Summary
Highlights
The video introduces Moon Knight as a master of relay points, capable of extending damage and influence across the battlefield, similar to lighting beacons that trigger a chain reaction. The goal is to continuously refract damage through various points to secure kills, often on enemies outside direct visual range. It also highlights common mistakes Moon Knight players make and emphasizes the importance of understanding his kit to maximize damage.
Moon Knight thrives on consistent damage rather than burst. The guide advises against staying on high perches for extended periods. Instead, players should utilize elevated positions for brief engagements, such as throwing an Enk, but quickly return to ground level. At ground level, enemies appear as a cluster, making it easier to spread damage through a mob and secure final hits more effectively than from a top-down view.
Moon Knight's slow base movement is compensated by his 3D movement capabilities: grappling hook, double jump, and glide. These abilities are crucial for evading ultimates (e.g., Psylocke, Magneto), pursuing enemies on high ground, or baiting opponents through doorways. A key technique involves using the grappling hook directly at your feet for a "super jump" to quickly gain height in a pinch. Mastering these movements distinguishes great Moon Knights from average ones.
Moon Knight's primary fire, Crescent Dart, throws three darts at a time, each dealing 25 damage and capable of critting for 50. They travel at 150 m/s and can bounce up to three times to targets within 7m, losing 20% damage with each bounce. The primary target receives the most damage, and bounce-back damage is possible. Tanks are ideal primary targets due to their large hitboxes, serving as relay points to spread damage to surrounding enemies. In 1v1 situations, it's better to lead shots and tap-fire rather than holding the trigger down.
Enks are crucial designated relay points that refract damage to nearby enemies within a 7m radius. They have a 12-second cooldown and a pull effect within 5m, dealing 20 damage and briefly knocking targets into the air, disrupting movement abilities. Enks have low HP, so intelligent placement is vital. Players should throw Enks behind or above targets to force enemies to turn away to destroy them. It's often better to soften targets with primary fire before deploying an Enk for final hits. Also, avoid throwing an Enk with a low magazine, use them against flyers by attaching them to nearby surfaces, and identify improvised Enks like Neyore squids or Loki clones, remembering not to headshot clones to maximize their duration as relay points. Crucially, shooting an Enk first reduces damage by 20% directly, so ideally, shoot the enemy next to the Enk, but shooting the Enk guarantees damage against fast-moving targets.
The Moonblade, with its short 6-second cooldown, is Moon Knight's primary damage dealer and finisher. It has a massive hitbox, deals 80 body damage (160 headshot critical), and follows the same bounce rules as Crescent Dart. A unique benefit is 25 bonus HP for each impact, potentially granting 100 HP with a first hit and three bounces. In 1v1s, using Moonblade is essential for bonus health and significant damage. It's effective for head-level shots in crowded chokepoints, combining with Enks for immediate damage and health, or finishing low-health enemies. The standard combo is Moonblade, primary fire, Moonblade, primary fire to maximize damage and survivability.
Moon Knight's melee combo offers quick damage and a knock-up effect, useful in close-quarters. The double jump helps reach high ground or avoid ground-based attacks. The grappling hook is primarily for escaping danger or repositioning, with a special 'super jump' technique by grappling the floor. The glide ability allows for unpredictable movement, especially when fleeing, forcing pursuers to adjust their aim and buying precious time.
Moon Knight's ultimate charges quickly and is best used in chaotic situations or choke points. Though enemies can often avoid its full effect, placing it directly on a target and immediately throwing an Enk at the center pulls them back into the ultimate's higher damage zone. It can also be comboed with crowd-controlling allied ultimates (e.g., Groot, Thing, Emma Frost). Additionally, Moon Knight can use his ultimate as a safe zone against melee attackers, forcing them to engage or retreat.
Moon Knight has a team-up ability with Cloak and Dagger, creating a dark cloak bubble that restores health and provides invisibility. Taking damage briefly reveals you, so standing off-center is recommended. The guide reiterates the importance of stacking relay points, damaging enemies first before Enks for optimal damage, using Enks strategically in dives, staying at ground level for area damage, and spamming Moonblade for high damage and bonus HP. Using movement abilities for evasion and ambushes, and deploying the ultimate in chaotic moments with an Enk for follow-up, will make you a fearsome Moon Knight player.