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Luna

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SP:
200
CD:
3

Treats foe's Def/Res as if reduced by 50% during combat.

Inheritable Restrictions?

No Staff

Skillsets that use skill

Spookily Similar Build to Every Other Green Tome Cavalier (Player Phase)

Rolling Heads (Offensive Focus)

Chilling Charmer (Support)

Geishun+ (+Spd)
Alternate: Rapier
A Fort. Def/Res 3
Alternate: Fury (3 or 4)
Dance B Chill Def 3
Alternate: Wings of Mercy 3
Luna
Alternate: Moonbow
C Hone Atk 4
Alternate: Hone Spd 4
SP1560SChill Spd 3
Alternate: HP +5

Boomin' Thunder, Black and Blue Asunder (Slow Offense Build / Alt Weapon)

Bolero of Bolts (Dedicated Support)

Friegean Foxtrot (Offense/Support Hybrid)

What do you mean I’m not a Cavalier? (Offense)

Hunting By Daybreak, known also as the worst level in 3h maddening (Offense)

Fleeting Dawn (Offensive Nuke)

Hey, Teacher! Leave those kids alone! (Mixed Counter-unit)

Running Lights (Budget Offensive)

Bonds of Crimson and Viridian (Offensive Nuke)

Four Scoops (Offense Focus)

He Needs Shoes (Offensive Nuke)

Pent’s Betrothed (Offensive Nuke)

Copied Homework No More. (Offense)

The Flowers of Robert Mapplethorpe (Offense)

Leanne’s Husband (Offensive Nuke)

Mucho Texto, Ikeman! (General Use Fighter / Fallen Edelgard Popper)

Neither Elegant Nohr Gallant (General Offense)

One-Shot Sniper (In-Combat Special Spiral)

Panic! at the Disco (Panic Supporter)

Recommended
Geishun+ (+Spd)
Alternate: Geishun+ (+Res)
A R Duel Infantry 3
Alternate: HP +5
Dance B Sudden Panic 3
Alternate: Wings of Mercy 3
Luna
Alternate: Moonbow
C Panic Ploy 3
Alternate: Infantry Pulse 3
SP1620SHP +5
Alternate: HP/Res 2

Defense Ignoring Specials

Overview

Defense-reducing specials are some of the most commonly used, thanks to their low cooldown and general effectiveness in the hands of most units. Moonbow weighs in at 30% defense/resistance ignore with a charge time of two. Luna requires three charges, but ignores 50%. Moonbow and Luna are decent choices for when you aren’t sure which special to use, but they are not the most effective choice for all units. A good rule of thumb is to assume that most units have around 28 defense, which makes Moonbow worth around eight to nine points of damage per procurement, and Luna around 14 damage. These specials grow in effectiveness the higher the opponent’s defense, being most effective on foes with high defense and resistance.

Synergy

Moonbow’s low charge time means it can be activated in a single round of combat, provided someone strikes twice and the user strikes last. With a Quickened Pulse seal combined with a Brave weapon, Moonbow can be activated on the very first attack, making it a fantastic choice for those units. These specials also grow in effectiveness the lower the user’s attack is. Low attack, high speed units are the best candidates for Moonbow. Luna is a slightly stronger version, and is the better choice when not trying to trigger the special on round one. Moonbow’s short cooldown makes it a popular pairing with the Wo Dao, providing a ton of damage when the special activates.

Weaknesses

Moonbow is often used as a catch-all special, and while it is certainly effective in the hands of nearly every unit, it is often not the best choice. While it is easy to activate and can secure some new KO’s, it does not grant the units much more power compared to other specials. Whereas, Ignis and Glacies can allow a unit to threaten nearly anything with a KO. Luna and Moonbow will deal pitiful damage to enemies who already have low defensive stats.