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moji guide

How To Play As Moji

Art By: KC0331

Familiar Spray & Familiar Spit

FAMILIAR SPRAY – Secondary FAMILIAR SPIT – Primary
Hitscan Projectile
Area of Effect (AOE) Direct Hit
Close Range Mid Range
Damage is 50/0.08 (625 dps) Damage is 100/0.6s (160 dps)

Both your primary and secondary fire count as a Weapon Attacks. Spray can Caut multiple enemies. Spit’s damage is absolutely terrible at mid-range without any marks, but still can be good for poking enemies with Caut. You can spam left click as much as you want when you have nothing better to do, but the downside is that the noise can telegraph your location.

Both attacks be activated at the same time. However, activating spit will detonate the marks that spray creates, and you lose the damage. Mechanically, this means resting and holding secondary fire while tapping primary fire periodically like a metronome. 10 marks get applied in 0.8 seconds. Ideally, spit is activated every 0.8 seconds. There is a visual indication of a darker star when 5 marks are applied and a brighter star when 10 are applied. Moji isn’t good for shieldbreak but if you have to, you may as well use both attacks simultaneously on it.

Numbers are from Gamepedia on how many damage a spit does after detonating a mark:

0 1 2 3 4 5 6 7 8 9 10
100 100 100 100 100 100 100 106 369 552 1000

Detonating anywhere from 0 to 7 is useless. It’s like what Chris Rock said about dropping out in the 10th grade being just as dumb as dropping out of the 2nd grade. The damage is only decent after 8 or 9, but at that point you may as well wait 0.1-0.2 more seconds to get the full Sha Lin arrow at 10. Due to how parabolic this is, when detonating, it’s probably best to err on the side of caution and detonate a little later rather than a little earlier.

Also, keep in mind that neither of Moji’s attacks have falloff damage. You can duel an enemy at the tip end of the Familiar Spray range; you don’t necessarily need to be right next to the enemy.

Scamper – The game doesn’t mention this, but the Toot talent activates only when Scamper activates (it’s not passive). Thie ability is self-explanatory; it offers mobility and healing, and it’s already on a short cooldown so the 0.5s cooldown reduction cards make it frequently usable.

Magic Barrier

  • It’s not a shield of any kind. It’s just temporary CC and damage immunity for 2 seconds. Kind of like when Furia casts her Ultimate.
  • The CC immunity of this cooldown makes her a little less dependent on Resilience. If the enemy has CC abilities in their comp, you want to make note of them early on so you can save this cooldown for when you expect the CC to happen.
  • Scamper is a faster cooldown that you can get up quickly, but you really want to play around this one, because if you don’t have this up, you can’t be aggressive. And even if you do go aggro, you still need to be by cover because when the 2 seconds are up, you’re going to get focused. Players focus enemies who recently use their defensive cooldowns.
  • If an enemy attacks you while you use this, they receive 10 marks (that’s the max). So, you can immediately spit for 1000 damage instead of waiting for spray to apply marks.

Bon Appetit (Ultimate)

  • If your goal with the Ultimate is to secure a kill, use it in close-range. Why? Because your time is valuable. The transformed enemy can still move around and you don’t have time to waste chasing them around. Scamper is used to execute the transformed enemy, so make sure Scamper is available when Ulting, and Ult within a range that Scamper can reach.
  • It’s fine to use at mid-range if the goal is to stun someone for a few seconds and not try to execute them.
  • The transformation lasts for 4 seconds; during which the target is damage immune; like Atlas’s Ultimate, one needs to be careful not to prevent their team mate from getting a kill.
  • From a damage standpoint, tanks are high value. If you can execute anyone, it may as well be someone with 4000 HP.
  • There is cast time upon activation and a long animation when the lizards eat the snack. This risks Moji’s life.
    • If you are in line of sight of 2+ enemies, you may transform one of the enemies, but the other enemies can still fire at you. A safe bet is to use it in a 1v1 duel scenario where it’s just you and them, and enemies can’t intervene.
    • Or if there are 2+ enemies that see you, make sure you also have team mates nearby to protect you.

Moji Talent Build

Talent:Explanation:


TOOT

Unlocks at Mastery Level 8

Leave a cloud for 3s that grants allies 600 health over 3s.


Toot is good.

Boom boom is "ehh" okay.

Snack attack is horrible.

Toot considerably helps Moji's survivability, which is a problem via her large hitbox. It also provides utility for the team.

Boom Boom is situation dependent. What if Moji wnats to attack an isolated enemy (and not be in LOS[line of sight] of multiple enemies?)

No reason to ever use Snack Attack when Toot offers healing more consistently, for both you and your allies.

Moji Loadout Build

Loadout:Slot 2:Slot 3:Slot 4:Slot 5:




4

Symbiotic

While below 50% Health receive {10|10}% increased healing.






4

Peppy

Eliminations reduce all cooldowns by {10|10}%.






4

Boop

Gain {8|8}% Movement Speed for 2s after using Scamper.






2

Scoot

Reduce the cooldown of Scamper by {0.5|.0.5}s.






1

Harmonious

Being hit while your Magic Barrier is active Heals your for {100|100}.






5

Scoot

Reduce the cooldown of Scamper by {0.5|.0.5}s.






5

Symbiotic

While below 50% Health receive {10|10}% increased healing.






3

Harmonious

Being hit while your Magic Barrier is active Heals your for {100|100}.






2

Peppy

Eliminations reduce all cooldowns by {10|10}%.






1

Fluffy

Gain {50|50} Health.


Moji Items Build

Item:Explanation:



Cauterize is rushed to 3 (or at least 2). Both attacks count as Weapon Attacks.



Closes the distance between you and your enemies



Used to help win 1v1 duels against a specific enemy.



Decent filler item. Acts a s a survivability buff.



Used to help win 1v1 duels against a specific enemy.



Used to help win 1v1 duels against a specific enemy.



Magic Barrier can block CC, so she may not need this as much as other champs, but still good into heavy CC Champion Composition(champions that are used in a game with CC abilities)



Good if you are nearby your team.

Advanced Techniques

Ideas are credited to /u/TheGrowingSeed

Bunnyhop — use your Toot to gain momentum, and as fast as possible, you jump during it, cancel the ability, and then jump every time you hit the ground. If done right, you will keep all forward momentum until you mess up a jump again.

Toot stacking — leave your cloud on the ground; walking in and out of it will STACK the healing on you with no diminishing returns, meaning that instead of the usual 200/sec for 3 seconds, it’s possible to get up to 600. It works with Symbiotic.

Barrier shot — fire a spit, and immediately activating your barrier while an enemy attacks you. Your spit is a projectile, so if the enemy you are up against is hitscan, they can get the full marks on them from shooting your barrier before your spit even hits them.

Winrates – Moji is offmeta and very rarely used in pro play, she has positive winrates in every rank below Masters (according to The Better Meta stats). Across all ranks, with Toot, her average winrate is 58%.

Maps – Her map winrates currently vary between 48% and 58%; she is very map dependent. Her worst map is Frog Isle (her only negative winrate). Her best map is Jaguar Falls. Her other top 5 maps are Brightmarsh, Shattered Desert, Ascension’s Peak, Warder’s Gate and Frozen Guard. In general, she favors small dense maps with a lot of cover that bring team mates together for and restrict how far enemies can run away from her.

VOD’s

VOD’s from Cljparakingr, one of the highest MMR Moji’s:Moji on Frozen Guard and Moji on Serpent Beach

What I notice from his gameplay:

  • When he starts the round, he doesn’t automatically go for a kill. He stays by cover, waits for a few seconds, to see where the enemies are and what weaknesses he can exploit.
  • He tries to find enemies that are isolated and challenges them to 1v1 duels where the enemy’s team won’t be able to see or help them.
  • He goes on low-risk soft flanks, at specific moments when he knows the enemy team won’t expect him. But he doesn’t always go for flanks by default.
  • He’s not afraid to get into close-range duels against main tanks; Moji’s high DPS can melt down their health pool. In one match, he got two Blast Shields against a mostly direct hit comp just so he can bully their Fernando.
  • Playing very safe, by cover, not too far from the team, can usually Scamper back them when he needs to.
  • His item purchasing pattern is rush Cauterize to III. Then, 2 blue items like Haven or Blast. Then, fillers like Nimble and Rejuvenate.

Pro Play

I’ve checked and asked around and virtually no pro players on PC have been using her, at least in public matches. T

here was the Natus Vincere vs. Virtus Pro match on Jaguar Falls a few months ago; Na’Vi used Moji and won (4-3).

  • They used a high-sustain composition: Inara, Ruckus, Grover, Pip and Moji. Double support plus the healing from Moji’s Toot. Also, Pip’s Moxie 5, Moji’s Symbiotic 5, Inara’s Earthenguard and a few Rejuvenate purchases.
  • The Moji deck had 5 Greater Good (8% lifesteal when enemy is fully marked) and he had Life Rip 2 for a total of 60% lifesteal; lifesteal is normally not great, though Symbiotic 5. This is a high-risk/high-reward card designed to help him dominate in duels, but during moments when he was unable to approach, it got minimal value. He got Nimble 2, though Grover and Inara also got it so I assume it was a team strat of touching point faster if demounted or peeking the cover of sun and moon room more easily.
  • Mutu, on Moji, varied between 2 playstyles. He stayed by the Inara, healed her while helping her deal with the enemy tanks. But he also went around the sun and moon rooms to go for flanks as needed and when his team was ahead in fights, he became more aggressive. The way he went from very passive to very aggro seems like communication played a big part.
  • He played by doorways, peeking in and out of them. He got fairly low damage for a DPS due to Moji not having any poke damage capability, but he was able slow down some of the aggression of VP by making them approach more carefully if they know they could be burned in 2 seconds if they enter the wrong door way. Overall, for PPL standards, this Moji performance neither was a carry nor a liability, and some parts of the execution were shaky, though the composition as a whole succeeding in enabling Navi’s tanks.

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