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Moonbow

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SP:
200
CD:
2

Treats foe's Def/Res as if reduced by 30% during combat.

Inheritable Restrictions?

No Staff

Skillsets that use skill

Filla's Might (Offensive Dancer)

Thunder Strikes Twice (General Offense / Aether Raids Defense)

Miracle of Darna (Offensive Support)

Protective Veil (Defensive Support)

Long Have We Waited, The Hope of the Plains has Activated! (Player Phase Offense)

Protector of Dusk (Enemy Phase Tank)

Hoshidan Assassin (Firesweep Bow)

Perfect Pitch (Semi-Support)

Rebellious Phase (Budget)

Energizing Evangelist (Aether Raids Offense / Dedicated Support)

Recommended
Wargod's Tome (+Eff) A HP/Atk 2
Alternate: Fort. Def/Res 3
Smite
Alternate: Reposition
B Even Pulse Tie 3
Alternate: Sabotage Spd 3
Moonbow
Alternate: Glimmer
C Infantry Pulse 3
Alternate: Distant Guard 3
SP1545SHP/Atk 2
Alternate: Fortress Res 3

Shield of Dark Skies (Omnitank)

Thank Goodness For Inheritable Daggers (Player Phase)

Very Original Build (Vantage Sweep)

Offensive Team Support

The Wing of “Purity” (General Offense)

By Your Side (Player Phase Nuke)

My Brother Went To The Top Of The Tier List And All I Got Was This Lousy Refine (Support)

I Find This Refine Offensive (“Offensive Carry”)

Burning Devotion (Offensive Player Phase)

Lady of Caelin (Mixed Phase Build)

Be Mine Or Face My Blade! (Blade Build)

Recommended
Gronnblade+ A Fury 3
Alternate: Atk/Spd Solo 3
Reposition
Alternate: Draw Back
B Desperation 3
Moonbow
Alternate: Glimmer
C Fortify Cavalry
Alternate: Odd Spd Wave 3
SP1875SSpeed +3

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.