2. Light Cone Level 3. Traces 4. Relics

Level 80 stats

HP
811
#90 of 90
ATK
600
#52 of 90
DEF
353
#88 of 90
SPD
111
#4 of 90
CRIT Rate
5%
CRIT DMG
50%
8

Moze FAQ

What is the best Light Cone for Moze?

The best Light Cone for Moze is Worrisome, Blissful (top pick). See F2P options in the Light Cones section above.

Is Moze worth pulling?

Moze is a 4-star Lightning Hunt sub-DPS with strong single-target follow-up damage. Roll if you run Feixiao or a follow-up team; skip if you lack a follow-up carry since he leans on the team.

What is the best team for Moze?

Feixiao core is the meta home: Moze feeds stacks and enables her passive. Dr. Ratio + Gallagher stacks debuffs for Pioneer Diver. Tribbie variant drops sustain for more burst.

How much Energy does Moze's Ultimate cost?

Moze's Ultimate costs 120 Energy. See the Skills section above for the Energy gain and Break DMG of every skill.

What materials does Moze need to reach max Ascension?

See the full Ascension Materials list above, pulled directly from the latest game data.

Matching Light Cones

Path of The Hunt — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
How to read this build page

Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.

Why the Light Cone and Relic picks make sense

Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.

  • Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
  • Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.

These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.

Trace/skill leveling order by role (a general guideline, not a fixed rule)

There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:

  • DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
  • Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
  • Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
  • Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.

Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.

Eidolons: how far E0 gets you, and which milestone is worth considering

General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.

How to think about SPD breakpoints

SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.

Where to dig deeper

This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:

  • Tier list to see where this character stands against the full roster.
  • Teams for full in-game comps with rotation order.
  • Relic score to check how your current gear scores against the benchmark.

Related Characters

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