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Mozu/Hero

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Mozu
Mischievous magician


Wizards could refuse to teach the little goblin, but they couldn't stop Mozu from stealing their wands.

HERO TYPE Caster
OFFENSE
8
DEFENSE
4
MOBILITY
6
UTILITY
6

Abilities

MAGIC BOLT
LMB / RT
Basic attack | 
Default damage against lightly armored enemies.
 51 per hit | 
Default damage against heavily armored enemies.
 45 per hit
HOLD [LMB/RT]: Fire magic bolts. Attack rate increases as you hold.
Show/Hide upgrades
Run and Hit Omega Bolt
SKILL,[LMB/RT]: After using another skill, MAGIC BOLT powers up instantly. HOLD [LMB/RT],[LMB/RT]: Adds a third charge stage. If fully charged, your next MAGIC BOLT (within 5s) fires a blast that inflicts
SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target.
MAJOR SHOCK and MASSIVE SHOCK are more powerful.
massive shock
. (210 damage over 3s)
Magic Shell One Dimensional Offense Piercing Shock Bolt of Renewal
[Q/LB],[LMB/RT]: After using [Q/LB] ARCANE VORTEX, gain +40% front
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
and front
DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
while firing.
[RMB/LT],[LMB/RT] or [E/RB],[LMB/RT]:
After [RMB/LT] ATTRACTOR BEAM or [E/RB] DIMENSION DOOR, fire rate is increased by 20%.
HOLD [LMB/RT],[LMB/RT]: Omega Bolt pierces and
SHOCK
Deals damage over time, when expires a burst of damage explodes from the affected target.
MAJOR SHOCK and MASSIVE SHOCK are more powerful.
shocks
all enemies hit.
HOLD [LMB/RT],[LMB/RT]: Upon hitting with Omega Bolt, all other skill cooldowns are reduced by 3s.
ATTRACTOR BEAM
RMB / LT
Default ability cooldown.
 10s | 
Default damage against lightly armored enemies.
 180 (full) | 
Default damage against heavily armored enemies.
 165 (full)
HOLD [RMB/LT]: Beam attack that
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
enemies.
Show/Hide upgrades
Channel Selector Cantrip of Disruption
Simultaneously fires [LMB/RT] MAGIC BOLT.
INTERRUPT
Disrupts any skills in use and very briefly slows the target's movement.
Interrupts
attackers on start.
Slight delay before casting.
Renewed Attraction Drawn to Life Enervation Effect Force Feedback
If the targeted enemy dies, ATTRACTOR BEAM recharges instantly. Deals 3x
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
against foes below 33%
HEALTH
A special resource that represents hero's (or creature's) life pool, and is a measure of how long he able to remain in the fight.
The amount of health is varying between characters. One segment of green bar represents 500 health, additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using of some of the skills reduces health. Health can be regenerated by various sources, characters OUT OF COMBAT slowly regenerate their health by themselves.
When health bar reaches 0, hero is defeated and returns to the Airship, while creature just dies.
health
.
If you interrupt a foe, inflict
WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
. (-25% damage, 3s)
If you interrupt a foe, inflict
CRIPPLE
Reduces movement speed by 40% and limits jump height.
cripple
. (3s)
ARCANE VORTEX
Q / LB
Default ability cooldown.
 15s
Create a vortex that
DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflects
enemy projectiles. (4s)
Show/Hide upgrades
Reverse Polarity Induction Field
Vortex lasts 50% longer and
REFLECTION
Reflects incoming projectiles directly back at their source.
reflects
enemy projectiles.
Increases targeting range. (10m)
After 1s,
PULL
Pulls an enemy to hero's location, interrupting any skills in use and preventing any further skill usage or movement by the enemy while they're being pulled.
pull
one nearby foe into the Vortex. (+5s cooldown)
True Strike Warp Factor Addition by Diffraction Confusion
[Q/LB],[LMB/RT]: MAGIC BOLTS that hit your Vortex redirect toward enemies. Allies passing through your Vortex gain a
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
. (5s)
[Q/LB],[LMB/RT]: When hitting a foe inside your Vortex, deal +20% basic attack
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (5s)
Enemies that exit your Vortex are
DAZE
Interrupts and prevents skill usage for the duration of the daze.
dazed
for 1s.
DIMENSION DOOR
E / RB
Default ability cooldown.
 15s
Targeted: Teleport to target location.
Show/Hide upgrades
Temporal Discontinuity Seek Shelter
On use, reduces cooldown for other skills by 7s and gives you +15
STAMINA
A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina
.
Allies near your destination gain
ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor. Each hero has a base amount of armor that can be increased temporarily through skills and upgrades. Armored heroes have 25 Armor, while other heroes have 15 Armor.
armor
. (+25 armor, 3s)
Does not affect self.
Dimensional Rift Open to Offense Gimme Shelter Go Go Go
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Damage
enemies at both your source and target destination. (+250)
After teleporting, deal +25% basic attack
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
for 5s.
Allies near your destination also gain projectile
DEFLECTION
Deflects incoming projectiles away in random directions from the source of deflection.
deflection
.
Does not affect self.
Allies near your destination also gain
SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
speed boost
. (25%, 3s)
Does not affect self.
DEATH RAY
F,LMB / LS+RT,RT
 Focus ability | 
Default damage against lightly armored enemies.
 800 / 1040 / 1360 | 
Default damage against heavily armored enemies.
 710 / 923 / 1207
Deadly beam attack that also
SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
enemies.
Hits more targets per focus charge. (2/3/5)
Show/Hide upgrades
Will to Power Battle Ready
[F/LS+RT],[LMB/RT]: +10%
DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
and +10% front
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
after using FOCUS. (Lasts until you die)
+10% front
DAMAGE REDUCTION
Reduces incoming DAMAGE by a certain percentage, as determined by the skill that applies the reduction.
damage reduction
, additional +5 while attacking.
Supreme Will Refocus Skirmishing Acrobatics
[F/LS+RT],[LMB/RT]: 100%
CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit chance
and +100
STAMINA
A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina
when you use FOCUS.
+15%
FOCUS
A special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
Focus
gain.
[F/LS+RT],[LMB/RT]: +25%
FOCUS
A special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
Focus
gain after using FOCUS. (Lasts until you die)
Faster
STAMINA
A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina
regeneration while in
COMBAT
A state in which characters enter while using their DAMAGE dealing skills and taking damage from enemies.
During combat active movements (SPRINT, JUMP and DODGE) consume STAMINA.
In 7 seconds after not performing attacks and taking damage, character is OUT OF COMBAT and begins to regenerate his HEALTH and STAMINA.
combat
. Out of combat
HEALTH
A special resource that represents hero's (or creature's) life pool, and is a measure of how long he able to remain in the fight.
The amount of health is varying between characters. One segment of green bar represents 500 health, additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using of some of the skills reduces health. Health can be regenerated by various sources, characters OUT OF COMBAT slowly regenerate their health by themselves.
When health bar reaches 0, hero is defeated and returns to the Airship, while creature just dies.
health
regeneration starts 2s sooner.
DODGE
Gives character a chance to completely avoid incoming attack and gain invulnerability for a brief moment (does not apply to damage from ground effects or debuffs).
One dodge always costs 25 points of STAMINA. When stamina bar reaches 0, hero still can dodge, but will lost chance to gain invulnerability.
Melee Heroes also gain a special attack by using their primary attack after dodging at the cost of additional stamina, but charging forward and deal damage.
Dodging
costs 20% less
STAMINA
A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina
.

Talents

All to Tether Now
BATTLE [RMB/LT]: ATTRACTOR BEAM stays attached at longer range.
CLASH While attached, rapidly grants
FOCUS
A special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
Focus
.
Perfect Storm
BATTLE [Q/LB]: ARCANE VORTEX is larger.
CLASH Raises
CRITICAL HITS
Every Hero's crit chance defaults to 0.01%. Landing hits with primary attack will increase crit chance up to a maximum of 100%. Primary attacks are the only attacks that build and benefit from crit damage, though certain upgrades will allow some secondary skills to help build or modify your crit chance.
Failing to land hits with primary attack will cause crit chance to rapidly decay back to its default value.
crit chance
to 100%.
Added Dimension
BATTLE [E/RB]: DIMENSION DOOR has longer range. (+6m)
CLASH -6s cooldown if you are over 50%
HEALTH
A special resource that represents hero's (or creature's) life pool, and is a measure of how long he able to remain in the fight.
The amount of health is varying between characters. One segment of green bar represents 500 health, additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using of some of the skills reduces health. Health can be regenerated by various sources, characters OUT OF COMBAT slowly regenerate their health by themselves.
When health bar reaches 0, hero is defeated and returns to the Airship, while creature just dies.
health
.

Strategy

The fact of the matter is that Mozu is either the best hero or the worst hero entirely based on the play style and abilities of the player controlling Mozu. Because her basic attack, [LMB/RT] MAGIC BOLT, takes a lot of time to understand and use properly, a lot of players seem to shy away from her. Part of the problem is that this attack builds up damage over time, meaning when you enter a fight, you have low-ish defense, decent enough mobility, but low damage, which amps up over time. This means she is prone to being disrupted, blocked, and mitigated. If you plan your attacks correctly, however, and take on a more "support fire" role than a direct DPS, you can do a huge amount of damage with Mozu.

You can do this by preparing before-hand, making sure to pre-arm the LMB/RT attack before you get into combat. A recommended game plan is to drop into a fight with a pre-armed Magic Bolts, deal as much damage as you can, then use the [E/RB] DIMENSION DOOR to "get out of dodge" before you take too much heat. Managing your

STAMINA
A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina

, and understanding the cooldown for Dimension Door is extremely important: If you're caught without either, you might as well sit still, because you might as well be dead, regardless of how effectively you use your other skills or how many allies you have to help.

Tips and Tricks

  • Mozu can deal huge, amazing damage with [LMB/RT] MAGIC BOLT, but as a ranged caster, she is made to stay in the backline, behind tanks, bruisers, and melee fighters. Never be at the front of your team unless you have an [Q/LB] ARCANE VORTEX to protect you and [E/RB] DIMENSION DOOR to warp to safety.
  • [LMB/RT] MAGIC BOLT takes a period of time to charge, so you can pre-load it by hitting the air before your first attacks.
  • Assassins will try to dive you and kill you quickly. If they are on the enemy team, it is best to save [E/RB] DIMENSION DOOR for when they try to jump on you, and use Cantrip of Disruption upgrade of [RMB/LT] ATTRACTOR BEAM to
    INTERRUPT
    Disrupts any skills in use and very briefly slows the target's movement.
    interrupt
    their damage abilities.
  • Deploy [Q/LB] ARCANE VORTEX in front of your allies and in close areas to negate enemy skills and movement.
  • [E/RB] DIMENSION DOOR is a great, easy escape skill, but remember that you have to touch terrain or the ground in order to teleport – it can't be used in aerial combat.
  • Manage your
    STAMINA
    A special resource that allows player to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
    While SPRINT and JUMPS consume stamina when player is IN COMBAT, DODGE always cost 25 stamina (one segment of blue bar).
    Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
    stamina
    or you're going to be knocked down extremely fast.
  • Don't be afraid to run, as you honestly can't deal with much damage by yourself.