|Level||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill: Increases the HP of ally monsters by 33%.
Skill 1: Sequential Attack [130%ATK x 3]: Attacks the enemy 3 times with each strike having a 30% chance to decrease the target’s Defense for 2 turns.
- Lv.2 Damage +5%
- Lv.3 Harmful Effect Rate +10%
- Lv.4 Damage +10%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
Skill 2: Dragon’s Dance [(100%ATK + 7%HP) x 3]: Attacks all enemies 3 times with each strike having a 15% chance to remove a beneficial effect and stuns them for 1 turn. This attack will deal more damage according to your MAX HP. (Reusable in 4 turns)
- Lv.2 Harmful Effect Rate +5%
- Lv.3 Damage +10%
- Lv.4 Harmful Effect Rate +10%
- Lv.5 Damage +10%
- Lv.6 Cooltime Turn -1
Skill 3: Reckless Assault [70%HP]: Launches a reckless attack that damages the enemy by 70% of its HP at the cost of receiving the same amount of damage. The damage can’t exceed your current HP, and is reduced to 15% (instead of 70%) against Boss enemies. (Reusable in 8 turns)
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
- Lv.4 Cooltime Turn -1
|Early Game||Any Set||HP% / HP% / HP%|
|End-game||Violent/Despair + Revenge/Will/ + Swift/Nemesis/Will||HP% / HP% / HP%|
Dungeons: An overall uninspired value for Mo Long’s tenure within the Cairos domain; mainly due to the implicit nature of the mechanics of the third skill – which in most cases – serves as a detrimental nuisance. In fact, outside of a mediocre Necro dungeon run with the sole advantage as an innate multi-hitter, there are certainly better options that are more easily attainable and are far more capable to the task.
Unfortunately, Reckless Assault could not be coined more accurately and has consistently been proven as a fatal liability at times The AI is mostly incapable of using this skill during optimal situations which would inadvertently place Mo Long in low HP circumstances due to RNG factor and for the most part – no apparent reason. This would not be a risk worth taking in most PVE situations.
Raids: Outside of the HP Leader Buff and the Defense Break on skill 1, Mo Long provides nearly zero benefits compared to other monsters of lesser stature.
PvP: In player versus player offense and defense situations, Mo Long is well represented but evidently exposes a glaring weakness deriving from the fundamental mechanics of his third skill. This mechanic acts metaphorically similar to mirrored damage in which case the equivalent of 70% of the targets HP is reflected back to Mo Long as damage. Sustaining this damage from the reflection usually places Mo Long in a vulnerable situation dependent upon the total HP of the target. Such the case and calculation that if the target is a bruiser type with HP values upwards of 50K, than 35K fixed damage would be reflected back to Mo Long, and even if no prior damage was sustained, this would most likely place him in a vulnerable situation without any means of self sustain or defense. Often this skill is compared as the polar opposite of Ramagos’ “Clean Shot” but instead of having the requirement of HP loss to execute the damage, Mo Long’s “Reckless assault” requires currently available HP.
Thus in RTA situations with veteran opponents that understand this flaw, the key tactic would involve reducing Mo Long’s HP and thus eliminating its killing potential and reducing him to a support role with relatively low rates of skill activation.
In Arena situations, where there is more overall control on damage placement and healing, Mo Long is an incredible potential killer for all enemies as fixed damage which ignores defense and elemental factors. Please also note that damage reducing auras will also reduce the damage as well as shields. Alternatively, Brand can increase the damage. However, Mo Long wouldn’t regularly be used in Arena Offenses as arena is usually concentrated upon fast AOE clears during Rush Hour and regular wing clearage.
In both Guild Wars and Guild Siege Offenses/Defenses is where Mo Long truly shines. The Meta has evolved to truly favor Mo Long in compositions accompanied with Bruisers and Sustainers. Most End game players would elect to rune Mo Long extremely fast at around 250 Violent/Despair plus or on Swift set runes to get the first turn priority in order to open with either the second or third skill. It is common to find Mo Long, Perna, Ritesh defense combos represented throughout high level Guild Wars/Siege defenses.
In RTA, Mo Long is usually a quick first pick for those that are lucky enough to have acquired him. This always forces the opponents to game plan around his versatile skill kit which is always a threat to strip/stun, armor break, and to provide fixed damage when needed.
How To Counter: The key counter to Mo Long is to reduce his HP immediately, which should disable its kill potential, and to silence.
- Similar to other Bruiser type monsters, Mo Long requires a massive amount of stats for optimal effectiveness. Other than the obvious HP stackage that is required for the reflect damage, all other stats (besides crit related) need to be padded such as Speed, Accuracy, Defense, and Resistance. If possible, aim for plus 35K HP plus, 250 Spd plus, 70 Acc, 600 Def.
- As expected, opponents will target him, and Revenge runes may prove to be a favorable option with defense break on skill one despite its low activation rate.
- Vampire rune works with the Reckless Assault to help mitigate the reflect damage, however Violent and Swift sets appear to be the meta choice as the cool downs of his skills are quite long, and a violent proc could truly punish the opponents and swing the match in your favor.